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Global Game Industries and Cultural Policy [Paperback]

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  • Category: Books (Political Science)
  • ISBN-10:  331982175X
  • ISBN-10:  331982175X
  • ISBN-13:  9783319821757
  • ISBN-13:  9783319821757
  • Publisher:  Palgrave Macmillan
  • Publisher:  Palgrave Macmillan
  • Binding:  Paperback
  • Binding:  Paperback
  • Pub Date:  01-Apr-2018
  • Pub Date:  01-Apr-2018
  • SKU:  331982175X-11-SPRI
  • SKU:  331982175X-11-SPRI
  • Item ID: 101357592
  • List Price: $169.99
  • Seller: ShopSpell
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  • Delivery by: Jul 15 to Jul 17
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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. 

Introduction (Anthony Fung).- Session I. Creative Industries and Cultural Policy.- Chapter 1.  Creative industry and Cultural Policy in Asia reconsidered (Anthony Fung).- Chapter 2. Creative industries and Cool Japan (Koichi Iwabuchi).- Chapter 3. Before the gold rush: Culture without industry in China (Michael Keane).- Session II. Regional Game Industries.- Chapter 4. Globalizing Chinese Online Game Industry: From Incubation, Hybridization to Structural Expansion in the Past Two Decades (Carlos K. F. Cheung and Anthony Fung).- Chapter 5. The Role of Dual Institutional- And Technological Entrepreneurship in The Formation of the Japanese Social Game Industry (Mirko Ernkvist).- Chapter 6. Revisiting Creative Industry Models for Game Industry Development in Southeast Asia (Pei-chi Chung).- Chapter 7. The Globally Integrated Network of South Korean Online Game Industry: Introduction (Pei-chi Chung).- Chapter 8. Media Globalization in Cultural Industries on 21st Century: A Case Study of TlCp