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Florence Chee

Biographic Data

ID190990
NAMEFlorence Chee
GIVEN NAMESFlorence
FAMILY NAMEChee
SIGNATURECHEE F
AFFILIATIONSSimon Fraser University
ORCID0000-0002-7668-7529
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS31
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2006
LATEST PUBLICATION YEAR2021
H-INDEX3
  • An ethnographic co-design approach to promoting diversity in the games industry

    Florence Chee, L Hjorth et al.•ARTICLE•Feminist Media Studies•2021•Cited by: 1•References: 10

    Workplace diversity and inclusion are recognised as integral to the internal and public-facing success of organizations. The games industry worldwide has been notably slow to embrace reforms to bring diverse work cultures into practice. Not only does the industry rank very low in the diversity of its corporate profile but a series of high-profile controversies have underscored major problems with attaining and retaining individual staff and achie…

  • Transformative mobile game culture: A sociocultural analysis of Korean mobile gaming in the era of smartphones

    Open Access•D Y Jin, Florence Chee et al.•ARTICLE•International Journal of Cultural…•2013•Cited by: 6•References: 3

    This article analyzes how mobile gaming has taken shape within the context of Korea’s particular online gaming culture. It explores some of the sociocultural factors contributing to the growth of mobile gaming on smartphone platforms in Korea. It discusses how the emergence of smartphone usage has further shaped the development of Korea’s mobile games, compared with what one might find in other use cultures and national contexts. It explores the …

  • Re-Mediating Research Ethics: End-User License Agreements in Online Games

    Open Access•Florence Chee, Florence M Chee et al.•ARTICLE•Bulletin of Science Technology &…•2012

    This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking “I agree” on the often lengthy conditions presented during the installation and updating process typically permits third parties (including researchers) to monitor…

  • Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry

    Open Access•D Y Jin, Dal Yong Jin Dal Yong Jin et al.•ARTICLE•Games and Culture•2008•Cited by: 8•References: 8

    In this article, the authors attempt to ascertain the factors involved in the swift growth of online games in the context of broader sociocultural elements. Through political economy and ethnographic analysis, they show that online games, like other forms of technology, are sociocultural products that have been historically constituted by certain forms of knowledge and social practice. First, they map out the forces driving their development by e…

  • The Games We Play Online and Offline: Making Wang-tta in Korea

    Florence Chee•ARTICLE•Popular Communication•2006•Cited by: 16•References: 5

    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. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as "third places." A synthesis of the Korean concept Wang-tta provides extra insight into the motivations to excel at digital games and one of th…

  • The Games We Play Online and Offline: Making Wang-tta in Korea

    Florence Chee•ARTICLE•Popular Communication•2006•Cited by: 16•References: 5

    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. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as "third places." A synthesis of the Korean concept Wang-tta provides extra insight into the motivations to excel at digital games and one of th…

  • Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry

    Open Access•D Y Jin, Dal Yong Jin Dal Yong Jin et al.•ARTICLE•Games and Culture•2008•Cited by: 8•References: 8

    In this article, the authors attempt to ascertain the factors involved in the swift growth of online games in the context of broader sociocultural elements. Through political economy and ethnographic analysis, they show that online games, like other forms of technology, are sociocultural products that have been historically constituted by certain forms of knowledge and social practice. First, they map out the forces driving their development by e…

  • Transformative mobile game culture: A sociocultural analysis of Korean mobile gaming in the era of smartphones

    Open Access•D Y Jin, Florence Chee et al.•ARTICLE•International Journal of Cultural…•2013•Cited by: 6•References: 3

    This article analyzes how mobile gaming has taken shape within the context of Korea’s particular online gaming culture. It explores some of the sociocultural factors contributing to the growth of mobile gaming on smartphone platforms in Korea. It discusses how the emergence of smartphone usage has further shaped the development of Korea’s mobile games, compared with what one might find in other use cultures and national contexts. It explores the …

  • An ethnographic co-design approach to promoting diversity in the games industry

    Florence Chee, L Hjorth et al.•ARTICLE•Feminist Media Studies•2021•Cited by: 1•References: 10

    Workplace diversity and inclusion are recognised as integral to the internal and public-facing success of organizations. The games industry worldwide has been notably slow to embrace reforms to bring diverse work cultures into practice. Not only does the industry rank very low in the diversity of its corporate profile but a series of high-profile controversies have underscored major problems with attaining and retaining individual staff and achie…

  • The Games We Play Online and Offline: Making Wang-tta in Korea

    Florence Chee•ARTICLE•Popular Communication•2006•Cited by: 16•References: 5

    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. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as "third places." A synthesis of the Korean concept Wang-tta provides extra insight into the motivations to excel at digital games and one of th…

  • Age of New Media Empires: A Critical Interpretation of the Korean Online Game Industry

    Open Access•D Y Jin, Dal Yong Jin Dal Yong Jin et al.•ARTICLE•Games and Culture•2008•Cited by: 8•References: 8

    In this article, the authors attempt to ascertain the factors involved in the swift growth of online games in the context of broader sociocultural elements. Through political economy and ethnographic analysis, they show that online games, like other forms of technology, are sociocultural products that have been historically constituted by certain forms of knowledge and social practice. First, they map out the forces driving their development by e…

  • Re-Mediating Research Ethics: End-User License Agreements in Online Games

    Open Access•Florence Chee, Florence M Chee et al.•ARTICLE•Bulletin of Science Technology &…•2012

    This article is a theoretical and empirical exploration of the meaning that accompanies contractual agreements, such as the End-User License Agreements (EULAs) that participants of online communities are required to sign as a condition of participation. As our study indicates, clicking “I agree” on the often lengthy conditions presented during the installation and updating process typically permits third parties (including researchers) to monitor…

  • Transformative mobile game culture: A sociocultural analysis of Korean mobile gaming in the era of smartphones

    Open Access•D Y Jin, Florence Chee et al.•ARTICLE•International Journal of Cultural…•2013•Cited by: 6•References: 3

    This article analyzes how mobile gaming has taken shape within the context of Korea’s particular online gaming culture. It explores some of the sociocultural factors contributing to the growth of mobile gaming on smartphone platforms in Korea. It discusses how the emergence of smartphone usage has further shaped the development of Korea’s mobile games, compared with what one might find in other use cultures and national contexts. It explores the …

  • An ethnographic co-design approach to promoting diversity in the games industry

    Florence Chee, L Hjorth et al.•ARTICLE•Feminist Media Studies•2021•Cited by: 1•References: 10

    Workplace diversity and inclusion are recognised as integral to the internal and public-facing success of organizations. The games industry worldwide has been notably slow to embrace reforms to bring diverse work cultures into practice. Not only does the industry rank very low in the diversity of its corporate profile but a series of high-profile controversies have underscored major problems with attaining and retaining individual staff and achie…

Digital Games and Media (4 works) · Sociology (4 works) · Asian Culture and Media Studies (3 works) · Political science (3 works) · Public relations (3 works) · Computer Science (2 works) · Context (archaeology (2 works) · Engineering (2 works) · Ethnography (2 works) · Geography (2 works)

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