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Gaming Globally Production, Play, and Place PDF

293 Pages·2013·2.384 MB·English
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Gaming Globally Critical Media Studies Edited by Janet Wasko and Eileen R. Meehan Gaming Globally: Production, Play, and Place Edited by Nina B. Huntemann and Ben Aslinger Gaming Globally Production, Play, and Place Edited by Nina B. Huntemann and Ben Aslinger GAMING GLOBALLY Copyright © Nina B. Huntemann and Ben Aslinger, 2013. All rights reserved. First published in 2013 by PALGRAVE MACMILLAN® in the United States— a division of St. Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Where this book is distributed in the UK, Europe and the rest of the world, this is by Palgrave Macmillan, a division of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN: 978–1–137–00632–5 Library of Congress Cataloging-in-Publication Data is available from the Library of Congress. A catalogue record of the book is available from the British Library. Design by Newgen Imaging Systems (P) Ltd., Chennai, India. First edition: January 2013 10 9 8 7 6 5 4 3 2 1 Contents List of Figures and Tables vii Notes on Contributors ix Introduction 1 Ben Aslinger and Nina B. Huntemann Part I Macro 1 Who Plays, Who Pays? Mapping Video Game Production and Consumption Globally 19 Randy Nichols 2 Women in Video Games: The Case of Hardware Production and Promotion 41 Nina B. Huntemann 3 Redefining the Console for the Global, Networked Era 59 Ben Aslinger Snapshot 1: Brazil: Tomorrow’s Market 75 James Portnow, Arthur Protasio, and Kate Donaldson Snapshot 2: Video Game Development in Argentina 79 Agustín Pérez Fernández Part II Play Practices Snapshot 3: Crafting a Path into Gaming Culture 85 Sean C. Duncan 4 Heterogeneity in Game Histories 91 Philip Tan and Konstantin Mitgutsch 5 Playing at Being Social: A Cross-Generational Case Study of Social Gaming in Shanghai, China 101 Larissa Hjorth and Michael Arnold vi CONTENTS 6 Unintended Travel: ROM Hackers and Fan Translations of Japanese Video Games 119 Mia Consalvo Part III Localization 7 Equip Shield: The Role of Semipermeable Cultural Isolation in the History of Games and Comics 141 Bryant Paul Johnson 8 Indiana Jones Fights the Communist Police: Local Appropriation of the Text Adventure Genre in the 1980s Czechoslovakia 163 Jaroslav Švelch 9 How Do You Say Gamer in Hindi?: Exploratory Research on the Indian Digital Game Industry and Culture 183 Adrienne Shaw Snapshot 4: Australian Video Games: The Collapse and Reconstruction of an Industry 203 Christian McCrea Part IV Strategies Snapshot 5: Game Censorship and Regulation in the United States 211 Carly A. Kocurek 10 Space Wars: The Politics of Games Production in Europe 215 Aphra Kerr 11 Internet Development and the Commercialization of Online Gaming in China 233 Peichi Chung and Anthony Fung 12 Video Game Development in the Middle East: Iran, the Arab World, and Beyond 251 Vit Šisler Index 273 Figures and Tables Figures 1.1 Global hardware consumption, 2009 21 1.2 Global participation in software development and publishing of top-ten video games of all time 24 1.3 National involvement in the production process of Xbox 360 and other video game consoles 29 6.1 A partial list of utilities and tools found at RHDN 125 6.2 Screenshot of Mother 3 handbook 133 7.1 The Dungeon Masters 151 7.2 Beyond the Wall 156 8.1 The loading screen (left) and the opening screen of the first Czechoslovak Indiana Jones game 167 8.2. Hacking games: System 15000 and Sting III 169 8.3 Indiana Jones as a protagonist of intertextuality in Czechoslovak text adventures 172 8.4 The title screen and an in-game screen of City of Robots 175 8.5 The title screen and an in-game screenshot of . . . What the Heck?! 176 12.1 Theoretical framework of video game development in the Middle East 253 Tables 1.1 Purchasing power for employees in computer and electronics manufacturing across countries in US Dollars, 2007 31 11.1 The growth of Internet users and Internet penetration in China from 2000 to 2010 238 11.2 The growth of the online game market in China from 2006 to 2010 239 11.3 China’s top-ten online games in 2010 240 This page intentionally left blank Contributors Michael Arnold is a senior lecturer in the School of Historical and Philosophical Studies at theUniversity of Melbourne. He is a founding committee member and current secretary of the IEEE Society on Social Implications of Technology (Australian chapter), and is an Australian committee member of the Community Informatics Research Network. Ben Aslinger is an assistant professor at Bentley University. He has pub- lished multiple book chapters and articles about the industrial practices of popular music and video game production, including writing in Velvet Light Trap, Popular Communication: The International Journal of Media and Culture, and FLOW. Peichi Chung is a professor at the Chinese University of Hong Kong. Her research compares the industrial dynamics of online game companies in Korea, China, Singapore, and Southeast Asia, and the formation of gam- ing cultures in online spaces in Asia. Mia Consalvo is the Canada research chair in Game Studies & Design at Concordia University. She is coeditor of the forthcoming book Sports Videogames (Routledge 2013). Kate Donaldson is writer and director of operations for Extra Credits, a Penny Arcade TV web series about video games and game studies. Sean C. Duncan is an assistant professor in the Learning Sciences pro- gram at Indiana University. His research focuses on the relationship of collaboration and play in gaming, game design, and gaming culture. He is the coeditor (with Elisabeth Hayes) of the Learning in Video Game Affinity Spaces (Peter Lang 2012). Agustín Pérez Fernández is an independent game developer and multi- media artist from Buenos Aires, Argentina. He is the creator of several short films and the experimental game Mantra. He is also founder and administrator of Duval.vg, a community of video game developers from Latin America. His multimedia work is available at www.tembac.com.

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