{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,8]],"date-time":"2026-08-08T02:45:54Z","timestamp":1786157154612,"version":"3.56.0"},"reference-count":74,"publisher":"SAGE Publications","issue":"3","license":[{"start":{"date-parts":[[2015,4,27]],"date-time":"2015-04-27T00:00:00Z","timestamp":1430092800000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2016,5]]},"abstract":"<jats:p>\n                    This article attempts to explore the popularization of Japanese console games in China in the past two decades, which reveals the tripartite relationship of the nation-state, transnational cultural power, and local agents.\n                    <jats:sup>1<\/jats:sup>\n                    This study focuses on the formation and development of the console game industry in a non-Western context, where the society has undergone dramatic transformations and has been largely influenced by the globalization process. Encountering social anti-gaming discourse and cultural protectionism, the importation and distribution of Japanese console games did not get support from the state. However, it found its way to the audience and gained popularity through piracy, the black market, and the local agents\u2019 appropriation, becoming an integrated part of many Chinese early gamers\u2019 lives. This article draws upon the intersection of cultural globalization with game studies, calling for an investigation into the complexity of the game industry through its sociohistorical, political, and cultural environment.\n                  <\/jats:p>","DOI":"10.1177\/1555412015583574","type":"journal-article","created":{"date-parts":[[2015,4,27]],"date-time":"2015-04-27T20:51:16Z","timestamp":1430167876000},"page":"275-297","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":24,"title":["Japanese Console Games Popularization in China"],"prefix":"10.1177","volume":"11","author":[{"given":"Sara X. T.","family":"Liao","sequence":"first","affiliation":[{"name":"Department of Radio-Television-Film, University of Texas at Austin, Austin, TX, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"179","published-online":{"date-parts":[[2015,4,27]]},"reference":[{"key":"bibr1-1555412015583574","volume-title":"Popular culture, globalization, and Japan","author":"Allen M.","year":"2006"},{"key":"bibr2-1555412015583574","doi-asserted-by":"publisher","DOI":"10.1080\/1368879032000162220"},{"key":"bibr3-1555412015583574","volume-title":"Modernity at large: Cultural dimension of globalization","author":"Appadurai A.","year":"1996"},{"key":"bibr4-1555412015583574","unstructured":"AtariAge. (2014). Atari 2600 history. Retrieved August 12, 2014, from http:\/\/www.easybib.com\/reference\/guide\/apa\/website"},{"key":"bibr5-1555412015583574","first-page":"19","author":"Bai L.","year":"2013","journal-title":"The People\u2019s Daily"},{"key":"bibr6-1555412015583574","unstructured":"Barton M., Loguidice B. (2008, 2 28). A history of gaming platforms: Atari 2600 Video Computer System\/VCS. Gamasutra: The Art & Business of Making Games. Retrieved August 12, 2014, from http:\/\/www.gamasutra.com"},{"key":"bibr7-1555412015583574","doi-asserted-by":"publisher","DOI":"10.1080\/10371390305353"},{"key":"bibr8-1555412015583574","doi-asserted-by":"publisher","DOI":"10.1177\/1461444812462843"},{"key":"bibr9-1555412015583574","unstructured":"Business Software Alliance. (2014). The compliance gap: BSA global software survey. Retrieved August 1, 2014, from http:\/\/globalstudy.bsa.org\/2013\/downloads\/studies\/2013GlobalSurvey_Study_en.pdf"},{"key":"bibr10-1555412015583574","unstructured":"Carsten P. (2014, 1 7). 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