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Games in Asia Project

conference contribution
posted on 2023-05-23, 08:47 authored by Chen, VH-h, Duh, HBL, Kolko, B, Whang, LS-M, Fu, MC-H
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.

History

Publication title

Proceedings of CHI 2006

Editors

ACM

Pagination

291-294

ISBN

1-59593-298-4

Department/School

School of Information and Communication Technology

Publisher

ACM

Place of publication

USA

Event title

CHI 2006

Event Venue

Montreal, Canada

Date of Event (Start Date)

2006-04-22

Date of Event (End Date)

2006-04-27

Rights statement

Copyright 2006 The Author/Owner(s)

Repository Status

  • Restricted

Socio-economic Objectives

Information systems, technologies and services not elsewhere classified

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