Skip to main content
Erschienen in:
Buchtitelbild

2016 | OriginalPaper | Buchkapitel

1. Introduction: Histories and Industries of Gameplay

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

From the production of arcade video games in the 1970s to the development of E-sports in the early 2000s, East Asia has been a driving force in the global video game industry. In 2016, China, Japan, South Korea, and Taiwan have collectively generated more than 40% of the global games market revenues.1 As of 2016, the global video game industry is a $101.6 billion industry,2 while current global box office film sales are a $38.3 billion industry,3 making video games one of the most profitable entertainment industries of the twenty-first century. While these numbers highlight the influence of the region on game sales, they do not cover the complexity of the video game industry. Current video game platforms offer more styles of games, game-playing demographics are more varied and wider than ever, “and games are now large, small, polished, experimental, two-dimensional, three-dimensional, text-based, gestural, genre-specific, or mashed up” (Consalvo 2016, 2). There is therefore no single context, industry, or community of games but a diverse multitude of game structures that have shaped the cultural milieu of video games in the region. Due to the intra-regional and transnational flow of content, East Asia is not only recognized as a historic global gaming center but is “marked by diverse consumption and production patterns of gaming, mobile and broadband technologies, subject to local cultural socio-economic nuances” (Hjorth and Chan 2009, 3). Moreover, in the historical and contemporary contexts of East Asia, video games have given rise to new forms of identity formation, social interaction, and virtual colonization that blur national boundaries and create transnational practices of interaction. From this multifaceted context and cultural flow of information across historical and regional boarders, East Asia is an automatic “must” when studying the global contexts of the video game industry.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literatur
Zurück zum Zitat Bogost, Ian. 2007. Persuasive games: The expressive power of video games. Cambridge: MIT Press. Bogost, Ian. 2007. Persuasive games: The expressive power of video games. Cambridge: MIT Press.
Zurück zum Zitat ———. 2008. Unit operations: An approach to videogame criticism. Cambridge: MIT press. ———. 2008. Unit operations: An approach to videogame criticism. Cambridge: MIT press.
Zurück zum Zitat Castranova, Edward. 2005. Synthetic worlds: The business and culture of Online Games. Chicago: University of Chicago Press. Castranova, Edward. 2005. Synthetic worlds: The business and culture of Online Games. Chicago: University of Chicago Press.
Zurück zum Zitat Consalvo, Mia. 2016. Atari to Zelda: Japan’s videogames in global contexts. Cambridge: MIT Press. Consalvo, Mia. 2016. Atari to Zelda: Japan’s videogames in global contexts. Cambridge: MIT Press.
Zurück zum Zitat Conway, Steven, and Jennifer deWinter (ed). 2015. Video game policy: Production, distribution, and consumption (Routledge advances in video game studies). New York: Routledge. Conway, Steven, and Jennifer deWinter (ed). 2015. Video game policy: Production, distribution, and consumption (Routledge advances in video game studies). New York: Routledge.
Zurück zum Zitat Flanagan, Marry. 2009. Critical play: Radical game design. Cambridge: MIT Press. Flanagan, Marry. 2009. Critical play: Radical game design. Cambridge: MIT Press.
Zurück zum Zitat Gorges, Florent, and Isao Yamazaki. 2012. The history of Nintendo 1889–1980 sc. France: Pix’n Love Publishing. Gorges, Florent, and Isao Yamazaki. 2012. The history of Nintendo 1889–1980 sc. France: Pix’n Love Publishing.
Zurück zum Zitat Harris, Blake J. 2015. Console wars: Sega, Nintendo, and the battle that defined a generation. New York: HarperCollins. Harris, Blake J. 2015. Console wars: Sega, Nintendo, and the battle that defined a generation. New York: HarperCollins.
Zurück zum Zitat Hjorth, Larissa, and Chan Dean (ed). 2009. Gaming cultures and place in Asia-Pacific (Routledge studies in new media and cyberculture). New York: Routledge. Hjorth, Larissa, and Chan Dean (ed). 2009. Gaming cultures and place in Asia-Pacific (Routledge studies in new media and cyberculture). New York: Routledge.
Zurück zum Zitat Jin, Dal Yong. 2010. Korea’s online gaming empire. Cambridge: MIT Press. Jin, Dal Yong. 2010. Korea’s online gaming empire. Cambridge: MIT Press.
Zurück zum Zitat McAllister, Ken S. 2004. Game work: Language, power, and computer game culture. Tuscaloosa: The University of Alabama Press. McAllister, Ken S. 2004. Game work: Language, power, and computer game culture. Tuscaloosa: The University of Alabama Press.
Zurück zum Zitat McGonigal, Jane. 2011. Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press. McGonigal, Jane. 2011. Reality is broken: Why games make us better and how they can change the world. New York: Penguin Press.
Zurück zum Zitat Mortensen, Torill E., Jonas Linderoth, and Ashley M.L. Brown (ed). 2015. The dark side of game play: Controversial issues in playful environments (Routledge advances in video game studies). New York: Routledge. Mortensen, Torill E., Jonas Linderoth, and Ashley M.L. Brown (ed). 2015. The dark side of game play: Controversial issues in playful environments (Routledge advances in video game studies). New York: Routledge.
Zurück zum Zitat Parish, Jeremy. 2016. Game Boy World 1989/XL Color Edition: A History of Nintendo Game Boy, vol. I (Unofficial and Unauthorized) (volume 1). CreateSpace. Parish, Jeremy. 2016. Game Boy World 1989/XL Color Edition: A History of Nintendo Game Boy, vol. I (Unofficial and Unauthorized) (volume 1). CreateSpace.
Zurück zum Zitat Taylor, T.L. 2012. Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press. Taylor, T.L. 2012. Raising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press.
Zurück zum Zitat Turkle, Sherry. 2005. The second self: Computers and the human spirit. Cambridge: MIT Press. Turkle, Sherry. 2005. The second self: Computers and the human spirit. Cambridge: MIT Press.
Zurück zum Zitat Wark, McKenzie. 2007. Gamer theory. Cambridge: Harvard-University Press. Wark, McKenzie. 2007. Gamer theory. Cambridge: Harvard-University Press.
Metadaten
Titel
Introduction: Histories and Industries of Gameplay
verfasst von
S. Austin Lee
Alexis Pulos
Copyright-Jahr
2016
DOI
https://doi.org/10.1007/978-3-319-43820-7_1