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The Chinese Video Game Industry: Feng Chen, Ken S. McAllister, Judd Ethan Ruggill The Chinese Video Game Industry
Feng Chen, Ken S. McAllister, Judd Ethan Ruggill
R3,716 Discovery Miles 37 160 Ships in 12 - 19 working days

​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis- -vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

Tempest - Geometries of Play (Paperback): Judd Ethan Ruggill, Ken S. McAllister Tempest - Geometries of Play (Paperback)
Judd Ethan Ruggill, Ken S. McAllister
R850 Discovery Miles 8 500 Ships in 12 - 19 working days

Atari’s 1981 arcade hit Tempest was a “tube shooter” built around glowing, vector-based geometric shapes. Among its many important contributions to both game and cultural history, Tempest was one of the first commercial titles to allow players to choose the game’s initial play difficulty (a system Atari dubbed “SkillStep”), a feature that has since became standard for games of all types. Tempest was also one of the most aesthetically impactful games of the twentieth century, lending its crisp, vector aesthetic to many subsequent movies, television shows, and video games. In this book, Ruggill and McAllister enumerate and analyze Tempest’s landmark qualities, exploring the game’s aesthetics, development context, and connections to and impact on video game history and culture. By describing the game in technical, historical, and ludic detail, they unpack the game’s latent and manifest audio-visual iconography and the ideological meanings this iconography evokes.

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