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Global Game Industries and Cultural Policy
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Table of Contents

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 Taiwan’s Online Gaming Industry (Lai Chi Chen).- Chapter 9. A Patchwork of Potential: A Survey of the European Game Industry (David Nieborg and Jeroen de Kloet).- Chapter 10. Contested Reception of the Free-To-Play Business Model in the North American Video Game Market (Matthew M. Chew).- Session III. Mobile Play.- Chapter 11. Beyond the Game of Cat and Mouse: Challenges of Discoverability and Piracy In Mobile Gaming Market (Elaine Jing Zhao).- Chapter 12. The Place of the Mobile Play: Camera Phone Play and Gamified Locative Media (Larissa Hjorth).- Session IV. Online Games.- Chapter 13. Online Game Worlds as a Virtual Co-presence across National Borders (Holin Lin and Chuen-Tsai Sun).- Chapter 14. The Decline of MMOs (Richard A. Bartle).- Chapter 15. Governance Challenges in the Global Games Industry (Darryl Woodford).- Index.

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"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)

About the Author

Anthony Y.H. Fung is Director and Professor in the School of Journalism and Communication at the Chinese University of Hong Kong. He is also Professor in the School of Art and Communication at Beijing Normal University under the “Global Talents Scheme” and Chair Professor at Jinan University, China. His research interests and teaching focus on popular culture and cultural studies, gender and youth identity, cultural/creative industries and policy, and new media studies. He authored and edited more than 10 Chinese and English books. His recent books include Global Capital, Local Culture: Transnational Media Corporations in China (2008), Riding a Melodic Tide: The Development of Cantopop in Hong Kong (2009) (in Chinese), Policies for the Sustainable Development of the Hong Kong Film Industry (2009), Imagining Chinese Communication Studies (2012), Melodic Memories: The Historical Development of Music Industry in Hong Kong (2012) (in Chinese), Asian Popular Culture: the Global (Dis)continuity (2013) and Chinese Youth Culture (2017).

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