Korea's Online Gaming Empire

Korea's Online Gaming Empire PDF Author: Dal Yong Jin
Publisher: MIT Press
ISBN: 0262288966
Category : Computers
Languages : en
Pages : 201

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Book Description
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.

Korea's Online Gaming Empire

Korea's Online Gaming Empire PDF Author: Dal Yong Jin
Publisher: MIT Press
ISBN: 0262288966
Category : Computers
Languages : en
Pages : 201

Get Book

Book Description
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

Digital Game Culture in Korea PDF Author: Florence M. Chee
Publisher: Rowman & Littlefield
ISBN: 1793601402
Category : Computer games
Languages : en
Pages : 137

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Book Description
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

Communication, Digital Media, and Popular Culture in Korea PDF Author: Kyong Yoon Yong Jin
Publisher: Lexington Books
ISBN: 1498562043
Category : History
Languages : en
Pages : 533

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Book Description
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

Digital Development in Korea PDF Author: Myung Oh
Publisher: Taylor & Francis
ISBN: 1136813136
Category : Computers
Languages : en
Pages : 273

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Book Description
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.

Mobile Gaming in Asia

Mobile Gaming in Asia PDF Author: Dal Yong Jin
Publisher: Springer
ISBN: 9402408266
Category : Language Arts & Disciplines
Languages : en
Pages : 247

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Book Description
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

Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific PDF Author: Larissa Hjorth
Publisher: Routledge
ISBN: 1135843171
Category : Computers
Languages : en
Pages : 314

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Book Description
This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

This Gaming Life

This Gaming Life PDF Author: Jim Rossignol
Publisher: University of Michigan Press
ISBN: 0472033972
Category : Games & Activities
Languages : en
Pages : 224

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Book Description
DIVA look at what it's like to play video games, their cultures in three different international cities, and their significance in everyday life/div

I Have the Right to Destroy Myself

I Have the Right to Destroy Myself PDF Author: Young-ha Kim
Publisher: HMH
ISBN: 0547540531
Category : Fiction
Languages : en
Pages : 131

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Book Description
A “mesmerizing” novel of a love triangle and a mysterious disappearance in South Korea (Booklist). In the fast-paced, high-urban landscape of Seoul, C and K are brothers who have fallen in love with the same beguiling drifter, Se-yeon, who gives herself freely to both of them. Then, just as they are trying desperately to forge a connection in an alienated world, Se-yeon suddenly disappears. All the while, a spectral, calculating narrator haunts the edges of their lives, working to help the lost and hurting find escape through suicide. When Se-yeon reemerges, it is as the narrator’s new client. Recalling the emotional tension of Milan Kundera and the existential anguish of Bret Easton Ellis, I Have the Right to Destroy Myself is a dreamlike “literary exploration of truth, death, desire and identity” (Publishers Weekly). Cinematic in its urgency, the novel offers “an atmosphere of menacing ennui [set] to a soundtrack of Leonard Cohen tunes” (Newark Star-Ledger). “Kim’s novel is art built upon art. His style is reminiscent of Kafka’s and also relies on images of paintings (Jacques-Louis David’s ‘The Death of Marat,’ Gustav Klimt’s ‘Judith’) and film (Jim Jarmusch’s ‘Stranger Than Paradise’). The philosophy—life is worthless and small—reminds us of Camus and Sartre, risky territory for a young writer. . . . But Kim has the advantage of the urban South Korean landscape. Fast cars, sex with lollipops and weather fronts from Siberia lend a unique flavor to good old-fashioned nihilism. Think of it as Korean noir.” —Los Angeles Times “Like Georges Simenon, [Kim’s] keen engagement with human perversity yields an abundance of thrills as well as chills (and, for good measure, a couple of memorable laughs). This is a real find.” —Han Ong, author of Fixer Chao

Korean Communication, Media, and Culture

Korean Communication, Media, and Culture PDF Author: Kyu Ho Youm
Publisher: Lexington Books
ISBN: 1498583334
Category : History
Languages : en
Pages : 375

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Book Description
Korean Communication, Media, and Culture is a bibliography of English-language publications for non-Korean-speaking academics, researchers, and professionals. In addition to the actual annotations of all the major books, book chapters, journal articles, and theses/dissertations, each chapter includes contextual introductory commentary on its topic. The authors not only historicize their findings but they also prescribe the direction that English-language research on Korean communication should take.

Digital Korea

Digital Korea PDF Author: Tomi T. Ahonen
Publisher:
ISBN: 9780955606908
Category : Business & Economics
Languages : en
Pages : 284

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Book Description
Digital Korea is a study of the most advanced country for digital convergence, South Korea. Much of what we see in South Korea today sounds like science fiction - but forms the solid reality of life in South Korea today. Thus, it is a great source of ideas and insights which we can learn from. The book discusses a country where every household internet connection has already been upgraded to broadband; where 100 mbit/s speeds are already sold and gigabit speeds already coming; where every phone sold is a cameraphone; where three out of every four mobile subscriptions is a 3G connection; where cars and PCs and mobile phones now ship with in-built digital TVs; where 42% of the population maintain a blogsite and four out of ten have created an avatar of themselves; where over half of the population pay with cellphones and 25% of the total South Korean population have participated inside a multiplayer online game, in fact inside the same multiplayer online game. The stories from South Korea are each more amazing than the last. 50,000 citizen journalists write the national Ohmy News newspaper.While Second Life fascinates western media for its 2 million users, South Korean Cyworld has 20 million users.While we tend to view the 8 million active users of the World of Warcraft as a milestone in massively multiplayer online games, South Korean Lineage already has 14 million active gamers. And perhaps most telling of all - the South Korean government is convinced every Korean home will have a household robot within ten years. Household robots? Not just cleaning our homes and providing security, but reading bedtime stories to our kids and helping them with their homework too. Digital Korea includes chapters on all these issues and more with the state-of-the-art latest products and services described in detail. This is one of the first attempts to understand the current state of digital convergence, ubiquitous computing and the information society that is South Korea. The book is called simply 'Digital Korea', but its subtitle is long as the stories in the book are so wide-reaching: Convergences of broadband internet, 3G cellphones, multiplayer gaming, digital TV, virtual reality, electronic cash, telematics, robotics, e-government and the intelligent home.The research for the book took a long time as so many different fields had to be covered.But the resulting book is now the most up-to-date view of that exact point where science fiction meets science fact. What happens when virtual reality meet the real world, with wireless reach and broadband speed? The book is packed with statistics and case studies and Tomi's famous Pearls. As an interesting method, they have also often placed two rival statistics side-by-side, such as In 2006 in USA 10% of music sales was digital accourding to IFPI, and next to it on the opposing page in 2006 in South Korea 57% of music sales was digital also according to IFPI. This kind of comparisons help illustrate just how much of a lead South Korea has been able to pull.