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This edited collection analyses the emerging and converging theory and models on cultural industries and their development, and their connection to national cultural policy and globalization. The primary focus of the book is on the game industry as a branch of cultural/creative industry, and the cultural policy related to that industry. Whilst predominantly addressing Asian cultural policy and industries, there are implicit comparisons throughout the book to compare Asia to other global markets. § The book starts with theoretical analysis of the game industries, market and the relationship with the state which implement cultural policy that regulates the former. It is then illustrated by concrete regional analysis and comparison of the game market and policies with a strong focus on Asian market, including China, Taiwan, Japan, Southeast Asia and Europe. The last sessions of the book then devotes to online and mobile games. Issues such as governance, piracy, space and cross-bordering nature of games are explored. These chapters not only provide up-to-dated empirical first hand market data of the industry, latest cultural policy, and scenario of global game industries. With the all the chapters complementary to each other, it maps out a global picture of game industries, market, games as such, audience, circulation and consumption. §§