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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-015.mrc:166986942:3122
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-015.mrc:166986942:3122?format=raw

LEADER: 03122cam a22003614a 4500
001 7467599
005 20221201002402.0
008 081217s2009 nyua b 001 0 eng
010 $a 2008054181
020 $a9780415996273
020 $a0415996279
024 $a99935330390
035 $a(OCoLC)ocn264021475
035 $a(OCoLC)264021475
035 $a(NNC)7467599
035 $a7467599
040 $aDLC$cDLC$dYDX$dBTCTA$dYDXCP$dOrLoB-B
043 $ap------
050 00 $aGV1469.17.S63$bG36 2009
082 00 $a306.4/87$222
245 00 $aGaming cultures and place in Asia-Pacific /$cedited by Larissa Hjorth and Dean Chan.
260 $aNew York :$bRoutledge,$c2009.
300 $axii, 297 pages :$billustrations ;$c24 cm.
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
490 1 $aRoutledge studies in new media and cyberculture ;$v5
504 $aIncludes bibliographical references and index.
505 00 $g1.$tLocating the Game: Gaming Cultures in/and the Asia-Pacific Region /$rLarissa Hjorth and Dean Chan -- $gSect. 1.$tIndustries -- $g2.$tThe Politics of Online Gaming /$rFlorence Chee and Dal Yong Jin -- $g3.$tGaming Nation: The Australian Game Development Industry /$rSam Hinton -- $g4.$tThe Dynamics of New Media Globalization in Asia: A Comparative Study of the Online Gaming Industries in South Korea and Singapore /$rPeichi Chung -- $gSect. 2.$tLocalities -- $g5.$tConsuming and Localizing Japanese Combat Games in Hong Kong Benjamin /$rWai-Ming Ng -- $g6.$tThe "Bang" where Korean Online Gaming Began: The Culture and Business of the PC bang in Korea /$rJun-Sok Huhh -- $g7.$tLan Gaming Groups: Snapshots from an Australasian Case Study, 1999-2008 /$rMelanie Swalwell -- $gSect. 3.$tGenres and New Rubrics -- $g8.$tBeyond the "Great Firewall": The Case of In-game Protests in China /$rDean Chan -- $g9.$tPokemon 151: Complicating kawaii /$rDavid Surman -- $g10.$tWatching StarCraft, Strategy and South Korea /$rChristian McCrea -- $g11.$tThe Re-presentation of Country as Virtual Artefact in Australian Aboriginal Cultural Heritage using a Game Engine /$rTheodor G. Wyeld, Brett Leavy and Patrick Crogan -- $g12.$tSticky Games and Hybrid Worlds: A Post-phenomenology of Mobile Phones, Mobile Gaming and the iPhone /$rIngrid Richardson -- $gSect. 4.$tPlayers, Playing, and Virtual Communities -- $g13.$tManaging Risks in Online Game Worlds: Networking Strategies Among Taiwanese Adolescent Players /$rHolin Lin and Chuen-Tsai Sun -- $g14.$tGames of Gender: A Case Study on Females who Play Games in Seoul, South Korea /$rLarissa Hjorth, Bora Na and Jun-Sok Huhh -- $g15.$tPlaying the Gender Game: The Performance of Japan, Gender and Gaming via Melbourne Female Cosplayers /$rLarissa Hjorth.
650 0 $aComputer games$xSocial aspects$zPacific Area.
700 1 $aHjorth, Larissa.$0http://id.loc.gov/authorities/names/n2008024456
700 1 $aChan, Dean.$0http://id.loc.gov/authorities/names/nb98045147
830 0 $aRoutledge studies in new media and cyberculture ;$v5.$0http://id.loc.gov/authorities/names/n2005081711
852 00 $bglx$hGV1469.17.S63$iG36 2009