Bibliographie complète
Japanese Console Games Popularization in China: Governance, Copycats, and Gamers
Type de ressource
Article de revue
Auteur/contributeur
- Liao, Sara X. T. (Auteur)
Titre
Japanese Console Games Popularization in China: Governance, Copycats, and Gamers
Résumé
This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.1 This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents’ appropriation, becoming an integrated part of many Chinese early gamers’ lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.
Publication
Games and Culture
Volume
11
Numéro
3
Pages
275-297
Date
1 mai 2016
Abrév. de revue
Games and Culture
Langue
Anglais
ISSN
1555-4120
Titre abrégé
Japanese Console Games Popularization in China
Consulté le
23/12/2021 15:27
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Liao, S. X. T. (2016). Japanese Console Games Popularization in China: Governance, Copycats, and Gamers. Games and Culture, 11(3), 275‑297. https://doi.org/10.1177/1555412015583574
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