Convergence, connectivity, and the case of Japanese mobile gaming
Games and Culture, ISSN: 1555-4120, Vol: 3, Issue: 1, Page: 13-25
2008
- 39Citations
- 98Usage
- 63Captures
Metric Options: CountsSelecting the 1-year or 3-year option will change the metrics count to percentiles, illustrating how an article or review compares to other articles or reviews within the selected time period in the same journal. Selecting the 1-year option compares the metrics against other articles/reviews that were also published in the same calendar year. Selecting the 3-year option compares the metrics against other articles/reviews that were also published in the same calendar year plus the two years prior.
Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Citations39
- Citation Indexes38
- 38
- CrossRef29
- Policy Citations1
- Policy Citation1
- Usage98
- Abstract Views98
- Captures63
- Readers63
- 63
Article Description
The specificities of Japanese mobile telephony are giving 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. © 2008 SAGE Publications.
Bibliographic Details
https://ro.uow.edu.au/artspapers/1855; http://ro.ecu.edu.au/ecuworks/1014; https://ro.ecu.edu.au/ecuworks/1014
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=61049223710&origin=inward; http://dx.doi.org/10.1177/1555412007309524; https://journals.sagepub.com/doi/10.1177/1555412007309524; https://ro.uow.edu.au/artspapers/1855; https://ro.uow.edu.au/cgi/viewcontent.cgi?article=2901&context=artspapers; http://ro.ecu.edu.au/ecuworks/1014; http://ro.ecu.edu.au/cgi/viewcontent.cgi?article=2013&context=ecuworks; https://ro.ecu.edu.au/ecuworks/1014; https://ro.ecu.edu.au/cgi/viewcontent.cgi?article=2013&context=ecuworks; http://gac.sagepub.com/cgi/doi/10.1177/1555412007309524; http://gac.sagepub.com/content/3/1/13
SAGE Publications
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