Korea's Online Gaming Empire

Korea's Online Gaming Empire
Author: Dal Yong Jin
Publisher: MIT Press
Total Pages: 201
Release: 2010-10-01
Genre: Computers
ISBN: 0262288966

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
Author: Florence M. Chee
Publisher: Rowman & Littlefield
Total Pages: 137
Release: 2023
Genre: Computer games
ISBN: 1793601402

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
Author: Kyong Yoon Yong Jin
Publisher: Lexington Books
Total Pages: 533
Release: 2018-05-16
Genre: History
ISBN: 1498562043

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
Author: Myung Oh
Publisher: Taylor & Francis
Total Pages: 273
Release: 2011-03-14
Genre: Computers
ISBN: 1136813136

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.

Gaming Cultures and Place in Asia-Pacific

Gaming Cultures and Place in Asia-Pacific
Author: Larissa Hjorth
Publisher: Routledge
Total Pages: 314
Release: 2009-06-24
Genre: Computers
ISBN: 1135843171

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.

Digital Korea

Digital Korea
Author: Tomi T. Ahonen
Publisher:
Total Pages: 284
Release: 2007
Genre: Business & Economics
ISBN: 9780955606908

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.

Mobile Gaming in Asia

Mobile Gaming in Asia
Author: Dal Yong Jin
Publisher: Springer
Total Pages: 245
Release: 2016-07-29
Genre: Language Arts & Disciplines
ISBN: 9402408266

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

This Gaming Life

This Gaming Life
Author: Jim Rossignol
Publisher: University of Michigan Press
Total Pages: 225
Release: 2008-05-29
Genre: Games & Activities
ISBN: 0472116355

"In May 2000 I was fired from my job as a reporter on a finance newsletter because of an obsession with a video game. It was the best thing that ever happened to me.” So begins this story of personal redemption through the unlikely medium of electronic games. Quake, World of Warcraft, Eve Online, and other online games not only offered author Jim Rossignol an excellent escape from the tedium of office life. They also provided him with a diverse global community and a job—as a games journalist. Part personal history, part travel narrative, part philosophical reflection on the meaning of play, This Gaming Life describes Rossignol’s encounters in three cities: London, Seoul, and Reykjavik. From his days as a Quake genius in London’s increasingly corporate gaming culture; to Korea, where gaming is a high-stakes televised national sport; to Iceland, the home of his ultimate obsession, the idiosyncratic and beguiling Eve Online, Rossignol introduces us to a vivid and largely undocumented world of gaming lives. Torn between unabashed optimism about the future of games and lingering doubts about whether they are just a waste of time, This Gaming Life also raises important questions about this new and vital cultural form. Should we celebrate the “serious” educational, social, and cultural value of games, as academics and journalists are beginning to do? Or do these high-minded justifications simply perpetuate the stereotype of games as a lesser form of fun? In this beautifully written, richly detailed, and inspiring book, Rossignol brings these abstract questions to life, immersing us in a vibrant landscape of gaming experiences. “We need more writers like Jim Rossignol, writers who are intimately familiar with gaming, conversant in the latest research surrounding games, and able to write cogently and interestingly about the experience of playing as well as the deeper significance of games.” —Chris Baker, Wired “This Gaming Life is a fascinating and eye-opening look into the real human impact of gaming culture. Traveling the globe and drawing anecdotes from many walks of life, Rossignol takes us beyond the media hype and into the lives of real people whose lives have been changed by gaming. The results may surprise you.” —Raph Koster, game designer and author of A Theory of Fun for Game Design “Is obsessive video gaming a character flaw? In This Gaming Life, Jim Rossignol answers with an emphatic ‘no,’ and offers a passionate and engaging defense of what is too often considered a ‘bad habit’ or ‘guilty pleasure.’” —Joshua Davis, author of The Underdog “This is a wonderfully literate look at gaming cultures, which you don't have to be a gamer to enjoy. The Korea section blew my mind.” —John Seabrook, New Yorker staff writer and author of Flash of Genius and Other True Stories of Invention digitalculturebooks is an imprint of the University of Michigan Press and the Scholarly Publishing Office of the University of Michigan Library dedicated to publishing innovative and accessible work exploring new media and their impact on society, culture, and scholarly communication. Visit the website at www.digitalculture.org.

New Korean Wave

New Korean Wave
Author: Dal Jin
Publisher: University of Illinois Press
Total Pages: 233
Release: 2016-03-15
Genre: History
ISBN: 0252098145

The 2012 smash "Gangnam Style" by the Seoul-based rapper Psy capped the triumph of Hallyu , the Korean Wave of music, film, and other cultural forms that have become a worldwide sensation. Dal Yong Jin analyzes the social and technological trends that transformed South Korean entertainment from a mostly regional interest aimed at families into a global powerhouse geared toward tech-crazy youth. Blending analysis with insights from fans and industry insiders, Jin shows how Hallyu exploited a media landscape and dramatically changed with the 2008 emergence of smartphones and social media, designating this new Korean Wave as Hallyu 2.0. Hands-on government support, meanwhile, focused on creative industries as a significant part of the economy and turned intellectual property rights into a significant revenue source. Jin also delves into less-studied forms like animation and online games, the significance of social meaning in the development of local Korean popular culture, and the political economy of Korean popular culture and digital technologies in a global context.