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Academic Paper from the year 2022 in the subject Communications - Miscellaneous, , language: English, abstract: The gaming industry is particularly prominent in China, with various factors contributing to its success. A critical analysis of the impacts and factors that influenced the sector's prominence is relevant in exposing both the opportunities and challenges of the gaming industry in China.
​ 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-à-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.
This is the first book that sheds light on global game industries and cultural policy. The scope covers the emerging and converging theory and models on cultural industries and its development, and their connection to national cultural policy and globalization. The primary focus of the book is on Asian cultural policy and industries while there are implicit comparisons throughout the book to compare Asia to other global markets. This book is aimed at advanced undergraduates, graduate students and faculty members in programs addressing cultural policy and digital games. It will also be of interest to those within the cultural policy community and to digital games professionals.
This paper examines the recent trend in relation to the rise of e-sports in China. Firstly, the rise of the industry from past to present is explored, assessing how factors such as certain government policies and technology greatly shaped the industry. A Macro-micro approach underpins the main theoretical framework of this paper. Secondly, the paper, includes primary research through an online survey featuring 10 questions with a target sample of 50 random people. This is done in combination with data and statistics from secondary research to compare and contrast and to identify similar patterns of Chinese e-sports fans (micro-analysis). Having explored the history of the rise of e-sports in China, this research highlights how on the macro level (political economy) - government policies, social, cultural and economic factors greatly contributed to the establishment of the e-sport industry in China. In addition, on the micro level, the results from 75 respondents of the online survey, combined with secondary data and statistics, reveal eight similar patterns amongst Chinese esports fans. These include their behaviour, experiences and their engagement in e-sports activity. They are evidence of general aspects about how and why the e-sports industry is currently thriving in China both locally and nationally.
This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors
The global implications of China's rise as a global actor In 2005, a senior official in the George W. Bush administration expressed the hope that China would emerge as a “responsible stakeholder” on the world stage. A dozen years later, the Trump administration dramatically shifted course, instead calling China a “strategic competitor” whose actions routinely threaten U.S. interests. Both assessments reflected an underlying truth: China is no longer just a “rising” power. It has emerged as a truly global actor, both economically and militarily. Every day its actions affect nearly every region and every major issue, from climate change to trade, from conflict in troubled lands to competition over rules that will govern the uses of emerging technologies. To better address the implications of China's new status, both for American policy and for the broader international order, Brookings scholars conducted research over the past two years, culminating in a project: Global China: Assessing China's Growing Role in the World. The project is intended to furnish policy makers and the public with hard facts and deep insights for understanding China's regional and global ambitions. The initiative draws not only on Brookings's deep bench of China and East Asia experts, but also on the tremendous breadth of the institution's security, strategy, regional studies, technological, and economic development experts. Areas of focus include the evolution of China's domestic institutions; great power relations; the emergence of critical technologies; Asian security; China's influence in key regions beyond Asia; and China's impact on global governance and norms. Global China: Assessing China's Growing Role in the World provides the most current, broad-scope, and fact-based assessment of the implications of China's rise for the United States and the rest of the world.
Hong Kong was once an established hub of creativity in Asia recognized internationally for its cinema, Bruce Lee and Kung Fu. Cantopop, its particular form of pop music, was popular throughout China and East Asia from the 1970s. So why is Hong Kong’s creative industry today in a state of stagnation? Cultural Policy and East Asian Rivalry unravels the challenges faced by the creative industries in Hong Kong in relation to the wider East Asian context in countries including Singapore, Japan, Korea, Vietnam, Malaysia and China. Based on a four-year study of the gaming industry in Hong Kong, this book explores the barriers that creative industries face in the region. Fung argues that a lack of cultural policy in Hong Kong has damaged the gaming industry and by extension all creative industries in the region by rendering them uncompetitive. Conversely, the growing strength of cultural policy in other countries across the region has created further barriers for the industry.
The stage is set for the Beijing Olympiad to be the greatest mega-event, sporting or otherwise, in history. Still, the issues taxing many minds include whether the Beijing Games will be successful; whether they will be wrought with and wrecked by troubles; and who they will benefit. What value will the 2008 Games be to the people of China? Will they mainly serve the purposes of the dominant political, economic and cultural groups at and between the local, regional and global levels of modern social life? The Beijing Olympiad examines these among other questions, providing a range of original insights of interest to an array of scholars, researchers and students from Sports Studies to Sociology, Politics, Economics, International Relations and Legal Studies.
In recent years, the e-sports industry has developed rapidly in the world As an emerging industry, it benefits from the renewal of advanced science and technology, the development of network technology, the increase of professional level of e-sports events, the increasing scale of e-sports users, and the expanding consumer groups. And it has been paid more and more attention by all countries as a green industry. In South Korea, the e-sports industry started early with strong support from the government, forming a relatively good e-sports atmosphere, leading ahead the rest of the world in the club management, the event promotion, the athlete training, etc, and South Korea is a real e-sports power. In China, although the e-sports industry started early, it is limited by many factors and has the dependence effect of imitating South Korea. China's e-sports industry has a high similarity with South Korea's e-sports industry in the industrial structure, the athlete training, the business promotion and the policy system. However, in the 21st century, the simple imitation of South Korea's experience and the disordered investment market have led to the embarrassing situation that China's e-sports is Big but not Strong.
This capstone essay aims to analyze the current situation of the game industry in China. Most of the data has been collected from databases, newspapers, interviews, journals and governments reports. This essay especially addresses China's current game industry strengths and limitations to position it for the future. This essay clarifies the challenges of game industry in innovation based on the scale of companies. My perspective also considers the continuous development of China's game industry as well as the conflict between the teenagers and government restriction towards games. Meanwhile, the opportunities of the game industry are based on two unique aspects - the government restriction can help to control the amount of China-made games shifting from quantity to quality; and the rising live-streaming platform that can be used as a new promotion channel. Chinese game industry is still in its initial stage of development and has insufficient competitiveness with foreign game industries. However, the huge population market and the renewal of ideas that have made this industry still have great value and room for growth. The essay will help to fill in the blanks of a comprehensive conclusion of game industry in China, which helps the game developers, game lovers and related scholars to have a new respective to analyze on the games industry.