Factors influencing technological innovation efficiency in the Chinese video game industry: Applying the meta-frontier approach

X Xi, B Xi, C Miao, R Yu, J Xie, R Xiang, F Hu - … Forecasting and Social …, 2022 - Elsevier
Exploring technological innovation efficiency in China's video game industry allows us to
reconceptualize the industry's state of development, identify barriers to technological …

Analysing public policies for the creative economy: A systematic literature review

AMV da Silva, H Muzzio… - Journal of International …, 2024 - Wiley Online Library
This paper seeks to conduct a comprehensive literature review analysing governmental
initiatives, particularly public policies, pertaining to the needs of the creative economy (CE) …

[HTML][HTML] Game on: The rise of the esports middle Kingdom

H Yu - Media Industries Journal, 2018 - quod.lib.umich.edu
This article examines the rise of eSports in China in the context of China's promotion of
digital economy and digital platforms. It argues that the rise of the eSports Middle Kingdom is …

Billy goats crossing the cyber-bridge: Interviews exploring the experiences, coping techniques, and intervention desires of in-game trolling targets

CL Cook, SYC Tang, JHT Lin - Communication Monographs, 2024 - Taylor & Francis
Research into online trolling has been continuously expanding in the past decade.
However, much of this research has focused on either the person of the trolls themselves, or …

State–society relations under a new model of control in China: Graduated control 2.0

R Qiaoan - China Information, 2020 - journals.sagepub.com
Graduated control models are often used to explain the variety of government treatment of
social organizations in China. These models have been slowly losing their explanatory …

The Development of Video Game Representations of the Middle East

A Al-Rawi - Games and Culture, 2024 - journals.sagepub.com
This article critically explores the historical representation of the Middle East in video games
until 2002 and following the 9/11 event. Using thematic analysis, we identify four main …

Differentiated knowledge bases and catch-up in creative industries–A case of the online game industry in China

H Gong, Z Yu, R Hassink - Geoforum, 2023 - Elsevier
Catch-up phenomena have been studied intensively in many manufacturing industries, but
they have not been well explored in creative industries. Moreover, the internal heterogeneity …

Spiritual opium and the spiritual opium war: a cultural history of arcade games and console games in 1990s China

N Zhou - Media International Australia, 2024 - journals.sagepub.com
In the 1990s, in China, arcade and console games were called “spiritual opium.” Why were
video games labeled spiritual drugs, specifically opium, as opposed to other types of drugs …

Government and Internet-based platform company Nexus in communist state: A case study of Tencent expansion to the world

JM Wijaya, RA Elias, A Permana - E3S Web of Conferences, 2023 - e3s-conferences.org
China, a communist country that only opened itself to international markets in 1978, has
seen its economy develop rapidly due to foreign investment in the domestic market. The …

Exploring the Rise of Cultural Industries in China. Selective industrial policies and economic performancies towards a knowledge-intensive economy

L Compagnucci, M Tassinari, F Spigarelli… - Economia della …, 2020 - rivisteweb.it
This paper analyses the increasing role of Chinese cultural industries (CIs) in the country's
political agenda and new normal economic growth model. Firstly, this exploratory study …