Phase V: Comparative analysis of data on game industries and markets

In the third year of this project, we will organize an international conference to share the data and findings with members of our project’s research team and a number of invited scholars in games studies and creative industries fields. This phase will also focus on comparative analyses of the cultural policies, regulations, creative clustering, industrial development strategies, consumption practices, and game markets of the countries we collected data on. It will be mainly carried out by the PI, the HK based Co-Is and the RAs. Based on these comparisons, we will draft a cultural policy proposal for the government and a business strategy proposal for local game industries, which we will share with game industries insiders through a public workshop or symposium. (the 25th months – 48th months)

 

Posted in People, Phase V | Tagged , | 1 Comment

Phase IV: Data collection on game industries and markets in South Korea, Japan, Singapore, Australia, Europe, and the US

This phase will focus on data on the game industries and markets in geographic areas that are potentially important to HK’s game industries as competitors and markets. Our international team will be responsible for data collection in Singapore, Australia, Europe, the US, Japan, and South Korea respectively. They will interview around 15 industry informants (who belong to the seven categories of people specified in Phase II). They will also collect secondary data on gamers, game consumption, game markets, creative clusters, and cultural policy of game industries in these countries. Additionally, the Co-Is will conduct in-depth interviews on around 20 gamers. (25th months – 42th months)

 

Posted in People, Phase IV | Tagged , , , , | 1 Comment

Phase III: Data Collection on gamers, game contents, and game consumption in HK and China

Part A. A survey will be conducted in HK on consumers of games. The sample will target game-playing individuals aged between 14 and 45. We will not focus exclusively on youths because, contrary to popular misconceptions, games are a mainstream entertainment form consumed by people from different age groups (e.g. the average age of online gamers is 28 in the US). We will use a telephone survey with 1,000 representative samples. The questionnaire probes into respondents’ consumption practices, values, effects, psychographics, socio-economic attributes, and reception to clustered products. A similar survey will be conducted in three major Chinese cities (Beijing, Shanghai, and Guangzhou) on the same age group. The questionnaire will be modified to fit the mainland setting. We will cooperate with local survey agencies and/or universities to conduct these surveys.

Part B. We will carry out participant observation in major game sites in HK and China including cybercafés, arcades, school campuses, game virtual worlds (online participant observation), and homes. PI, Co-Is Chew and our RA will do participant observations in these sites to investigate consumption practices, preferences, and problems. After a few months of participant observation, a selected group of gamers (around 40) will be identified for in-depth interviews.

Part C. We plan to conduct detailed analyze the contents of a few well-received game products in each of the six major game genres (online games, mobile games, handheld games, console games, computer games, and arcade games) in HK and China. We will focus (though not exclusively) on locally developed games. Data on game contents will be useful for examining game products creative clustering potentials, localization strategies, socio-cultural effects, and consumption preferences. They will also be used as supplement information for triangulation. The work will be mainly carried out by the PI, Co-Is and the RA.

(the 13th months – 24th months)
 

Posted in People, Phase III | Tagged , , , , | Leave a comment

Phase II: Data collection on the game industries in HK and China

Part A. We will conduct in-depth interviews with six types of informants: 1) owners, managers, and marketers in the game industries, 2) organizers of professional bodies of the game industries, 3) creative workers (game artists, designers, and programmers) and lower level employees (e.g. game-masters) in game companies, 4) owners and managers of cybercafés and game arcades, 5) editors of trade journals and game magazines, 6) key figures in HK’s pop cultural industries. We aim to interview around 40 such informants in HK. We will also conduct 40 interviews in China. Informants will include, in addition to the six categories, officials and policy makers who are responsible for regulating the industries.

The informants will be selected through criteria including their position, their influence in the game industries, and evaluation by their peers. The first informants will be those recruited from the already existing networks of the PI and Co-Is. By means of snow-ball sampling, we will broaden our network and recruit additional informants. The interviews will be guided by grounded analysis methods. We will set up initial guideline questions for the interviews, but the questions will be revised and adjusted as we proceed.

Part B. Five focus group interview panels will be conducted in HK and another five in China. The PI and Co-Is will moderate the panels. Each panel will be constituted by 8 participants from between 4 to 6 different creative industries. The panels feature different types of participants: creative workers (2 panels), high level management, middle and lower level workers, and veteran consumers. The interview questions of the focused groups will aim at creative clustering potentials, strategies, and problems. The participants will be paid an honorarium.

(7th months – 18th months)

 

Posted in People, Phase II | Tagged , , , , | Leave a comment

Phase I: Collecting background data from secondary documentary sources

In the first six months of the project, we will search, acquire, and analyze existing research reports, statistics, laws, regulations and court cases, trade journals, websites, and other secondary data to obtain an overall impression of the game industries in HK and other countries. We will focus on three key data areas: 1) accounts of cultural policies, legal framework, and regulations of game industries in other countries, 2) institutional analyses of major game developers, publishers, and distributors in HK and Asia, and 3) surveys on Chinese and Asian gamers and game products. These general data will provide the basis for carrying out subsequent phases of data collection. The RAs will begin to locate interviewers and sites for participant observation in HK and China respectively. (the first 6 months)

Posted in People, Phase I | Leave a comment

Research Reports

This session contains all the published or public reports of this project.

Posted in People, Publications, Research Reports | Leave a comment

Cultural Clusters and Games Industries in China

Bangalore, India


Anthony Fung and John Erni (2010) Cultural Clusters and Game Industries in China. Paper presented in the Asian Culture Industries, CDIASIA Research Programme, Centre for the Study of Culture and Society, Bangalore, India, December 21-22.

Posted in Anthony Fung, John Erni, Phase II, Research Articles | Tagged | Leave a comment

Research Plan

Game Arcade in Japan


The proposed project will last for 4 years from July 2010 to June 2014. There are six phrases in the project. Research reports and policy reports will be expected to come out in the second year. In the second year, we plan to release a preliminary report on Hong Kong game industry and the socio-cultural effects of gaming in a press conference. In the third year, we will release part of our game market data on HK and China. An international academic conference on comparative cultural policy of game industries will be held in the third year, with the participation of the project’s international research team and other international scholars. In the fourth year, we will disseminate a preliminary cultural policy report in a public workshop in which invited business players, professional bodies, officials, and scholars can raise comments and suggestions. Additionally, the PI and Co-Is will present their findings in international conferences and publish them in academic journals throughout the project’s duration.

For details of the timeline, please visit the following:

  • Phrase I
  • Phrase II
  • Phrase III
  • Phrase VI
  • Phrase V
  • Phrase VI
  •  

    Posted in Timeline | Leave a comment

    John Erni

    John Erni is a professor in the Department of Cultural Studies at Hong Kong Lingnan University. He has been working on projects that deal with the cultural geography of a number of creative and knowledge industries including tourism in the Pearl River Delta Region and the health industries. He edited two anthologies, Internationalizing Cultural Studies and Asian Media Studies, based on his work on cultural globalization.

    office website

    Posted in John Erni | Leave a comment

    Peichi Chung

    Peichi Chung is an expert on the game industries and markets in Asia and has published several articles on the topic. She has conducted extensive interviewing of game industry insiders in Korea, China, and Singapore. She is currently an assistant professor in the Communications and new media programme at the National University of Singapore. Her research interests include new media culture, creative industry research and international communication. She teaches courses related to communication and culture and is currently a fan of Korean television drama. She has published book chapters and journal articles on game industries in Korea, Singapore and China. Her current research looks for the global-local dynamics in the gaming industries among ASEAN countries.

    Official Website

    Posted in Peichi Chung | Leave a comment