Digital Game Culture In Korea

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Korea's Online Gaming Empire

Author : Dal Yong Jin
Publisher : MIT Press
Page : 201 pages
File Size : 55,9 Mb
Release : 2010-10-01
Category : Computers
ISBN : 9780262288965

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Korea's Online Gaming Empire by Dal Yong Jin Pdf

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts. In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing—a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

Digital Game Culture in Korea

Author : Florence M. Chee
Publisher : Rowman & Littlefield
Page : 137 pages
File Size : 45,5 Mb
Release : 2023
Category : Computer games
ISBN : 9781793601407

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Digital Game Culture in Korea by Florence M. Chee Pdf

This book is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Focusing on Korea's sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play.

Communication, Digital Media, and Popular Culture in Korea

Author : Dal Yong Jin,Nojin Kwak
Publisher : Lexington Books
Page : 532 pages
File Size : 43,9 Mb
Release : 2018-05-16
Category : History
ISBN : 9781498562041

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Communication, Digital Media, and Popular Culture in Korea by Dal Yong Jin,Nojin Kwak Pdf

In recent decades, Korean communication and media have substantially grown to become some of the most significant segments of Korean society. Since the early 1990s, Korea has experienced several distinctive changes in its politics, economy, and technology, which are directly related to the development of local media and culture. Korea has greatly developed several cutting-edge technologies, such as smartphones, video games, and mobile instant messengers to become the most networked society throughout the world. As the Korean Wave exemplifies, the once small and peripheral Korea has also created several unique local popular cultures, including television programs, movies, and popular music, known as K-pop, and these products have penetrated many parts of the world. As Korean media and popular culture have rapidly grown, the number of media scholars and topics covering these areas in academic discourses has increased. These scholars’ interests have expanded from traditional media, such as Korean journalism and cinema, to several new cutting-edge areas, like digital technologies, health communication, and LGBT-related issues. In celebrating the Korean American Communication Association’s fortieth anniversary in 2018, this book documents and historicizes the growth of growing scholarship in the realm of Korean media and communication.

Digital Development in Korea

Author : Myung Oh,James Larson
Publisher : Taylor & Francis
Page : 273 pages
File Size : 46,7 Mb
Release : 2011-03-14
Category : Computers
ISBN : 9781136813139

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Digital Development in Korea by Myung Oh,James Larson Pdf

This book explores the role of digital information and communications technology in South Korea’s development, starting with and building upon the crucial developments of the 1980s. Its perspective draws on the information society concept and on a conceptual model of strategic restructuring of telecommunications. It also draws on firsthand experience in formulating and implementing policies. The analysis identifies aspects of the Korean experience from which developing countries around the world might benefit. Oh and Larson describe the revolutionary developments of the 1980s including the TDX electronic switching system, a major surge forward in semiconductors, the start of privatization and color television and the thoroughgoing restructuring of Korea’s telecommunications sector. They further explore government leadership, the growing private sector and international trade pressures in the diffusion of broadband, mobile communication, and convergence toward a ubiquitous network society. The role of education in these developments is explored in detail, along with both the positive and negative aspects of Korea’s vibrant new digital media. The book also looks at Korea’s growing international involvement, its role in efforts to build a world information society, and finally, its future place in cyberspace. This book will be of interest to students, scholars and policy makers interested in communications technologies, Asian/Korean Studies and development studies.

Understanding the Korean Wave

Author : Dal Yong Jin
Publisher : Taylor & Francis
Page : 295 pages
File Size : 45,9 Mb
Release : 2023-07-31
Category : Social Science
ISBN : 9781000932195

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Understanding the Korean Wave by Dal Yong Jin Pdf

A comprehensive and critical introduction to understanding the Korean Wave (Hallyu) as a transnational media phenomenon. This book provides an accessible introduction to the Korean Wave—the rapid growth of local cultural industries and the global popularity of Korean popular culture over the past 30 years—providing historical, political, economic, and socio-cultural context to its initial rise and enduring popularity. Jin explores the transnational cultural flows of Hallyu across a variety of products and digital technologies—from television dramas, film, and K-pop to online games, and webtoons—and explains the process of cross-media convergence and the socio-political contexts behind the Hallyu phenomenon. He also explores how overseas fans and audiences advance K-pop fandom as social agents in different geo-cultural contexts. The book concludes by discussing if Hallyu can become a sustainable global popular culture beyond a fan-based regional cultural phenomenon. Each chapter features detailed contemporary case studies and discussion questions to enhance student engagement. This is essential reading for students of Media and Communication, Cultural Studies, Korean Studies, and Asian Studies, particularly those taking classes on popular culture and media, media and globalization, Korean popular culture, and East Asian culture.

Governance of Digital Game Environments and Cultural Diversity

Author : Christoph Beat Graber
Publisher : Edward Elgar Publishing
Page : 301 pages
File Size : 50,9 Mb
Release : 2010-01-01
Category : Computers
ISBN : 9781849806350

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Governance of Digital Game Environments and Cultural Diversity by Christoph Beat Graber Pdf

'This collection of legal, philosophical, economic, and cultural perspectives ultimately makes a strong case for the potential value of game environments for addressing diversity issues, but also raises important concerns regarding implementation of corporate and government policies in this sector highly recommended for anyone exploring this emerging field.' Benjamin T. Duranske, Pillsbury Winthrop Shaw Pittman LLP, US 'Videogaming is serious business. But the legal and theoretical implications of online and virtual environments are little understood. Professor Graber and Ms. Burri-Nenova have done a masterful job of bringing together several insightful articles that inform us about the business, legal and sociological implications of digital gaming. Innovative, fast-paced, and engaging as games themselves, these scholarly works provide invaluable insight for academics, policy makers and perhaps even participants themselves about the reality behind virtual worlds.' Shubha Ghosh, University of Wisconsin Law School, US 'This is an excellent and path-breaking collection of sharp and carefully researched essays. It provides wonderful insights on numerous important aspects of the complex relationship between play, cultural diversity, communications policy, and the governance of virtual societies. The phenomenal growth of these new digital realms has raised important questions across the academic disciplines, making this book's interdisciplinary focus extremely helpful to potential regulators and university scholars alike.' Greg Lastowka, Rutgers School of law, Camden, US This innovative book provides transdisciplinary analyses of the nature and dynamics of digital game environments whilst tackling the existing fragmentation of academic research. Digital game environments are of increasing economic, social and cultural value. As their influence on diverse facets of life grows, states have felt compelled to intervene and secure some public interests. Yet, the contours of a comprehensive governance model are far from recognisable and governments are grappling with the complexity and fluidity of online games and virtual worlds as private spaces and as experimentation fields for creativity and innovation. This book contributes to a more comprehensive and fine-grained understanding of digital game environments, which is a precondition for addressing any of the pressing governance questions posed. Particular attention is given to the concept and policy objective of cultural diversity, which also offers a unique entry point into the discussion of the appropriate legal regulation of digital games. Governance of Digital Game Environments and Cultural Diversity will be of interest to researchers of media law, internet law and governance, cultural studies, anthropology and sociology. As the book addresses a highly topical theme, it will attract the attention of policymakers at national, regional and international levels and will also serve as a great resource tool for scholars in new media and in particular digital games and virtual worlds.

Gaming Cultures and Place in Asia-Pacific

Author : Larissa Hjorth,Dean Chan
Publisher : Routledge
Page : 314 pages
File Size : 40,6 Mb
Release : 2009-06-24
Category : Computers
ISBN : 9781135843175

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Gaming Cultures and Place in Asia-Pacific by Larissa Hjorth,Dean Chan Pdf

This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.

Mobile Gaming in Asia

Author : Dal Yong Jin
Publisher : Springer
Page : 247 pages
File Size : 48,6 Mb
Release : 2016-07-29
Category : Language Arts & Disciplines
ISBN : 9789402408263

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Mobile Gaming in Asia by Dal Yong Jin Pdf

This book analyzes mobile gaming in the Asian context and looks into a hitherto neglected focus of inquiry – a localized mobile landscape, with particular reference to young Asians’ engagement with mobile gaming. This edition focuses not only on the remarkable success of local mobile games, but also on the significance of social milieu in the development of Asian mobile technologies and gaming culture. It analyzes the growth of the current mobile technologies and mobile gaming not as separate but as continuous developments in tandem with the digital economy. It is of interest to both academics and a broader readership from the business, government, and information technology sectors

Routledge Handbook of Korean Culture and Society

Author : Youna Kim
Publisher : Taylor & Francis
Page : 312 pages
File Size : 46,8 Mb
Release : 2016-12-01
Category : Social Science
ISBN : 9781317337225

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Routledge Handbook of Korean Culture and Society by Youna Kim Pdf

The Routledge Handbook of Korean Culture and Society is an accessible and interdisciplinary resource that explores the formation and transformation of Korean culture and society. Each chapter provides a comprehensive and thought-provoking overview on key topics, including: compressed modernity, religion, educational migration, social class and inequality, popular culture, digitalisation, diasporic cultures and cosmopolitanism. These topics are thoroughly explored by an international team of Korea experts, who provide historical context, examine key issues and debates, and highlight emerging questions in order to set the research agenda for the near future. Providing an interdisciplinary overview of Korean culture and society, this Handbook is an essential read for undergraduate and postgraduate students, as well scholars in Korean Studies, Cultural Studies, Sociology, Anthropology, and Asian Studies in general.

Race and Ethnicity in Digital Culture

Author : Anthony Bak Buccitelli
Publisher : Bloomsbury Publishing USA
Page : 441 pages
File Size : 46,5 Mb
Release : 2017-11-10
Category : Social Science
ISBN : 9781440840630

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Race and Ethnicity in Digital Culture by Anthony Bak Buccitelli Pdf

In this unprecedented study, leading scholars and emerging voices from around the world consider how race and ethnicity continue to shape our everyday lives, even as digital technology seems to promise a release from our "real" social identities. How do people use the new expressive features of digital technologies to experience, represent, discuss, and debate racial and ethnic identity? How have digital technologies or digital spaces become racialized? How have the existing vernacular traditions, or folklore, surrounding identity been reshaped in digital spaces? And how have new traditions emerged? This interdisciplinary volume of essays explores the role of traditional culture in the evolving expressions, practices, and images of race and ethnicity in the digital age. The work examines cultural forms in exclusively digital environments as well as in the hybrid environments created by mobile technologies, where real life becomes overlaid with digital content. Insights from academics across disciplines—including anthropology, communications, folkloristics, art, and sociology—consider the interplay between race/ethnicity, everyday vernacular culture, and digital technologies. Six sections explore traditional cultural affordances of technology, folklore and digital applications, visual cultures of race and ethnicity, racism and exclusion online, political activism and race, and concluding observations. The book covers technologies such as vlogs, video games, digital photography, messaging applications, social media sites, and the Internet.

Korean Communication, Media, and Culture

Author : Kyu Ho Youm,Nojin Kwak
Publisher : Lexington Books
Page : 374 pages
File Size : 46,5 Mb
Release : 2018-08-31
Category : History
ISBN : 9781498583336

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Korean Communication, Media, and Culture by Kyu Ho Youm,Nojin Kwak Pdf

In ten chapters with annotated bibliographies, this book analyzes Korean communication, media, and culture. The bibliographic entries provide aid for non-Korean-speaking academics to find information about research on these topics.

Introducing Korean Popular Culture

Author : Youna Kim
Publisher : Taylor & Francis
Page : 473 pages
File Size : 45,9 Mb
Release : 2023-06-28
Category : Social Science
ISBN : 9781000892260

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Introducing Korean Popular Culture by Youna Kim Pdf

This new textbook is a timely and interdisciplinary resource for students looking for an introduction to Korean popular culture, exploring the multifaceted meaning of Korean popular culture at micro and macro levels and the process of cultural production, representation, circulation and consumption in a global context. Drawing on perspectives from the humanities and social sciences, including media and communications, film studies, musicology, cultural studies, sociology, anthropology, history and literature, this book provides a comprehensive and up-to-date overview of Korean popular culture and its historical underpinnings, changing roles and dynamic meanings in the present moment of the digital social media age. The book’s sections include: K-pop Music Popular Cinema Television Web Drama, Webtoon and Animation Digital Games and Esports Lifestyle Media, Fashion and Food Nation Branding An accessible, comprehensive and thought-provoking work, providing historical and contemporary contexts, key issues and debates, this textbook will appeal to students of and providers of courses on popular culture, media studies and Korean culture and society more broadly.

Mapping Digital Game Culture in China

Author : Marcella Szablewicz
Publisher : Springer Nature
Page : 229 pages
File Size : 45,6 Mb
Release : 2020-02-18
Category : Social Science
ISBN : 9783030361112

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Mapping Digital Game Culture in China by Marcella Szablewicz Pdf

In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Smartland Korea

Author : Dal Yong Jin
Publisher : University of Michigan Press
Page : 239 pages
File Size : 55,8 Mb
Release : 2017-02-20
Category : Business & Economics
ISBN : 9780472053377

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Smartland Korea by Dal Yong Jin Pdf

An engaging and comprehensive look at the Korean smartphone industry and culture

Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming

Author : Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes
Publisher : Lulu.com
Page : 320 pages
File Size : 52,8 Mb
Release : 2017-03-21
Category : Masculinity in popular culture
ISBN : 9781365830266

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Diversifying Barbie and Mortal Kombat: Intersectional Perspectives and Inclusive Designs in Gaming by Yasmin B. Kafai,Gabriela T. Richard,Brendesha M. Tynes Pdf

In Diversifying Barbie and Mortal Kombat, the third edited volume in the series that includes From Barbie to Mortal Kombat and Beyond Barbie and Mortal Kombat, we expand the discussions on gender, race, and sexuality in gaming. We include intersectional perspectives on the experiences of diverse players, non-players and designers and promote inclusive designs for broadening access and participation in gaming, design and development. Contributors from media studies, gender studies, game studies, educational design, learning sciences, computer science, and game development examine who plays, how they play, where and what they play, why they play (or choose not to play), and with whom they play. This volume further explores how we can diversify access, participation and design for more inclusive play and learning.