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 “informatization.” Korean online gaming culture is evaluated according to a sociocultural appreciation of speed that elevates qualiti...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
There is little question of the social, cultural and economic importance of video games in the world...
This ethnography explores the practical experiences and institutional entanglements of online games,...
This article examines the significance of digital gaming culture amidst broader institutional trans-...
This article examines the significance of digital gaming culture amidst broader institutional trans-...
This article examines a South Korean cultural chronotope from the perspective of Korea’s world-renow...
This article presents an ethnographic analysis of case studies derived from fieldwork that was desig...
Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players est...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
This study analyzes the process of the formation of the game industry in Korea during the 1990s and ...
Part of the Volume on Learning Race and Ethnicity: Youth and Digital Media This essay examines the u...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
There is little question of the social, cultural and economic importance of video games in the world...
This ethnography explores the practical experiences and institutional entanglements of online games,...
This article examines the significance of digital gaming culture amidst broader institutional trans-...
This article examines the significance of digital gaming culture amidst broader institutional trans-...
This article examines a South Korean cultural chronotope from the perspective of Korea’s world-renow...
This article presents an ethnographic analysis of case studies derived from fieldwork that was desig...
Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players est...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
This study analyzes the process of the formation of the game industry in Korea during the 1990s and ...
Part of the Volume on Learning Race and Ethnicity: Youth and Digital Media This essay examines the u...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
There is little question of the social, cultural and economic importance of video games in the world...