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Games in Asia project

Published: 21 April 2006 Publication History

Abstract

The new technologies associated with computer games have more than an entertainment component; they also bring tremendous changes in human life at both the individual and societal level. Since Asia is the largest market for game consumption around the globe, this project seeks to understand the social, cultural, psychological, economic and educational implications of game playing in different Asian regions. Besides investigating the social impacts of gaming in respective countries, comparison among different countries is also of interest.

References

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Kolko. B.E., Thayer, A. (2003)."Games as Technological Entry Point: A Case Study of Uzbekistan." Proceedings of the Digital Games Research Association. Utrecht University.
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Mitchell, E. (1985). The dynamics of family interaction around home video games. Special Issue: Personal computers and the family. Marriage and Family Review 8 (1-2), 121--135.
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Muramatsu, J. & Ackerman, M. S. (1998). Computing, social activity and entertainment: A field study of a game MUD. The Journal of Collaborative Computing, 7, 87--122.
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Thayer, A. & Kolko (2004). Localization of digital games: The process of blending for the global games market. Technical Communication, 51 (4), 477--488.
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Whang, L. S. & Chang, G. (2004). Lifestyles of virtual world residents: Living in the on-line game "lineage". CyberPsychology and Behavior, 7, 592--600.
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Wolfe, J. (1998). New developments in the use of simulations and games for learning. Journal of Workplace Learning, 10 (6), 310--313.

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cover image ACM Conferences
CHI EA '06: CHI '06 Extended Abstracts on Human Factors in Computing Systems
April 2006
1914 pages
ISBN:1595932984
DOI:10.1145/1125451
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 April 2006

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Author Tags

  1. computer game
  2. cross-cultural comparison
  3. social impact
  4. user interface design
  5. users' in-game behavior

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CHI06
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CHI06: CHI 2006 Conference on Human Factors in Computing Systems
April 22 - 27, 2006
Québec, Montréal, Canada

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Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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