Transnational Contexts of Development History, Sociality, and Society of Play
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.
A companion to Lee and Pulos' Transnational Contexts of Culture, Gender, Class, and Colonialism of Play: Video Games in East Asia. Together, these volumes offer an important intervention to the field of Game Studies and East Asian Popular CultureOffers in-depth insights to key contemporary questions in the Game Studies and East Asian Popular Culture fieldsBrings together a global group of scholars from a variety of disciplines to collaborate on the state of the area, its past, and its future