When global capital meets local creative labour: A talent-based innovation model for game industry development in Southeast AsiaBack to previous page
This talk presents a talent-based innovation model for game industry development in Southeast Asia. The talk examines the creative industry pattern that derives from Southeast Asia’s political and economic circumstances. Literature on creative industry policy has focused on the concentric circle model that prioritises the interlinking of various industry sectors to create the nation’s economic outcomes. Diverging from this economic focus, the talk discusses an alternative view taking account of labour and culture in the study of Southeast Asia’s creative industry.
Based upon a three-year fieldwork research in six Southeast Asian countries from 2010 to 2013, the research applies a cultural approach to examine the capital-class relationship. Research findings show that game development is connected with the region’s history as global capitals enter Southeast Asia to work with outsourced labour. A particular capital-class relationship is formed as local creative talents grow and acquire skills from their contracted projects. This capital-class relationship has not only determined the region’s unique industry value chain. It also forms a particular creative environment in local game design.
The talk examines various successful Southeast Asian games and categorises the emerging art forms collectively contributed by Southeast Asian game designers. The talk concludes with a discussion on hybrid Southeast Asian subjectivity and offers responses to game industry policies in Southeast Asia.
About the speaker
Peichi Chung is an assistant professor teaching in the Department of Cultural and Religious Studies, The Chinese University of Hong Kong. She received her Ph.D. in Mass Communications from Indiana University-Bloomington. Her teaching interests include cultural theory, Asian cinema, and digital culture. Her research focuses on new media industry analysis at both corporation and government policy levels. Since 2006, she has intensively studied online game industries in Asia. She has conducted cross-country research in Asia, analysing new media industries in Korea, China, Singapore, and other Southeast Asian countries. Her recent project studies popular film production and consumption in Southeast Asia.
Peichi has published articles in international referred journals including Journal of Creative Communication, Journal of Science, Technology and Society and Media International Australia. She also publishes chapters in edited books on new media and Asian games. Her forthcoming chapters will appear in the book, entitled Video Game Around the World, published by the MIT Press in 2014.