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How will a youth curfew impact China's video game industry? / Kelsey Lawrence.

SAGE Business Cases 2021 Annual Collection Available online

View online
Format:
Book
Author/Creator:
Lawrence, Kelsey, 1964- author.
Series:
SAGE Business cases.
SAGE Business cases
Language:
English
Subjects (All):
Video games industry--Law and legislation--China--Case studies.
Video games industry.
Youth curfews--China--Case studies.
Youth curfews.
China.
Genre:
Case studies.
Physical Description:
1 online resource : illustrations.
Place of Publication:
London : SAGE Publications: SAGE Business Cases Originals, 2021.
System Details:
text file
Summary:
Extended restrictions around when young people can play online video games were recently introduced in China, barring minors from gaming during weekdays and limiting their time on weekends and holidays. Online gaming is a multibillion-dollar industry in China, and some industry analysts project that the new restrictions will lower the market value of gaming companies and will stigmatize the industry in general. This case asks students to discuss the situation and to suggest how the gaming industry can adapt to the restrictions.
Notes:
Description based on XML content.
ISBN:
9781529796230
1529796237
OCLC:
1284998978
Access Restriction:
Restricted for use by site license.

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