This thesis will explain how videogames function as a cultural art and a method to be used for the propulsion of Chinese culture. First, I will define what a videogame is and outline the literature explaining how to study videogames as a media text; in the second chapter I will explain the wuxia martial arts genre, how it differs from “kung fu”, and discuss some of the implementation of Chinese culture in videogames today. The third chapter will introduce E-sports, the place E-sports have in Chinese society and how E sports can increase the attractiveness of China. The fourth chapter will explore and 21 Persona 5, (Atlas, 2016), Videogame. 18 analyze one wuxia videogame current...
Programmed Moves examines the intertwined history and transnational circulation of two major videoga...
In the video gaming contexts, gamer loyalty may stabilize the revenue streams of developers in the i...
This essay sets to explore the significance, mode, and complexity of videogame-playing in processes ...
Following the exportation of Japanese media products such as TV dramas, Japanese culture and product...
Following the exportation of Japanese media products such as TV dramas, Japanese culture and product...
This thesis investigates the re-imaginations of canonical women warrior characters in contemporary C...
Senior Project submitted to The Division of Languages and Literature of Bard College. Games are an i...
Video game developers have the ability to create synthetic worlds. These are places where players ha...
I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, includ...
Wuxia narratives delineate an imagined cultural China. Although officially banned in Mainland China ...
With control over both store shelves and consumers' consciousness, Japanese video games have dominat...
With control over both store shelves and consumers' consciousness, Japanese video games have dominat...
Over last 40 years, the video games have experienced a quick speed in their development and they hav...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
With 300 million people playing Internet games in China, the question of how these games affect yout...
Programmed Moves examines the intertwined history and transnational circulation of two major videoga...
In the video gaming contexts, gamer loyalty may stabilize the revenue streams of developers in the i...
This essay sets to explore the significance, mode, and complexity of videogame-playing in processes ...
Following the exportation of Japanese media products such as TV dramas, Japanese culture and product...
Following the exportation of Japanese media products such as TV dramas, Japanese culture and product...
This thesis investigates the re-imaginations of canonical women warrior characters in contemporary C...
Senior Project submitted to The Division of Languages and Literature of Bard College. Games are an i...
Video game developers have the ability to create synthetic worlds. These are places where players ha...
I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, includ...
Wuxia narratives delineate an imagined cultural China. Although officially banned in Mainland China ...
With control over both store shelves and consumers' consciousness, Japanese video games have dominat...
With control over both store shelves and consumers' consciousness, Japanese video games have dominat...
Over last 40 years, the video games have experienced a quick speed in their development and they hav...
This thesis examines single-player video gaming. It is an analysis of video game play: what it is, h...
With 300 million people playing Internet games in China, the question of how these games affect yout...
Programmed Moves examines the intertwined history and transnational circulation of two major videoga...
In the video gaming contexts, gamer loyalty may stabilize the revenue streams of developers in the i...
This essay sets to explore the significance, mode, and complexity of videogame-playing in processes ...