By Nina B. Huntemann, Ben Aslinger
A suite of formerly unpublished essays by means of either confirmed and rising students on games within the worldwide context. It represents the transnational nature of games by way of business, textual, and participant practices, and advances cross-disciplinary methods to online game experiences. It contains essays from students from seven international locations examining video game cultures on macro- and micro-levels and investigates the turning out to be transnational nature of electronic play. They comment on international locations now not frequently tested through video game reviews – together with the previous Czechoslovakia, Turkey, India and Brazil – and in addition provides new views to the worldwide gaming hubs of China, Singapore, Australia, Japan, and the USA. via interpreting either the main markets in addition to areas and localities that experience usually been under-served through dominant commercial gamers and under-examined through either newshounds and students, this assortment deals a extra nuanced, fluid, and hybrid photograph of gaming. those essays additionally offer new instructions for online game experiences because the box matures past the binaries of hardware/software, ludology/narratology, and major/indie improvement. as well as full-length essays, short snapshots of case reports are incorporated. the variety of areas and views explored within the snapshots and full-length essays aid domesticate new floor for examine and element to possibilities for students drawn to the cross-pollination of gaming and globalization reports.
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Additional info for Gaming Globally: Production, Play, and Place
Gilbert, Ben. 2012. com, January 9. Accessed April 21, 2012. joystiq. com/2012/01/09/xbox-360-now-at-66-million-worldwide-kinect-at-18-million/. Global Video Games Investment Review. 2011. London: Digi-Capital, Ltd. Grossman, Lev. 2005. ” Time 165(21): 44–53. Accessed April 21, 2012. com/tedmitew/d/51184578-DigiCapital-GlobalVideo-Games-Investment-Review. Grover, Ronald, Cliff Edwards, Ian Rowley, and Moon Ihlwan. 2005. ” Business Week, February 29, 60–66. Guth, Robert A. 2001. ” Wall Street Journal, October 10, A13.
Like nearly all other sectors of hardware and software production, microchip manufacturing is contracted from console makers to outside firms. This has provided a number of benefits. First, it reduces the cost of labor while making round-the-clock production possible. Second, it has allowed the industry to seek regions with less stringent environmental regulations. Microchip production involves highly toxic procedures, and the impacts of their production on workers and the environment can be severe.
This trend is seen in the United States as well. Most US video game employees not only indicated that game production wasn’t their only choice of careers; in fact, 34 percent also planned to leave the industry within five years (IGDA 2004). Mapped Out in Space: Redesigning the Xbox for the “Global” Market If the old Xbox looked like something recovered from a fallen asteroid . . [the Xbox 360] looked like something created on planet Earth, albeit a near-future, slightly utopian planet Earth. (Lev Grossman, Technology Reporter for TIME Magazine [Grossman 2005]) Though it has received less attention from games scholars, the labor market for software development is dependent upon the role of hardware.