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Palgrave Macmillan

The Chinese Video Game Industry

  • Book
  • © 2024

Overview

  • Introduces and investigates the industrial and cultural powerhouse of the Chinese video game industry
  • Aims to array the industry across areas common to both game development and studies
  • Provides a robust resource for game and media scholars

Part of the book series: Palgrave Games in Context (PAGCON)

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Table of contents (13 chapters)

Keywords

About this book

​

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.

Editors and Affiliations

  • Shenzhen Technology University, Shenzhen, China

    Feng Chen

  • Department of Public and Applied Humanities, University of Arizona, Tucson, USA

    Ken S. McAllister, Judd Ethan Ruggill

About the editors

Feng Chen is Student Affairs Counselor in the International Cooperation & Student Affairs Office at Shenzhen Technology University. He holds a PhD in East Asian Studies from the University of Arizona.

Ken S. McAllister is the Associate Dean of Research & Program Innovation in the College of Humanities at the University of Arizona, where he is also a Professor in the Department of Public & Applied Humanities.

Judd Ethan Ruggill is Professor and Head of the Department of Public & Applied Humanities at the University of Arizona. He and Ken McAllister co-direct the Learning Games Initiative (lgira.mesmernet.org), a transdisciplinary, inter-institutional research group they co-founded in 1999 to study, teach with, build, and archive games.



Bibliographic Information

  • Book Title: The Chinese Video Game Industry

  • Editors: Feng Chen, Ken S. McAllister, Judd Ethan Ruggill

  • Series Title: Palgrave Games in Context

  • DOI: https://doi.org/10.1007/978-3-031-41504-3

  • Publisher: Palgrave Macmillan Cham

  • eBook Packages: Literature, Cultural and Media Studies, Literature, Cultural and Media Studies (R0)

  • Copyright Information: The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2024

  • Hardcover ISBN: 978-3-031-41503-6Published: 03 January 2024

  • Softcover ISBN: 978-3-031-41506-7Due: 03 February 2024

  • eBook ISBN: 978-3-031-41504-3Published: 02 January 2024

  • Series ISSN: 2731-5029

  • Series E-ISSN: 2731-5037

  • Edition Number: 1

  • Number of Pages: XXIII, 286

  • Number of Illustrations: 12 b/w illustrations

  • Topics: Popular Culture , Media and Communication, Asian Culture

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