Video Games and the Global South

Video Games and the Global South
Author: Phillip Penix-Tadsen
Publsiher: Lulu.com
Total Pages: 302
Release: 2019-05-17
Genre: Computers
ISBN: 9780359641390

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Video Games and the Global South redefines games and game culture from south to north, analyzing the cultural impact of video games, the growth of game development and the vitality of game cultures across Africa, the Middle East, Central and South America, the Indian subcontinent, Oceania and Asia.

Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publsiher: MIT Press
Total Pages: 715
Release: 2015-05-01
Genre: Games & Activities
ISBN: 9780262527163

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Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Global Game Industries and Cultural Policy

Global Game Industries and Cultural Policy
Author: Anthony Fung
Publsiher: Springer
Total Pages: 340
Release: 2017-02-10
Genre: Political Science
ISBN: 9783319407609

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This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.

Un Mapping the Global South

Un Mapping the Global South
Author: Gero Bauer,Nicole Hirschfelder,Fernando Resende
Publsiher: Taylor & Francis
Total Pages: 284
Release: 2024-03-19
Genre: Literary Criticism
ISBN: 9781040001387

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This book offers new approaches and insights into the ongoing and topical discussions on the concepts and definitions of the global south. Instead of adding to the debates about how to properly define the "global south" as such, it aims at emphasising concrete experiences and accounts of (post-)colonial dislocation and disidentification as both a starting point and linchpin for the subsequent exploration. It brings into conversation theories and interrogations of the "global south" with specific local studies, without presenting them as the romanticised "other" or as "non-western" narratives. As a bold initiation of future conversations on issues that both directly and indirectly affect ideas about the global south, the volume will be of great interest to scholars and researchers of critical theory, literary and cultural studies, and global south studies.

The Handbook of Media and Culture in the Middle East

The Handbook of Media and Culture in the Middle East
Author: Joe F. Khalil,Gholam Khiabany,Tourya Guaaybess,Bilge Yesil
Publsiher: John Wiley & Sons
Total Pages: 580
Release: 2023-06-27
Genre: Social Science
ISBN: 9781119637066

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The Handbook of Media and Culture in the Middle East The Handbook of Media and Culture in the Middle East is an invaluable resource for anyone seeking to understand the profound and complex changes shaping the 21st century. With trans-regional contributions from established and emerging scholars, this ground-breaking volume offers conceptual essays and in-depth chapters that present rich analyses grounded in historical and geopolitical contexts, as well as key theory and empirical research. Rather than viewing the Middle East as a monolithic culture, this Handbook examines the diverse and multi-local characteristics of the region’s knowledge production, dynamic media, and rich cultures. It addresses a wide range of topics, including the evolving mainstream and alternative media, competing histories in the region, and pressing socio-economic and media debates. Additionally, the Handbook explores the impact of regional and international politics on Middle Eastern cultures and media. Designed to serve as a foundation for the next era of research in the field, The Handbook of Media and Culture in the Middle East is essential reading for all academics, scholars, and media practitioners. Its comprehensive scope makes it an excellent primary or supplementary textbook for undergraduate or graduate courses in global studies, media and communication, journalism, anthropology, sociology, economics, political science, and history.

Teaching the Middle Ages through Modern Games

Teaching the Middle Ages through Modern Games
Author: Robert Houghton
Publsiher: Walter de Gruyter GmbH & Co KG
Total Pages: 314
Release: 2022-10-24
Genre: History
ISBN: 9783110712032

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Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress. The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool. This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.

Videogames in the Indian Subcontinent

Videogames in the Indian Subcontinent
Author: Souvik Mukherjee
Publsiher: Bloomsbury Publishing
Total Pages: 182
Release: 2022-11-25
Genre: Social Science
ISBN: 9789354356919

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Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.

Encyclopedia of Video Games 3 volumes

Encyclopedia of Video Games  3 volumes
Author: Mark J. P. Wolf
Publsiher: Bloomsbury Publishing USA
Total Pages: 1173
Release: 2021-05-24
Genre: Games & Activities
ISBN: 9798216161820

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Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.