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Transnational Contexts of Development History, Sociality, and Society of Play

Video Games in East Asia

  • S. Austin Lee
  • Alexis Pulos

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

Table of contents

  1. Front Matter
    Pages i-xv
  2. S. Austin Lee, Alexis Pulos
    Pages 1-9
  3. History

  4. Mobile Social Games

    1. Front Matter
      Pages 93-93
    2. Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun
      Pages 95-122
    3. Hogeun Seo, Claire Shinhea Lee
      Pages 123-149
  5. Social Impacts

  6. Back Matter
    Pages 237-243

About this book

Introduction

This book examines the development and prominence of video games within historical, industrial, and social contexts of East Asia, the largest global market for the video game industry. The book overviews the history of video game technology and industry, examines recent trends in mobile social games, and discusses social impacts of video games in East Asian contexts. The first part overviews the history of video game industry and the technological landscape of video games. The second part examines the recent trend in social mobile games and how developers and players interact in this new gaming sphere. The last part of the book discusses the social impacts of video games in East Asian context through both quantitative and qualitative lenses.

Keywords

Video Games Gaming History Digital Play Game Production Transnational Gaming

Editors and affiliations

  • S. Austin Lee
    • 1
  • Alexis Pulos
    • 2
  1. 1.Department of CommunicationNorthern Kentucky UniversityHighland HeightsUSA
  2. 2.Department of CommunicationNorthern Kentucky UniversityHighland HeightsUSA

Bibliographic information