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.

Professional Online Game Players as New Media Workers, digital original edition

Professional Online Game Players as New Media Workers, digital original edition
Author: Dal Yong Jin
Publisher: MIT Press
Total Pages: 32
Release: 2014-01-10
Genre: Computers
ISBN: 0262316382

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. This BIT examines the working conditions of professional gamers in the high-pressure world of the Korean online gaming industry.

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.

Korean Communication, Media, and Culture

Korean Communication, Media, and Culture
Author: Kyu Ho Youm
Publisher: Lexington Books
Total Pages: 375
Release: 2018-08-31
Genre: History
ISBN: 1498583334

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.

South Korea

South Korea
Author: Daniel J. Schwekendiek
Publisher: Routledge
Total Pages: 390
Release: 2017-07-05
Genre: History
ISBN: 1351488686

During the second half of the twentieth century, an economic boom, driven by advances in technology, has led South Korea to become the world's fastest growing economy. But, there were also social factors associated with this shift. In this book, Daniel J. Schwekendiek examines South Korea's socioeconomic evolution since the 1940s.After a brief introduction to Korean history from the late Joseon Dynasty to the division of the Korean peninsula into two occupied zones in 1945, the focus of the book shifts to the rapid socioeconomic development and change that took place in South Korea in the twentieth century. Topics covered include demography, rural-urban development, economic planning, and international trade, in addition to lower and higher education. Important, but understudied areas, such as social capital, nutritional improvements, the rise of capitalist consumerism, and recent nation branding issues, are also addressed.Rarely has a resource incorporated such unique macro-historical perspectives of South Korea, especially in the context of social development. Throughout the book, the author corroborates historical events with empirical data. With over one hundred figures and illustrations, suggested readings at the end of each chapter, and comparisons with North Korea, South Korea will be a crucial reference work for scholars and advanced students in Korean and East Asian Studies.

Understanding the Korean Wave

Understanding the Korean Wave
Author: Dal Yong Jin
Publisher: Taylor & Francis
Total Pages: 295
Release: 2023-07-31
Genre: Social Science
ISBN: 1000932192

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.

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

Routledge Handbook of Science, Technology, and Society

Routledge Handbook of Science, Technology, and Society
Author: Daniel Lee Kleinman
Publisher: Routledge
Total Pages: 541
Release: 2014-06-05
Genre: Political Science
ISBN: 113623716X

Over the last decade or so, the field of science and technology studies (STS) has become an intellectually dynamic interdisciplinary arena. Concepts, methods, and theoretical perspectives are being drawn both from long-established and relatively young disciplines. From its origins in philosophical and political debates about the creation and use of scientific knowledge, STS has become a wide and deep space for the consideration of the place of science and technology in the world, past and present. The Routledge Handbook of Science, Technology and Society seeks to capture the dynamism and breadth of the field by presenting work that pushes the reader to think about science and technology and their intersections with social life in new ways. The interdisciplinary contributions by international experts in this handbook are organized around six topic areas: embodiment consuming technoscience digitization environments science as work rules and standards This volume highlights a range of theoretical and empirical approaches to some of the persistent – and new – questions in the field. It will be useful for students and scholars throughout the social sciences and humanities, including in science and technology studies, history, geography, critical race studies, sociology, communications, women’s and gender studies, anthropology, and political science.

Video Games Around the World

Video Games Around the World
Author: Mark J. P. Wolf
Publisher: MIT Press
Total Pages: 715
Release: 2015-05-22
Genre: Games & Activities
ISBN: 0262328496

Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela