Dublin Core Metadata Online streaming and digital distribution platforms: The introduction of Western Games to Chinese Markets
StatusVoR
dc.abstract.en | This chapter offers an overview of design and gameplay strategies used by Chinese and Western game companies and player communities up to January 2019. The study focuses on online streaming and digital distribution platforms, providing close readings of select titles and identifying three key areas of academic inquiry: multiplayerization, reversed ShanZhai, and the globalized aestheticization of gameplay. Findings include the gradual but evolving segmentation of Western PC gaming market. The Steam platform in particular has faced increasing competition from other platforms, which is a contributing factor to the growing presence and accessibility of Chinese games outside Asia. The chapter also covers region-specific alterations of in-game content, encompassing gameplay elements, translation issues, and monetization methods. | |
dc.affiliation | Wydział Nauk Humanistycznych w Warszawie | |
dc.affiliation | Instytut Nauk Humanistycznych | |
dc.contributor.author | Felczak, Mateusz | |
dc.contributor.editor | Chen, Feng | |
dc.contributor.editor | McAllister, Ken S. | |
dc.contributor.editor | Ruggill, Judd Ethan | |
dc.date.access | 2024-01-03 | |
dc.date.accessioned | 2024-01-09T09:43:39Z | |
dc.date.available | 2024-01-09T09:43:39Z | |
dc.date.created | 2023 | |
dc.date.issued | 2024-01-03 | |
dc.description.accesstime | at_publication | |
dc.description.grantnumber | 2019/32/C/HS2/00614 | |
dc.description.granttitle | Masowe wydarzenia sportu elektronicznego w Polsce i w Hongkongu | |
dc.description.physical | 97-116 | |
dc.description.version | final_published | |
dc.identifier.doi | 10.1007/978-3-031-41504-3_6 | |
dc.identifier.eisbn | 9783031415043 | |
dc.identifier.isbn | 9783031415036 | |
dc.identifier.issn | 2731-5029 | |
dc.identifier.issn | 2731-5037 | |
dc.identifier.uri | https://share.swps.edu.pl/handle/swps/310 | |
dc.identifier.weblink | https://link.springer.com/chapter/10.1007/978-3-031-41504-3_6 | |
dc.language | en | |
dc.pbn.affiliation | nauki o kulturze i religii | |
dc.publisher.ministerial | Palgrave Macmillan | |
dc.relation.book | The Chinese Video Game Industry | |
dc.relation.language | en | |
dc.relation.pages | 286 | |
dc.rights | ClosedAccess | |
dc.rights.explanation | The Author(s), under exclusive license to Springer Nature 97 Switzerland AG 2024 | |
dc.rights.question | No_rights | |
dc.share.mono | OPEN_REPOSITORY | |
dc.swps.sciencecloud | send | |
dc.title | Online streaming and digital distribution platforms: The introduction of Western Games to Chinese Markets | |
dc.title.journal | Palgrave Games in Context | |
dc.title.journal | The Chinese Video Game Industry | |
dc.type | MonographyChapter | |
dspace.entity.type | Book |
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