2021
DOI: 10.1007/s40647-021-00317-7
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Shifting the Focus to East and Southeast Asia: A Critical Review of Regional Game Research

Abstract: This paper examines the prominence of East and Southeast Asia as a focus of communications and game studies. The idea of going regional when researching video games comes from the fact that each locale has its trait to construct its gaming industry and gaming environment from which the gaming experience is also reflected differently. The reasons provided, ranging from the regional market's dynamic nature to the attention that the governing states have paid to the gaming industry, help place Asia–Pacific in gen… Show more

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Cited by 8 publications
(2 citation statements)
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“…A-Type, as a cluster, is largely made up of European countries, along with small high-GDP areas within the Middle East and Asia. China is included in this cluster, and it would seem from the analysis that the nature of play in China is more similar to that of Europe and parts of the Middle East than it is to other high GDP Asian nations known for their video game culture like South Korea 53 . Outside of the high concentration of playtime in a small group of heavy players described above, mobile gaming tends to only be moderately common in A-Type countries: these regions display mid-range duration per capita (mean = 29.03 h), and mid-range average play per day (mean = 10.36 min).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…A-Type, as a cluster, is largely made up of European countries, along with small high-GDP areas within the Middle East and Asia. China is included in this cluster, and it would seem from the analysis that the nature of play in China is more similar to that of Europe and parts of the Middle East than it is to other high GDP Asian nations known for their video game culture like South Korea 53 . Outside of the high concentration of playtime in a small group of heavy players described above, mobile gaming tends to only be moderately common in A-Type countries: these regions display mid-range duration per capita (mean = 29.03 h), and mid-range average play per day (mean = 10.36 min).…”
Section: Resultsmentioning
confidence: 99%
“…‘PC bang’ or Internet café culture in South Korea) (see e.g. 53 , 55 , 58 ). Similarly, previous work has suggested a disproportionate prevalence of disordered gaming amongst adolescents in Hong Kong 59 .…”
Section: Discussionmentioning
confidence: 99%