Kentaro Matsumoto, Teng Jian, Yang Junxiao
The whole world is now becoming "gamified." But what is the ideological significance of this? Japan has overtaken the West to take the lead in gaming culture, while China and Korea are quickly catching up.
This is a collection of essays that looks at East Asian gaming culture while exploring the uniqueness of the excellent critiques of the three countries.
PUBLICATION DETAILS
LANGUAGE | BINDING | EDITION | ISBN | YEAR | PAGES |
Japanese | Paperback | 9784788518360 | 2024 | 400 |
OTHER NAMES
Game Culture in Japan, China and Korea
日中韓のゲーム文化論ーなぜ、いま〈東アジア・ゲーム批評〉なのか
TAGS
Authors: #KentaroMatsumoto #TengJian #YangJunxiao
Publisher: #Shinyosha (Shin-yo-sha Publishing [新曜社])
Languages: #Japanese
Format: #Paperback
Accessibility: N/A
Year: #Year2024
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