By Larissa Hjorth, Dean Chan
This assortment explores the connection among electronic gaming and its cultural context via targeting the burgeoning Asia-Pacific zone. Encompassing key destinations for international gaming construction and intake akin to Japan, China, and South Korea, in addition to more and more major websites together with Australia and Singapore, the area presents a wealth of divergent examples of the position of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic reviews of particular video games and gaming locales to macro political economic system analyses of techno-nationalisms and trans-cultural flows, this assortment presents an interdisciplinary version for pondering throughout the politics of gaming construction, illustration, and intake within the quarter.
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Additional resources for Gaming cultures and place in Asia-Pacific
31. Larissa Hjorth and Dean Chan (London: Wallflower Press, 2002); Friedrich von Borries, Steffan P. , The Ecology of Games: Connecting Youth, Games, and Learning (Cambridge, MA: MIT Press, 2008). Chris Kohler, Power-Up: How Japanese Video Games Gave the World an Extra Life (London: Dorling Kindersley/Brady Games, 2004). , Computer Games: Text, Narrative and Play (Cambridge: Polity Press, 2006); and Edward Castronova, Synthetic Worlds: The Business and Culture of Online Games (Chicago: Chicago University Press, 2006).
We map out the forces driving its development by examining government policies and competition among online game companies. We also explore transcultural flows of cultural capital in order to investigate major market players. Finally, we draw upon ethnographic data to link socio-cultural elements contributing to the diffusion of online games in the cultural milieu specific to Korean youth. Our objective is to provide as complete a picture as possible for arriving at a nuanced explanation of the current state of Korean online games, stakeholders and players alike.
C: When I was a freshman [my family] thought I was crazy because I slept 24 hours after playing 24 hours. It wasn’t good for my health [ . . ] I had to stop because there is no Internet during army service. But I thought that I had to quit the gaming and I cannot do what I want in the army so I prepared to quit the gaming [ . . ] I also earned a lot of money by gaming. Taking the factors introduced in the preceding insights, it is important to consider contextual reasons along with the readily obvious monetary reasons for why players might spend what some might call an “excessive amount” of time logged on, buying or selling items.