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A new perspective on the spatial complexity and plurality of Japanese videogames. Unboxing Japanese Videogames uncovers the complex and plural spatialities of commercial videogames published in Japan between 1985 and 2015. Rejecting the “boxing” inherent in the phrase “Japanese videogames,” Martin Roth explores a series of spatialities that unfold in videogame production and distribution. The book develops a notion of spatialization that is applied in the analysis of contents or genre distributions in Japan, the US, the UK, Germany, and France, the distribution of videogame works across different important markets, the geography of actors involved in videogame production and their gr...
Inside the Video Game Industry offers a provocative look into one of today's most dynamic and creative businesses. Through in-depth structured interviews, industry professionals discuss their roles, providing invaluable insight into game programming, art, animation, design, production, quality assurance, audio and business professions. From hiring and firing conventions, attitudes about gender disparity, goals for work-life balance, and a span of legal, psychological, and communal intellectual property protection mechanisms, the book's combination of accessible industry talk and incisive thematic overviews is ideal for anyone interested in games as a global industry, a site of cultural study, or a prospective career path. Designed for researchers, educators, and students, this book provides a critical perspective on an often opaque business and its highly mobile workforce. Additional teaching materials, including activities and study questions, can be found at https://www.routledge.com/9780415828284.
Assesses government and civil society responses to the digital revolution in the Middle East.
A new edition that brings the ways we watch and think about television up to the present We all have opinions about the television shows we watch, but television criticism is about much more than simply evaluating the merits of a particular show and deeming it “good” or “bad.” Rather, criticism uses the close examination of a television program to explore that program’s cultural significance, creative strategies, and its place in a broader social context. How to Watch Television, Second Edition brings together forty original essays—more than half of which are new to this edition—from today’s leading scholars on television culture, who write about the programs they care (and t...
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.
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Hundreds of alphabetically arranged biographical and topical entries survey the current state of lesbian, gay, bisexual, transgender, and queer American culture.
Locating Emerging Media focuses on the tensions between the local and global in the design, distribution, and use of emerging media forms, building on scholarship on the cultural geography of new media networks and products and the relationships between the "global" and the "local." Authors consider new media practices, texts, services, software, policies, infrastructures, and design discourses that enrich existing relationships between creative industries and cultures of production, reception, and engagement. This consideration highlights the relationships between global and local perspectives and new media technologies and practices emerging within (and through) the geography and culture of particular places. Areas examined include East Asia, Latin America, Africa, Europe, South Asia, the Pacific Islands, and the Middle East. Through all is the recognition that what is new or emergent around the globe is unique in each locality.