Do Own Kim
Biographic Data
| ID | 4448692 |
|---|---|
| NAME | Do Own Kim |
| GIVEN NAMES | Do Own |
| FAMILY NAME | Kim |
| SIGNATURE | KIM O |
| AFFILIATIONS | University of Illinois Chicago |
| ORCID | 0000-0001-9044-1130 |
| VERIFIED | Yes |
| TOTAL WORKS | 12 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 12 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Non-player characters and the nonhuman: Insights and scoping review toward critical posthumanist human-machine communication
This article argues for critical posthumanist approaches to human-machine communication (HMC) and positions video game non-player, non-playing, or non-playable characters (NPCs) as a productive connective topic to facilitate this. Despite their historical presence as mundane, popular artificial intelligence (AI) and rich implications on the political notion of the nonhuman, insights from NPC research, especially qualitative and critical, have bee…
Meaningfully playful: Gender, sexuality, and civic imaginations in Korean and Chinese fandom cultures
This dialogical article emphasizes the meaningfully playful character of popular culture fan and audience practices and argues for contextual and transcultural approaches to their meaning-making processes. The authors discuss South Korean and Chinese fandom cultures’ intertwinement with civic engagements, the role that gender and sexuality play in this process, and how such civic imaginations emerge domestically and transculturally. Drawing on cu…
Reflection-AI: Artificial intelligence or algorithmic instruction problem? Empowering students through situated knowledges-based reflexivity
This article argues for a socio-technical rethinking of the contexts of teaching and assessing with artificial intelligence (AI), whether viewed as a threat or an opportunity. Drawing on technology studies and critical reflection on student experiences with English academic writing assignments in pre-AI era Korea, I reposition the “AI problem” as a cultural problem, namely an “algorithmic instruction” problem concerning structural prioritization …
Virtual Celebrity Industries in East Asia
The concept of virtual celebrity realises the ambition of manufactured pop idols that inspired Japan’s idol industry in the 1970s, and spread across East Asia soon thereafter. Today, the term encompasses a variety of genres with local histories and applications, including Vocaloids, virtual idols, vTubers, virtual anchors, and virtual influencers. Although virtual celebrity was once considered a niche interest reserved for $2 and dedicated fans o…
Remapping visibility: Layerability of gay dating apps and hybrid placemaking in Seoul, Korea
Meta-authenticity and fake but real virtual influencers: A framework for artificial sociality analysis and ethics
This article studies the negotiation of humanness in artificial sociality by examining the cyborg case of humanlike virtual influencers and their performance of authenticity, drawing on phenomenological ethnographic research. Based on the findings, I propose the framework of “meta-authenticity”—the flexible, co-constructive process of self-referential (in)authenticity performances. Virtual influencers’ meta-authenticity was a dynamic outcome of c…
Introduction – Feeding the Civic Imagination
Food is a powerful entry point into the civic imagination—i.e., the capacity to imagine alternatives to current cultural, social, political, or economic conditions, the social process of which fosters a shared vision for collective action. As an essential material component of human life, food exists as an extremely mundane and dynamic aspect of our everyday personal and social experiences; our relationship with food is intertwined with issues of…
Real but Fake, Real Because Fake: Technologically Augmented K-Pop Idols and Meta-Authenticity
Through the case of the technologically augmented K-pop idol group Mad Monster, this article explores the participatory culture in the supposedly revolutionary proliferation of “humanlike, realistic” digital technologies by drawing on the concept of meta-authenticity, loosely defined as the desire or achievement of authenticity in practices of inauthenticity. I focus on the implications of the social integration of artificial agents and augmentat…
Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks
The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were com…
Pay for your choices”: Deconstructing neoliberal choice through free-to-play mobile interactive fiction games
This article studied the neoliberal ideas of choice and agency manifested in the structures of two interactive fiction or “choose-your-own-adventure” games, Choices: Stories you Play and Episode—Choose Your Story, and their free-to-play profit system to explore the hegemonic operation of neoliberalism and participatory resistances to it. Neoliberal choice was approached as a strategy that operates by encouraging an actualization of one’s best sel…
Flying cars and bigots: Projecting post-Covid-19 worlds through the atlas of the civic imagination as refuge for hope
In April 2020, the Civic Imagination Project at the University of Southern California, funded by the MacArthur Foundation, asked participants around the world to share some of their reflections on what the world of 2060 might look like, and what roles the COVID-19 pandemic may have played in transforming how we live and relate to each other. For the past six years, the Civic Imagination Project has been conducting world-building workshops with gr…
Everyone Deserves a Smartphone?”: Understanding the Media’s Legitimation of Mobile Technology Use by Syrian Refugees
This study investigates English-speaking media’s legitimation of smartphone uses by Syrian refugees to explore how “otherness” is negotiated through technologies. Qualitatively examining the media coverage of the Syrian refugees’ use of smartphones between early 2015 and early 2017, we identified rhetorical devices and narrative strategies. The findings indicated a gradual shift in mediated legitimation strategies. In this process, two major them…
Meaningfully playful: Gender, sexuality, and civic imaginations in Korean and Chinese fandom cultures
This dialogical article emphasizes the meaningfully playful character of popular culture fan and audience practices and argues for contextual and transcultural approaches to their meaning-making processes. The authors discuss South Korean and Chinese fandom cultures’ intertwinement with civic engagements, the role that gender and sexuality play in this process, and how such civic imaginations emerge domestically and transculturally. Drawing on cu…
Everyone Deserves a Smartphone?”: Understanding the Media’s Legitimation of Mobile Technology Use by Syrian Refugees
This study investigates English-speaking media’s legitimation of smartphone uses by Syrian refugees to explore how “otherness” is negotiated through technologies. Qualitatively examining the media coverage of the Syrian refugees’ use of smartphones between early 2015 and early 2017, we identified rhetorical devices and narrative strategies. The findings indicated a gradual shift in mediated legitimation strategies. In this process, two major them…
Connecting in-game performance, need satisfaction, and psychological well-being: A comparison of older and younger players in World of Tanks
The need satisfaction and psychological benefits derived from gameplay are generally understudied for older video game players. This study connects the Self-Determination Theory, Motivational Theory of Life-Span Development, and Socioemotional Selectivity Theory to understand players’ in-game behaviors and their corresponding need satisfaction from a developmental perspective. Survey data from 1213 randomly sampled World of Tanks players were com…
Pay for your choices”: Deconstructing neoliberal choice through free-to-play mobile interactive fiction games
This article studied the neoliberal ideas of choice and agency manifested in the structures of two interactive fiction or “choose-your-own-adventure” games, Choices: Stories you Play and Episode—Choose Your Story, and their free-to-play profit system to explore the hegemonic operation of neoliberalism and participatory resistances to it. Neoliberal choice was approached as a strategy that operates by encouraging an actualization of one’s best sel…
Flying cars and bigots: Projecting post-Covid-19 worlds through the atlas of the civic imagination as refuge for hope
In April 2020, the Civic Imagination Project at the University of Southern California, funded by the MacArthur Foundation, asked participants around the world to share some of their reflections on what the world of 2060 might look like, and what roles the COVID-19 pandemic may have played in transforming how we live and relate to each other. For the past six years, the Civic Imagination Project has been conducting world-building workshops with gr…
Real but Fake, Real Because Fake: Technologically Augmented K-Pop Idols and Meta-Authenticity
Through the case of the technologically augmented K-pop idol group Mad Monster, this article explores the participatory culture in the supposedly revolutionary proliferation of “humanlike, realistic” digital technologies by drawing on the concept of meta-authenticity, loosely defined as the desire or achievement of authenticity in practices of inauthenticity. I focus on the implications of the social integration of artificial agents and augmentat…
Introduction – Feeding the Civic Imagination
Food is a powerful entry point into the civic imagination—i.e., the capacity to imagine alternatives to current cultural, social, political, or economic conditions, the social process of which fosters a shared vision for collective action. As an essential material component of human life, food exists as an extremely mundane and dynamic aspect of our everyday personal and social experiences; our relationship with food is intertwined with issues of…
Reflection-AI: Artificial intelligence or algorithmic instruction problem? Empowering students through situated knowledges-based reflexivity
This article argues for a socio-technical rethinking of the contexts of teaching and assessing with artificial intelligence (AI), whether viewed as a threat or an opportunity. Drawing on technology studies and critical reflection on student experiences with English academic writing assignments in pre-AI era Korea, I reposition the “AI problem” as a cultural problem, namely an “algorithmic instruction” problem concerning structural prioritization …
Virtual Celebrity Industries in East Asia
The concept of virtual celebrity realises the ambition of manufactured pop idols that inspired Japan’s idol industry in the 1970s, and spread across East Asia soon thereafter. Today, the term encompasses a variety of genres with local histories and applications, including Vocaloids, virtual idols, vTubers, virtual anchors, and virtual influencers. Although virtual celebrity was once considered a niche interest reserved for $2 and dedicated fans o…
Remapping visibility: Layerability of gay dating apps and hybrid placemaking in Seoul, Korea
Meta-authenticity and fake but real virtual influencers: A framework for artificial sociality analysis and ethics
This article studies the negotiation of humanness in artificial sociality by examining the cyborg case of humanlike virtual influencers and their performance of authenticity, drawing on phenomenological ethnographic research. Based on the findings, I propose the framework of “meta-authenticity”—the flexible, co-constructive process of self-referential (in)authenticity performances. Virtual influencers’ meta-authenticity was a dynamic outcome of c…
Non-player characters and the nonhuman: Insights and scoping review toward critical posthumanist human-machine communication
This article argues for critical posthumanist approaches to human-machine communication (HMC) and positions video game non-player, non-playing, or non-playable characters (NPCs) as a productive connective topic to facilitate this. Despite their historical presence as mundane, popular artificial intelligence (AI) and rich implications on the political notion of the nonhuman, insights from NPC research, especially qualitative and critical, have bee…
Meaningfully playful: Gender, sexuality, and civic imaginations in Korean and Chinese fandom cultures
This dialogical article emphasizes the meaningfully playful character of popular culture fan and audience practices and argues for contextual and transcultural approaches to their meaning-making processes. The authors discuss South Korean and Chinese fandom cultures’ intertwinement with civic engagements, the role that gender and sexuality play in this process, and how such civic imaginations emerge domestically and transculturally. Drawing on cu…
Sociology (6 works) · Psychology (5 works) · Aesthetics (4 works) · Art (4 works) · Computer Science (4 works) · Law (4 works) · Media studies (4 works) · Political science (4 works) · Asian Culture and Media Studies (3 works) · Law (3 works)