Video Games Around the World (The MIT Press)

Mark J. P. Wolf and Toru Iwatani and Wesley Kirinya and Radwan Kasmiya and Graciela Alicia Esnaola and Alejandro Iparraguirre and Guillermo Averbuj and María Luján Oulton and Tom Apperley and Daniel Golding and Konstantin Mitgutsch and Herbert Rosenstingl and Lynn Rosalina Gama Alves and Dominic Arsenault and Louis-Martin Guay and Anthony Y. H. Fung and Sara Xueting Liao and Beatriz Helen Rolón Domínguez and Global Game Designers Guild and Patrik Vacek and Frans Mäyrä and Alexis Blanchet and Andreas Lange and Michael Liebe and Benjamin Wai-ming Ng and Tamás Beregi and Souvik Mukherjee and Inaya Rahkmani and Hikmat Darmawan and Ahmad Ahmadi and Deborah Mellamphy and Enrico Gandolfi and Jennifer deWinter and Humberto Cervera and Jacinto Quesnel and Christel van Grinsven and Joost Raessens and Melanie Swalwell and Arturo Nakasone and P. Konrad Budziszewski and Nelson Zagalo and Alexander Fedorov and Lars Konzack and Peichi Chung and Manuel Garin and Víctor Manuel Martínez and Matthieu Pellet and David Javet and Songsri Soranastaporn and Çetin Tüker and Erdal Yilmaz and Kursat Cagiltay and Tristan Donovan and Gonzalo Frasca

Overview

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents.<br/>Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language.<br/>Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations.<br/><br/>Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

Details
The MIT Press
9780262527163
N/A
2015
EN
720 pages
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