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Media Globalization of Cultural Industries in the Twenty-First Century: A Case Study of Taiwan’s Online Gaming Industry

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Book cover Global Game Industries and Cultural Policy

Part of the book series: Palgrave Global Media Policy and Business ((GMPB))

Abstract

Chen discusses the impact of media globalization on Taiwan’s game industries by using the model of scenarios of globalization in the cultural industries. Based on a comparison of two different time frames, from 2005 to 2009 and from 2010 to 2012, the chapter shows that the impact of globalization on the dynamics of the digital cultural industry must be explained in terms of their complex connotations. Different types of scenarios are applied to explain the transformation of the online gaming industry that is shaped by the interactions of technology, capital, and the market at different times

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Notes

  1. 1.

    The Chinese wuxia game presents a narrative form that originates from Chinese history, tradition and literature. The Chinese style fighting game (based on Kufu) is very popular in the Chinese cultural sphere.

  2. 2.

    Cute games, mainly South Korean produced, are a type of online gaming genre, based on themes from Japanese video game and Manga culture, which thus create an Asian-style of amusement. Two types of “cute” games, which include girls’ modern life-based games and children’s adventure games, are well accepted by young females in their twenties and by children in the 10–15 age group, all of whom are resident in Asian urban areas.

  3. 3.

    Sources are the author’s interviews with senior managers in game firms in Taipei in 2007, 2008, and 2013.

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Chen, L.C. (2016). Media Globalization of Cultural Industries in the Twenty-First Century: A Case Study of Taiwan’s Online Gaming Industry. In: Fung, A. (eds) Global Game Industries and Cultural Policy. Palgrave Global Media Policy and Business. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-40760-9_9

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