top of page
VGL_Banner_wLogo.png

VIDEO GAMES IN EAST ASIA: TRANSNATIONAL CONTEXTS OF DEVELOPMENT HISTORY, SOCIALITY, AND SOCIETY OF PLAY

  • Writer: Dean Guadagno
    Dean Guadagno
  • 1 hour ago
  • 1 min read

Akiyo Shoun, Akiko Shibuya, Alexis Pulos, Arielle Goldberg, Bryan Hikari Hartzheim, Claire Shinhea Lee, Hogeun Seo, Hongsik Yu, Mariko Koizumi, Mizuha Teramoto, S. Austin Lee, Sara Liao





This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia.


Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

PUBLICATION DETAILS

LANGUAGE

BINDING

EDITION

ISBN

YEAR

PAGES

English

Hardcover

1st Edition

9783319438191

2017

243

English

Paperback

1st Edition

9783319829180

2018

243

English

eBook

1st Edition

9783319438207

2017

243

OTHER NAMES

Transnational Contexts of Development History, Sociality, and Society of Play: Video Games in East Asia

TAGS


Publishers: #PalgraveMacmillan (Palgrave Macmillan)

Languages: #English

Accessibility: N/A


Companies:

N/A


Public Figures: N/A


Games: N/A


Misc:

N/A

Comments


bottom of page