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Titlebook: Global Game Industries and Cultural Policy; Anthony Fung Book 2016 The Editor(s) (if applicable) and The Author(s) 2016 Games.mobile phone

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樓主: radionuclides
31#
發(fā)表于 2025-3-26 23:24:03 | 只看該作者
J. M. A. van Es BSc,R. F. van Esinteracts with the market and economics. Keane also problematizes the term “industries,” which mistakenly focuses on neoliberalism. The author suggests in the highly regulated market under the pretext of cultural policy in China, is in fact a kind of authoritarian liberalism under which the role of the creative industries is highly questionable.
32#
發(fā)表于 2025-3-27 04:16:48 | 只看該作者
33#
發(fā)表于 2025-3-27 06:49:22 | 只看該作者
Application of the Revised Model,-centered transnationalism and globalization. With the game industry as the empirical case, the chapter also discusses the argument that the sole focus on the “Americanization” paradigm misjudges Japan’s transnational cultural power in the region and the circuit of cultural globalization.
34#
發(fā)表于 2025-3-27 12:25:17 | 只看該作者
35#
發(fā)表于 2025-3-27 13:48:27 | 只看該作者
36#
發(fā)表于 2025-3-27 19:56:52 | 只看該作者
Informelle politische Kommunikationf games, offers a critical interpretation of the production context and environment. The author finds that top-level management in game corporations as well as many game design professionals are willing to give free-to-play a try. This trend is expected to benefit not only the oligopolistic corporations, but also midsize and indie game companies.
37#
發(fā)表于 2025-3-28 01:18:07 | 只看該作者
38#
發(fā)表于 2025-3-28 02:31:45 | 只看該作者
https://doi.org/10.1007/978-3-531-19098-3ommunities and identities, and digital-game subjectivity contribute to the emerging global village. Ongoing online game worlds then in the long term cultivate shared experiences among users. The authors then argue that the online game world migration phenomenon is a vivid example of collective contact experiences in the current digital era.
39#
發(fā)表于 2025-3-28 06:34:02 | 只看該作者
Introduction,nd comparative studies. The introductory chapter advocates the need for revealing globalization of digital game development and marketing. On the one hand, it suggests a global political-economic perspective in analyzing the operation of game industries. On the other hand, there is a need to refocus
40#
發(fā)表于 2025-3-28 12:03:07 | 只看該作者
Creative Industry and Cultural Policy in Asia ReconsideredAsia. The chapter argues that, despite operating more or less on a free-market economy, the non-Asian cultural industries are equally protected by a neo-liberal global policy with the formation of collaborative consortiums or communities that project and mold their creative industries in certain dir
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