Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Video Games in East Asia

Nonfiction, Social & Cultural Studies, Political Science, International, Social Science, Gender Studies
Cover of the book Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by , Springer International Publishing
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Author: ISBN: 9783319438177
Publisher: Springer International Publishing Publication: December 24, 2016
Imprint: Palgrave Macmillan Language: English
Author:
ISBN: 9783319438177
Publisher: Springer International Publishing
Publication: December 24, 2016
Imprint: Palgrave Macmillan
Language: English

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

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