2013年年會論文 -從地區文化看全球性文化產品消費 試探討中國熱門遊戲類型為例
篇名
從地區文化看全球性文化產品消費 試探討中國熱門遊戲類型為例
作者
陳萊姬
中文摘要
英文摘要
"Based on media globalization, this research finds that the annual growth of the Chinese game market presents a homogenous structure, as only two different types of game: Chinese topic games and Asian-style epic ones, have become mainstream in the Chinese online gaming market. Chinese gamers, who are embedded in a distinctly
Oriental cultural background or who have a lower economic status, have difficulty in accepting genuine Western-style digital entertainment which is based on sophisticated technical design. At the same time, most successful foreign games, mainly those that are Korean-produced, must be adapted to a highly localized form. This means that the formation of a national market is shaped not only by the factor of political control but also by economic and cultural influences, at least in the case of the Chinese online gaming market. Genre studies are used to explain why certain types of game playing are adopted by Chinese gamers as the Chinese socio-cultural connotations hidden and
embedded within them can assist gamers in finding their social identities."
中文關鍵詞
英文關鍵詞
"Key words: online game, Wuxia game, medieval fantasy game, genre, glocalization and national market"
發表日期
2013/7/12
授權狀況
已授權