Cross-cultural Game Studies
Author:
Publisher
Springer International Publishing
Link
https://link.springer.com/content/pdf/10.1007/978-3-031-23161-2_400
Reference40 articles.
1. Aoyama, Y., Izushi, H.: Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry. Res. Policy. 32(3), 423–444 (2003). https://doi.org/10.1016/S0048-7333(02)00016-1
2. Bialas, M., Tekofsky, S., Spronck, P.: Cultural influences on play style. In: 2014 IEEE conference on computational intelligence and games, pp. 1–7. IEEE (2014). https://doi.org/10.1109/CIG.2014.6932894
3. Braun, B., Stopfer, J.M., Müller, K.W., Beutel, M.E., Egloff, B.: Personality and video gaming: comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres. Comput. Hum. Behav. 55, 406–412 (2016). https://doi.org/10.1016/j.chb.2015.09.041
4. Brückner, S., Sato, Y., Kurabayashi, S., Waragai, I.: Exploring cultural differences in game reception: JRPGs in Germany and Japan. Trans. Digit. Games Res. Assoc. 4(3), 209–243 (2019). https://doi.org/10.26503/todigra.v4i3.105
5. Carlson, R., Corliss, J.: Imagined commodities: video game localization and mythologies of cultural difference. Games Cult. 6(1), 61–82 (2011). https://doi.org/10.1177/1555412010377322
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