Videogame researchers have long considered the role videogames play in different cultural, social, and political contexts around the world. However, when it comes to researching videogame production, literature on the nominally global videogame industry has primarily focused on the dominant sites of North America, Western Europe, and East Asia. In this article, we argue that entrenched conceptualizations of the global videogame industry risk applying Westerncentric models of success and growth that fail to account for how videogame industries emerge from the interplay of global distribution and local conditions. We contribute to a growing body of scholarship that strives to localize videogame production cultures through an analysis of how I...
A key feature of networked games in East Asia is the relationship between the adaptation of regional...
This workshop seeks to bring together key researchers in the emerging subfield of game production st...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
There are several studies on the video game industry in Iran, and most of them are primarily focused...
This chapter analyzes the emergence of Arab videogame cultures and industries. Videogames are a mass...
The game development industry has historically been strongly associated with a few particularly domi...
Since the 1970s, video games have become a prominent form of entertainment media. Primarily develope...
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Ja...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
Text of my keynote talk at Universitas Negeri Semarang (UNNES) about video game cultures, focusing o...
This collection explores the relationship between digital gaming and its cultural context by focusin...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
A key feature of networked games in East Asia is the relationship between the adaptation of regional...
This workshop seeks to bring together key researchers in the emerging subfield of game production st...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....
There are several studies on the video game industry in Iran, and most of them are primarily focused...
This chapter analyzes the emergence of Arab videogame cultures and industries. Videogames are a mass...
The game development industry has historically been strongly associated with a few particularly domi...
Since the 1970s, video games have become a prominent form of entertainment media. Primarily develope...
Beyond the blockbuster studios and multinational publishers of North America, Western Europe, and Ja...
Beyond the dominant North American and Japanese console manufacturers and multinational publishers, ...
Text of my keynote talk at Universitas Negeri Semarang (UNNES) about video game cultures, focusing o...
This collection explores the relationship between digital gaming and its cultural context by focusin...
Video games have entered the cultural mainstream and in terms of economic profits they now rival est...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
An Industry of Indies builds upon foundational questions concerned with the constitution, operations...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
A key feature of networked games in East Asia is the relationship between the adaptation of regional...
This workshop seeks to bring together key researchers in the emerging subfield of game production st...
This is the third chapter of my book 'The business and culture of digital games. Gamework/Gameplay'....