The Gamification of Mobile Communication among Young Smartphone Users in Seoul
Bibliographic Data
| ID | 19003874 |
|---|---|
| Authors | K Yoon (0000-0003-3055-885X, University of British Columbia, corresponding author), D Y Jin (0000-0002-2507-7333, Simon Fraser University, corresponding author) |
| Year | 2016 |
| Volume | 3 |
| Issue | 1-2 |
| Pages | 60-78 |
| Publication date | 2016-01-20 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Asiascape Digital Asia (JOURNAL) |
| Journal identifiers | ISSN: 2214-2304 • E-ISSN: 2214-2312 |
| Publisher | Brill (PUBLISHER • NL) |
| DOI | 10.1163/22142312-12340048 |
| OpenAlex | W2268797788 |
| Language | EN |
| Citations received | 1 |
| References cited | 13 |
Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commuting, waiting, and eating times. Gamified communication practices may imply that smartphone-mediated communication redefines our world as the gameful world while urban space and agency constantly engage with gameplay. However, the seemingly gameful world that may empower certain casual gamers may conceal the hegemonic process in which mobile gamers are subject to existing power relations
Advertising · Business · Casual · Everyday life · Internet privacy · Mobile device · Mobile media · Multimedia · Political science · Sociology · World Wide Web · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology
Play Matters
Demographic differences in perceived benefits from gamification
“In Bed with the iPhone”
The Local Sociality and Emotion of Jeong in Koreans’ Media Practices
An Introduction to Game Studies
Smartphones, mobile social space, and new sociality in Korea
Turning life into a game
The Home Computer in Korea
Transformative mobile game culture
| Unique citing works | 1 |
|---|---|
| Citations per year | 0,33 |
| Citation span | 2023 - 2023 (1) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 1 |