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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.
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.
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.
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.
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 ethnography explores the practical experiences and institutional entanglements of online games, gaming, and gamers in contemporary South Korean culture and society. Korean online gaming culture is encountered at numerous sites and scales of experience, from the virtual worlds of online games, to the offline spaces where gaming happens, to societal practices and discourses around the management of online gaming and gamers backed by competing institutional interests. Online gaming is contextualized within the history of building Korea's high-speed, high-tech information society, a process known in Korea as 0́−informatization.0́+ Korean online gaming culture is evaluated according to a sociocultural appreciation of speed that elevates qualities of quickness and acceleration as virtues of practice and behavior, the performance of which calibrates individuals with normative expectations that inflect approaches to IT use in Korea's information society. Since its emergence in the late 1990s, Korean online gaming culture has been the source of both celebration and controversy. While online games have proven to be lucrative for the Korean economy, the objects of a vibrant popular culture, and an area of business and leisure activity that distinguishes Korea as a leader on the world stage, they have also been the objects of political and medical interventions around problematic gaming, or online game 0́−addiction.0́+ Gamers exist in the middle of this tension, their practices and behaviors evaluated against models of normative online gaming and IT use. These evaluations differ from site to site and across scales of experience, yet they are all inflected by a preoccupation with quickness and acceleration as characteristics of a normative orientation to information practices, including online gaming. Performance of these qualities connects individuals with Korea's information society, contributing to normative gaming socialities that I argue are associated with chronotopes: participatory frameworks in which temporality, spatiality, and sociality are intrinsically interconnected. Korean online gamers must calibrate themselves and their practices with normative expectations for gaming and for being social across these chronotopic scales. Failure to calibrate 0́−correctly0́+0́4or, rather, mis-calibrating0́4can have serious consequences for gamers, prompting their enrollment in institutionally-backed disciplining techniques and strategies designed to align them with normative gaming socialities.
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
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.
An engaging and comprehensive look at the Korean smartphone industry and culture
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.