File Download
Supplementary
-
Citations:
- Appears in Collections:
postgraduate thesis: The localization of Japanese video games in Taiwan
Title | The localization of Japanese video games in Taiwan |
---|---|
Authors | |
Advisors | |
Issue Date | 2013 |
Publisher | The University of Hong Kong (Pokfulam, Hong Kong) |
Citation | Wong, C. [王志恆]. (2013). The localization of Japanese video games in Taiwan. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. Retrieved from http://dx.doi.org/10.5353/th_b5194781 |
Abstract | The aim of this research lies in the study of how Japanese console videos games have been re-territorialized into Taiwan in Taiwanese context. Since making its debut in 1970s, video game industry has developed into a multi-billion dollar business in which Japanese console and game developers have been the pioneers. Academic studies on video games, however, had been largely focusing on the physical and mental affection of video game playing, and it is until recent years that video game has begun to be analyzed as a cultural product. Looking to fill the research space of how video games have been consumed and received under different geographical and social contexts, this research examine show Taiwanese, the former colonial subjects of Japan, localize Japanese console video games through measures during the process of production, re-production, circulation, and consumption in the context of Taiwanese society. Attention has been particularly paid to Taipei City Mall, where gamer gatherings of a Japanese video game had been regularly held. Through intensive participatory observation on the gathering and in-depth case studies on a few selected personalities, the author will show how a Japanese cultural good is being re-territorialized under an alien social context. The thesis then argues a new paradigm, in which the individual desire is considered as equally important with other mediation factors, should be adopted in conceptualizing the migration of a cultural good. |
Degree | Doctor of Philosophy |
Subject | Video games - Social aspects - Taiwan |
Dept/Program | Modern Languages and Cultures |
Persistent Identifier | http://hdl.handle.net/10722/197549 |
HKU Library Item ID | b5194781 |
DC Field | Value | Language |
---|---|---|
dc.contributor.advisor | Wong, HW | - |
dc.contributor.advisor | Edwards, LP | - |
dc.contributor.author | Wong, Chi-hang | - |
dc.contributor.author | 王志恆 | - |
dc.date.accessioned | 2014-05-27T23:16:43Z | - |
dc.date.available | 2014-05-27T23:16:43Z | - |
dc.date.issued | 2013 | - |
dc.identifier.citation | Wong, C. [王志恆]. (2013). The localization of Japanese video games in Taiwan. (Thesis). University of Hong Kong, Pokfulam, Hong Kong SAR. Retrieved from http://dx.doi.org/10.5353/th_b5194781 | - |
dc.identifier.uri | http://hdl.handle.net/10722/197549 | - |
dc.description.abstract | The aim of this research lies in the study of how Japanese console videos games have been re-territorialized into Taiwan in Taiwanese context. Since making its debut in 1970s, video game industry has developed into a multi-billion dollar business in which Japanese console and game developers have been the pioneers. Academic studies on video games, however, had been largely focusing on the physical and mental affection of video game playing, and it is until recent years that video game has begun to be analyzed as a cultural product. Looking to fill the research space of how video games have been consumed and received under different geographical and social contexts, this research examine show Taiwanese, the former colonial subjects of Japan, localize Japanese console video games through measures during the process of production, re-production, circulation, and consumption in the context of Taiwanese society. Attention has been particularly paid to Taipei City Mall, where gamer gatherings of a Japanese video game had been regularly held. Through intensive participatory observation on the gathering and in-depth case studies on a few selected personalities, the author will show how a Japanese cultural good is being re-territorialized under an alien social context. The thesis then argues a new paradigm, in which the individual desire is considered as equally important with other mediation factors, should be adopted in conceptualizing the migration of a cultural good. | - |
dc.language | eng | - |
dc.publisher | The University of Hong Kong (Pokfulam, Hong Kong) | - |
dc.relation.ispartof | HKU Theses Online (HKUTO) | - |
dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
dc.rights | The author retains all proprietary rights, (such as patent rights) and the right to use in future works. | - |
dc.subject.lcsh | Video games - Social aspects - Taiwan | - |
dc.title | The localization of Japanese video games in Taiwan | - |
dc.type | PG_Thesis | - |
dc.identifier.hkul | b5194781 | - |
dc.description.thesisname | Doctor of Philosophy | - |
dc.description.thesislevel | Doctoral | - |
dc.description.thesisdiscipline | Modern Languages and Cultures | - |
dc.description.nature | published_or_final_version | - |
dc.identifier.doi | 10.5353/th_b5194781 | - |
dc.identifier.mmsid | 991036879039703414 | - |