Negotiating online computer games in East Asia: Manufacturing Asian MMORPGs and marketing 'Asianness'

Document Type

Book Chapter

Publisher

Palgrave Macmillan

Place of Publication

Basingstoke [England]

Editor(s)

Andreas Jahn-Sudmann, Ralf Stockmann

Faculty

Faculty of Education and Arts

School

School of Communications and Contemporary Arts / Centre for Research in Entertainment, Arts,Technology, Education and Communications

RAS ID

5809

Comments

Chan, K S.(2008) Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGs and Marketing 'Asianness'. In Jahn-Sudmann, A., & Stockmann, R. (Eds.). Computer games as a sociocultural phenomenon : Games without frontiers, war without tears. Basingstoke England: Palgrave Macmillan.

ISBN: 9780230545441

Abstract

In the past decade, online computer games have proliferated throughout the East Asian region. A key feature of this gaming context is the relationship between the distinctive use of regional aesthetic and narrative forms in game content, and the parallel growth in regionally focused marketing and distribution initiatives. Thus, intra-Asian games design and marketing play to notions of perceived cultural proximity within the region. Most Asian-designed online games are principally marketed within East Asia; and only a few, such as Lineage (1998) and Ragnarok Online (2002), have been distributed outside the region. The fact that these exported games have not been as commercially successful in North American and European territories underscores the primacy of a contextual analysis of Asian-designed games.

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