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1. Introduction Larissa Hjorth & Dean Chan Section 1: Industries 2. The Politics of Online Gaming Florence Chee & Dal Yong Jin 3. The Gaming Industries of South Korea and Singapore: Cultural Policy and Globalisation Peichi Chung 4. The Real Life of Chinese Gold Farmers: A Study of Real Money Traders in Virtual Game Worlds Ge Jin Section 2: Localities 5. Time Pilots: Yoshiki Okamoto and the Impact of Japanese Innovation on Early Videogames Jason Jacobs & Jason Wilson 6. Domestication and Cultural Appropriation of Japanese Combat Games in Hong Kong Benjamin Wai-Ming Ng 7. The Evolution of PC bang Culture in Korea Jun-Sok Huhh 8. The Formation and Development of Online Games in Korea: A Field Theory Approach Minseok Kwon Section 3: New Rubrics 9. Game Art Practices, In-Game Protests, and Chinese Techno-Sociality Dean Chan 10. Dreaming of a Trash Planet: The Dynamics of Decoration and Debris David Surman 11. Games Without Frontiers: Nation, Sport and Videogaming on Television Christian McCrea 12. Addressing Regional Cultural Heritage Maintenance using the Digital Songlines Game Engine Brett Leavy, Theodor G Wyeld & Patrick Crogan Section 4: Players, Playing and Virtual Communities 13. The History and Development of Lan Groups in Australia and New Zealand Melanie Swalwell 14. Managing Risks in Online Game Worlds: Networking Strategies among Taiwanese Adolescent Players Holin Lin & Chuen-Tsai Sun 15. The Other Games: Gender and Gaming in Korea Bora Na, Jun-Sok Huhh & Larissa Hjorth 16. GameGirls and PlayStations: A Case Study of Japan's Position in Gaming Cultures via Cosplayers in Melbourne Larissa Hjorth 17. Conclusion
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