Digital Media in East Asia: National Innovation and the Transformation of a Region
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Original Equipment Manufacturing (OEM), 67

Otaku (geek) culture, 174

Otmazgin, Nissim, 168

Outsourcing, 8, 34

p.c. bangs, 179, 180–181, 182

Packet Monster, 200

Pali, 108

Panasonic, 22, 119, 123

Pantech, 142

patents, East Asian 93

peer-to-peer file sharing, 21

Perez, Carlota, 42

pharmaceuticals, 34

phones, 122–125

photovoltaic cells, 62

pioneer, 120

piracy (digital), 188

Pittsburgh, 35

Pixar, 150

Pixnet, 202

Play.com, 173

player killing. See also Hyun pi, 181

PlayStation, 176

Pokemon, 174

political science, 13

Pong, 176

pornography, 23

Porter, Michael, 32, 45, 61

postsecondary education, 34

printed circuit boards, 17

Program to Enhance the Digital Content Industry, 70

Pusan, 108

Putrajaya, 156

Qingdao, 108

QQ Aynggou, 88, 200, 201, 202, 203, 204

Radio Frequency Identification (RFID) tab, 140

Rakuten, 89, 173, 198, 205

Reagan, Ronald, 32, 44

real money trading (RMT), 181

Record Industry of Japan Association, 191

regional integration, 8, 16, 91–92, 228

Rekochoku, 191

Renren, 194, 201

research and development spending, 56–58, 84–85, 92

Research in Motion (RIM), 15, 16, 21, 123, 136, 219

Research Parks, 17

Resident Evil, 177

resistance to Internet: China; Japan, 20, 20

ringtones, 22

Ritsumeikan University, 187

robotics, 34

Routers, 17

Rovio, 171

Salesforce.com, 126

Samsung, 17, 72, 78, 120, 122, 125, 136, 183, 216, 219

Samsung Galaxy, 15, 124

Sanyo Electric, 121

SAP, 21

Saskatoon, Saskatchewan, 37

Science and technology Advisory Group (Taiwan), 68

Science and Technology Basic Laws (Japan), 60–61

Science and Technology Council (China), 82

Science and technology (government investments in), 225–226

scientific research, Korea, 78

screensavers, 22

Script Development Grants, 155