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Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Video Games in East Asia

  • Alexis Pulos
  • S. Austin Lee

Part of the East Asian Popular Culture book series (EAPC)

Table of contents

  1. Front Matter
    Pages i-xv
  2. Alexis Pulos, S. Austin Lee Lee
    Pages 1-13
  3. Part I Gamer Culture

  4. Part II Gender and Class

  5. Part IIIColonialism and Transnationalism

    1. Front Matter
      Pages 153-153
    2. Rachael Hutchinson
      Pages 155-178
  6. Back Matter
    Pages 211-218

About this book

Introduction

This book examines gamer culture, expressions of gender and class, and issues of colonialism and transnationalism in digital games in East Asia. Focusing on examinations of how video games and the universes they offer create complex hierarchies and unique, subversive interventions in East Asia, Lee and Pulos' volume critically examines how video games can shape cultural contexts and simultaneously react to the cultures that consume them. Contributions range from assessments the culture of game developer groups to representations of ethnicity in characters, with special attention paid to the glocalization of culture, including cultural adoption and adaption.

Keywords

Video Games Transnational Gaming Gamer Culture Colonialism and Transnationalism Gaming, Gender, and Class

Editors and affiliations

  • Alexis Pulos
    • 1
  • S. Austin Lee
    • 2
  1. 1.Department of CommunicationNorthern Kentucky University, USA Department of CommunicationHighland HeightsUSA
  2. 2.Department of CommunicationNorthern Kentucky University, USAHighland HeightsUSA

Bibliographic information