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日本市場における中国製ゲームアプリに関する研究 ―異文化融合と中国製「日系ゲーム」―
https://osu.repo.nii.ac.jp/records/2239
https://osu.repo.nii.ac.jp/records/2239dabb1600-45a8-4cb1-b3a2-ba8606dc95c0
名前 / ファイル | ライセンス | アクション |
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Item type | 紀要論文 / Departmental Bulletin Paper(1) | |||||
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公開日 | 2020-09-28 | |||||
タイトル | ||||||
タイトル | 日本市場における中国製ゲームアプリに関する研究 ―異文化融合と中国製「日系ゲーム」― | |||||
タイトル | ||||||
言語 | en | |||||
タイトル | Chinese game applications in the Japanese market; An analysis of Cultural Fusion and“ Japanese-Style Games” Made by Chinese | |||||
言語 | ||||||
言語 | jpn | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | ゲームアプリ | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 中国 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 日本 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 市場 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 異文化融合 | |||||
キーワード | ||||||
主題Scheme | Other | |||||
主題 | 「日系ゲーム」 | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | game applications | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | China | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Japan | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | market | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | cultural fusion, | |||||
キーワード | ||||||
言語 | en | |||||
主題Scheme | Other | |||||
主題 | Japanese-Style Games” | |||||
資源タイプ | ||||||
資源タイプ識別子 | http://purl.org/coar/resource_type/c_6501 | |||||
資源タイプ | departmental bulletin paper | |||||
著者 |
劉, 雨晨
× 劉, 雨晨× 曽我, 千亜紀× LIU, Yuchen× SOGA, Chiaki |
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抄録 | ||||||
内容記述タイプ | Abstract | |||||
内容記述 | In recent years, game applications from China have entered the Japanese market and have had a big impact. In this paper, we analyze the characteristics of several representative titles from Chinese game applications. We try to answer the following questions. Are Chinese products treated as a different culture by the Japanese market and users? Are “Japanese-style games” always made by Japanese or Japanese game companies? We show that the traditional views about and defining “Japanese-style games” are changing under the influence of globalization and the restructuring of the game industry. | |||||
内容記述 | ||||||
内容記述タイプ | Other | |||||
内容記述 | 近年,中国発のゲームアプリが日本市場に進出し,影響力を強めている。本論では,数多くの中国製ゲームアプリの中から,いくつか代表的なタイトルを例に挙げて,その特徴を分析した。中国製ゲームは日本市場とユーザーに異文化として扱われているのか?「日系ゲーム」は必ず日本人もしくは日本のゲーム会社によって作られるのか?「日系ゲーム」についての従来の考え方と定義は,ゲーム業界のグローバル化に影響され,転換しつつあることを示す。 | |||||
書誌情報 |
大阪産業大学人間環境論集 en : OSAKA SANGYO UNIVERSITY JOURNAL OF HUMAN ENVIRONMENTAL STUDIES 巻 19, p. 1-24, 発行日 2020-03-30 |
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出版者 | ||||||
出版者 | 大阪産業大学学会 | |||||
ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 1347-2135 | |||||
書誌レコードID | ||||||
収録物識別子タイプ | NCID | |||||
収録物識別子 | AA1160706X |