Global Game Industries and Cultural Policy

  • Anthony Fung

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

Table of contents

  1. Front Matter
    Pages i-xix
  2. Anthony Fung
    Pages 1-11
  3. Creative Industries and Cultural Policy

    1. Front Matter
      Pages 13-13
    2. Koichi Iwabuchi
      Pages 33-52
  4. Regional Game Industries

  5. Mobile Play

  6. Online Games

    1. Front Matter
      Pages 283-283
    2. Richard A. Bartle
      Pages 303-316

About this book

Introduction

‘As gaming overtakes heritage entertainments in East Asia as rapidly as elsewhere, Global Game Industries and Cultural Policy fills an important gap by surveying the region. Its focus on the continued role of national policy, from internal censorship to brand nationalism, constitutes an important corrective to the rhetoric of globalization.’ – Professor Chris Berry, King’s College London, UK

‘The games industry globally has had astounding growth - overtaking music and film in global sector size some years ago - and Asia is where much of this growth and innovation in modes of player engagement is happening. Anthony Fung's new collection takes us to the rapidly beating heart of this industry, giving us the latest industry lowdown while situating the analysis in the broader contexts of dynamic creative industries and cultural policy initiatives.’- Stuart Cunningham, Distinguished Professor of Media and Communications, Queensland University of Technology


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. 

Keywords

Games mobile phones youths Asian market cultural industries global markets

Editors and affiliations

  • Anthony Fung
    • 1
  1. 1.School of Journalism and CommunicationThe Chinese University of Hong KongShatinHong Kong

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-40760-9
  • Copyright Information The Editor(s) (if applicable) and The Author(s) 2016
  • Publisher Name Palgrave Macmillan, Cham
  • eBook Packages Literature, Cultural and Media Studies
  • Print ISBN 978-3-319-40759-3
  • Online ISBN 978-3-319-40760-9
  • About this book