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dc.contributor.authorChan, Dean
dc.date.accessioned2017-01-30T12:53:41Z
dc.date.available2017-01-30T12:53:41Z
dc.date.created2014-08-13T20:00:26Z
dc.date.issued2008
dc.identifier.citationChan, D. 2008. Convergence, Connectivity, and the Case of Japanese Mobile Gaming. Games and Culture. 3 (1): pp. 13-25.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/26481
dc.identifier.doi10.1177/1555412007309524
dc.description.abstract

The specificities of Japanese mobile telephony are g1vmg rise to new cultural economies of games production and engendering new paradigms of gameplay. These topical developments have considerable technosocial bearing and consequence. The tension between the virtual and the actual resides at the heart of topical debates about the modalities of co-presence in mobile telephony. The potential loss of anonymity in location-based mobile gaming and the increasing awareness that mobile games are mostly played at home add considerable complexity to the already-blurred boundaries of physical and virtual co-presence. The micronarratives of such newly configured and articulated social tropes arguably need to be incorporated into macroperspectives on convergence culture if only to invest the latter with additional levels of nuance and complexity. Japanese mobile gaming therefore has strategic utility in this article as a situated context for analyzing the localized cultural politics of convergence and connectivity in mobile telephony.

dc.publisherSage Publications, Inc.
dc.subjectmobile games
dc.subjectconnectivity
dc.subjectconvergence
dc.subjectcross-media
dc.subjectJapan
dc.titleConvergence, Connectivity, and the Case of Japanese Mobile Gaming
dc.typeJournal Article
dcterms.source.volume3
dcterms.source.number1
dcterms.source.startPage13
dcterms.source.endPage25
dcterms.source.issn1555-4120
dcterms.source.titleGames and Culture: a journal of interactive media
curtin.departmentSchool of Design and Art
curtin.accessStatusFulltext not available


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