Age of New Media Empires
A Critical Interpretation of the Korean Online Game Industry
Bibliographic Data
| ID | 2409375 |
|---|---|
| Authors | D Y Jin (0000-0002-2507-7333, Simon Fraser University, corresponding author), Dal Yong Jin Dal Yong Jin, Florence Chee (0000-0002-7668-7529, Simon Fraser University) |
| Year | 2008 |
| Volume | 3 |
| Issue | 1 |
| Pages | 38-58 |
| Publication date | 2008-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412007309528 |
| OpenAlex | W2101124157 |
| Language | EN |
| Citations received | 24 |
| References cited | 15 |
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 examining government policies and competition among online games companies in Korea. They then explore capital flow to investigate the major players in the market. Finally, they explore the sociocultural elements contributing to the diffusion of online games in the cultural milieu specific to Korea
Competition (biology · Context (archaeology · Ethnography · Geography · Government (linguistics · Political science · Politics · Public relations · Social capital · Social media · Social science · Sociocultural evolution · Sociology · Anthropology · Asian Culture and Media Studies · Digital Games and Media · Social Media and Politics
Global Localities of Game Production
The show must go on
Fragmented industrial structure and fragmented resistance in Korea’s digital game industry
The Rise of the East Asian Gaming Industry
Epidemiology of Internet Behaviors and Addiction Among Adolescents in Six Asian Countries
New Media for Social Change
Transformative mobile game culture
Game playing as transnational cultural practice
The spatialisation of the digital games industry
The Britishness of ‘British Video Games’
Spatial Imagining and Ideology of Digital Commemoration (Russian Online Gaming)
Sensuous proximity in research methods with expert teams, media sports, and esports practices
The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea
Chronotopes and Social Types in South Korean Digital Gaming
Culture and Business of PC Bangs in Korea
Professional Gaming and Pro-Gamers
A reflection on South Korea’s broadband success
Raising the Golden Goose
What Do We Mean When We Say "Global Science Fiction"? Reflections on a New Nexus
Meta-Morphosis of Copyright and User-Generated Content
Games With a Continuum
Amateur Gold Farming in China
A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image
Calibrating Play
Man, Play and Games
Television
The Political Economy of Communication
The Video Game Theory Reader
Digital Play
The Political Economy of Canada’s Video and Computer Game Industry
The Growth of Broadband and Electronic Commerce in South Korea
The Games We Play Online and Offline
The Internet
Parlaying Value
Gaming for Beginners
| Unique citing works | 24 |
|---|---|
| Citations per year | 1,33 |
| Citation span | 2008 - 2024 (17) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 24 |