The Business and Culture of Digital Games


Book Description

This book explores the lifecycle of digital games. Drawing upon a broad range of media studies perspectives with aspects of sociology, social theory and economics, Aphra Kerr explores this all-pervasive, but under-theorised, aspect of our media environment. Written as an introductory text for media and game students this book aims present an overview of industry and scholary work on who makes games, where they get made, what kind of media and cultural form they are and who plays them and where. The Business and Culture of Digital Games looks at: - games as a new media form; - the design, development and marketing of games; - the use of games in public and private spaces. Combining a theoretical and empirical analysis of the production, content and consumption of computer games, this book will be of interest to many students of media, culture and communication.




New Economic Spaces in Asian Cities


Book Description

The East and Southeast Asia region constitutes the world’s most compelling theatre of accelerated globalization and industrial restructuring. Following a spectacular realization of the ‘industrialization paradigm’ and a period of services-led growth, the early twenty-first century economic landscape among leading Asian states now comprises a burgeoning ‘New Economy’ spectrum of the most advanced industrial trajectories, including finance, the knowledge economy and the ‘new cultural economy’. In an agenda-setting volume, New Economic Spaces in Asian Cities draws on stimulating research conducted by a new generation of urban scholars to generate critical analysis and theoretical insights on the New Economy phenomenon within Asia. New industry formation and the transformation of older economic practices constitute instruments of development, as well as signifiers of larger processes of change, expressed in the reproduction of space in the city. Asia’s major cities become the key staging areas for the New Economy, driven by the growing wealth of an urban middle and professional class, higher education institutions, city-based inter-regional movements and urban mega-projects. New Economic Spaces in Asian Cites animates this New Economy discourse by means of vibrant storylines of instructive cities and sites, including cases studies situated in cities such as Tokyo, Seoul, Shanghai, Beijing, Shenzhen, and Singapore. Theoretical and normative issues associated with the emergence of the new cultural economy are the subject of the book’s context-setting chapters, and each case study presents an evocative narrative of development interdependencies and exemplary outcomes on the ground. New Economic Spaces in Asian Cities offers a vivid contribution to our understanding of the ongoing transformation of Asia’s urban system, including the critical intersections of global and local-regional dynamics in processes of new industry formation and the relayering of space in the Asian metropolis. The synthesis of empirical profiles, normative insights, and theoretical reference points enhances the book’s interest for scholars and students in fields of Asian studies, urban and cultural studies, and urban and economic geography, as well as for policy specialists and urban/community planners.




Understanding Digital Games


Book Description

There are an increasing number of courses on digital games and gaming, following the rise in the popularity of games themselves. Amongst these practical courses, there are now theoretical courses appearing on gaming on media, film and cultural studies degree programmes. The aim of this book is to satisfy the need for a single accessible textbook which offers a broad introductions to the range of literatures and approaches currently contributing to digital game research. Each of the chapters will outline key theoretical perspectives, theorists and literatures to demonstrate their relevance to, and use in, the study of digital games.




The Economic Geography of the IT Industry in the Asia Pacific Region


Book Description

The development of the information technology (IT) industry in the Asia Pacific region faces two challenges. Firstly, can its established physical, technical, regional and governance infrastructures be adapted to meet the challenges embedded in the set of products and processes created by the IT industry? Secondly, as this adaptation evolves, which cities and regions will be best suited to connect to or lead global responses to these challenges? The chapters in this book have set out to explore these questions, providing details of change in a range of aspects of the IT industry such as mobile phones, software services, and flat screen design in regions in Japan, Korea, Taiwan, India, China and Australia. The book also outlines the policy responses of national and regional governments in Singapore, India and China and India. These case studies provide a basis to understand effective strategies which could be formulated for the future. This book’s originality emerges from the fine detail provided about firms, in particular regions and cities, from research carried out by young scholars in the past two years. This makes it very useful for readers keen to understand the recent changes in this dynamic industry in a fast growth part of the world, and it will also help to shape thinking by policy makers on policy settings that can be applied.




Digital Review of Asia Pacific 2009-2010


Book Description

The biennial Digital Review of Asia Pacific is a comprehensive guide to the state-of-practice and trends in information and communication technologies for development (ICTD) in the Asia Pacific region.This fourth edition (2009-2010) features 30 economies and four sub-regional groupings. The chapters provide updated information on ICT infrastructure, industries, content and services, key programs, enabling policies and regulation, education and capacity building, open source, and research and development initiatives, as well as ICTD challenges in each of the economies covered. The common framework that underpins these reports allows readers to undertake a comparative analysis and assess progress across Asia Pacific.In addition, regional overviews provide a synthesis of ICTD trends, regulatory issues, and lessons for managing innovation in the network economy. The thematic chapters focus on issues in ICT in education, a key area in ICTD.The authors are drawn from government, academe, industry and civil society, providing a broad perspective on the use of ICTs for human development.




Productivity, Efficiency, and Economic Growth in the Asia-Pacific Region


Book Description

Productivity growth is a keyword for sustainable economic growth in a knowledge-based society. There has been significant methodological development in the literature on productivity and efficiency analysis, e.g. SFA (Stochastic Frontier Analysis) and DEA (Data Envelopment Analysis). All these methodological developments should be matched with applications in order to provide practical implications for private and public decision-makers. This volume provides a collection of up-to-date and new applications of productivity and efficiency analysis. In particular, the case studies cover various economic issues in the Asia-Pacific region. The authors analyze the performance of manufacturing firms, banks, venture capital, broadcasting firms, as well as the issues of efficiency in the education sector, regional development, and defense industry. These case studies will shed light on the potential contribution of productivity and efficiency analysis to the enhancement of economic performance.




Gaming Globally


Book Description

Video games are inherently transnational by virtue of industrial, textual, and player practices. The contributors touch upon nations not usually examined by game studies - including the former Czechoslovakia, Turkey, India, and Brazil - and also add new perspectives to the global hubs of China, Singapore, Australia, Japan, and the United States.




The Video Game Industry


Book Description

The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and ‘only’ game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come.




Casino Industry in Asia Pacific


Book Description

This single volume gives you comprehensive information on Asia-Pacific gaming! Casino Industry in Asia Pacific: Development, Operation, and Impact is a one-of-a-kind comprehensive review of the gaming industry in various countries in the Asia-Pacific region. This valuable resource thoroughly details the history, the operational issues, and the impact of casino gaming in Australia, Korea, Macao, and Southeast Asia—and the Pachinko phenomenon in Japan. International authorities discuss crucial issues that involve policy makers and casino developers, allowing industry players a global perspective as they consider various important viewpoints in their long-range planning. Casino Industry in Asia Pacific is organized into three sections: Development, Operation, and Impact. Chapters in the Development section provide a thorough history of gaming for Australia, Japan, Korea, Macao, and Southeast Asia. Laws and regulations are also reviewed for each location. In the Operation section, each chapter analyzes an important casino operational issue, including regulations, licensing and due diligence, internal control and auditing, and rolling commissions. The last section reviews the economic and social impacts for various regions. Chinese culture and gaming are also examined in detail to illustrate the intertwined relationship between gaming and people’s daily life. Extensive bibliographies, helpful tables, and fascinating photographs are also included. Casino Industry in Asia Pacific discusses: casino history and gaming legislation in Australia, Korea, and Macao Japan’s form of gambling—Pachinko gaming in Southeast Asia suggestions for Asian gaming jurisdictions casino licensing investigations accounting, internal controls, and casino auditing the use of non-negotiable chips the societal and economic impacts of gaming in Australia the impacts of casinos in Korea gaming and Chinese culture Casino Industry in Asia Pacific: Development, Operation, and Impact is an essential resource for graduate students, advanced undergraduate students, educators, researchers, gaming policymakers and lobbyists, concerned civic organization leaders and members, casino developers and executives, hotel professionals, travel and tourism professionals, and anyone interested in the gaming industry.




Dynamics of International Business: Asia-Pacific Business Cases


Book Description

Brings the challenges of contemporary international business into the classroom through cases studies from a diverse range of industries.