This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. It considers ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as “third places.
The East Asian online games boom started in South Korea in the late 1990s. Following unqualified dom...
With 300 million people playing Internet games in China, the question of how these games affect yout...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players est...
This ethnography explores the practical experiences and institutional entanglements of online games,...
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...
I propose to present findings from two in-depth ethnographic studies on online and mixed reality gam...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
Based upon ethnographic fieldwork conducted in Shanghai and Beijing, China, this paper analyzes diff...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
With 300 million people playing Internet games in China, the question of how these games affect yout...
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...
With 300 million people playing Internet games in China, the question of how these games affect yout...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...
Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players est...
This ethnography explores the practical experiences and institutional entanglements of online games,...
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...
I propose to present findings from two in-depth ethnographic studies on online and mixed reality gam...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
Based upon ethnographic fieldwork conducted in Shanghai and Beijing, China, this paper analyzes diff...
Digital gaming has become a prominent part of mainstream culture. However, as one may observe in the...
With 300 million people playing Internet games in China, the question of how these games affect yout...
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...
With 300 million people playing Internet games in China, the question of how these games affect yout...
This paper seeks to explain the different rates of adoption for networked gaming and mobile gaming t...