IntroductionPart I. History1. Developing History of the Japanese Video Game Industry; Mariko Koizumi2. It's Dangerous to Go Alone! Take this (New Technology): Nintendo's Impact on the Technological Landscape of the Video Gaming Industry; Arielle GoldbergPart II. Mobile Social Games3. In-game Purchases and Event Features of Mobile Social Games in Japan; Akiko Shibuya4. Bowling Online: Mobile Social Games for Korean Teen Girls; Hogeun Seo5. Database Production: Planners and Players in a Japanese Mobile Game Studio; Bryan HartzheimPart III. Social Impacts6. Hong Kong Net-bar Youth Gaming: A Labeling Perspective; Sara Liao7. Development of an Internet Gaming Addiction Scale Based on the DSM-5's Nine Diagnostic Criteria with South Korean Gamer Samples; Hongsik YuList of ContributorsIndex
S. Austin Lee is Assistant Professor at Northern Kentucky University, USA. He received his BA from Seoul National University, South Korea and MA/Ph.D. from Michigan State University, USA. His areas of expertise include communication technology and culture and communication. His scholarly work has been published in top academic journals, including Journal of Applied Psychology. He also received the top paper award from the National Communication Association.Alexis Pulos is Assistant Professor at Northern Kentucky University, USA and teaches games and culture, board game design, and video game analysis. He received his Ph.D. from University of New Mexico where he studied rhetoric, new media, digital games, and film. His current work focuses on the ways player agency is structured through the design and social regulation of rule systems.