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1 Remote Warehouse Computers Reference- Social Aspects- Human and Computer Interaction

Korea's Online Gaming Empire

by

Korea's Online Gaming Empire Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing--a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.andlt;/Pandgt;

Synopsis:

The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts.

Synopsis:

andlt;Pandgt;The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts.andlt;/Pandgt;

Synopsis:

In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In

Synopsis:

In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing--a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.

About the Author

Dal Yong Jin is associate Professor, Korea Advanced Institute of Science and Technology as well as Assistant Professor at Simon Fraser University.

Product Details

ISBN:
9780262014762
Author:
Jin, Dal Yong
Publisher:
MIT Press (MA)
Author:
Massachusetts Institute of Technology
Location:
Cambridge
Subject:
Social Aspects - Human-Computer Interaction
Subject:
Video & Electronic - General
Subject:
Popular Culture - General
Subject:
Computers Reference-Social Aspects-Human and Computer Interaction
Copyright:
Series:
Korea's Online Gaming Empire
Publication Date:
20101001
Binding:
HARDCOVER
Grade Level:
from 17
Language:
English
Illustrations:
1 figure, 5 tables
Pages:
208
Dimensions:
9 x 6 x 0.5 in

Related Subjects

Business » General
Business » Management
Business » Writing
Computers and Internet » Computers Reference » History and Society
Computers and Internet » Computers Reference » Social Aspects » Human and Computer Interaction
History and Social Science » Politics » General
History and Social Science » Sociology » General
Hobbies, Crafts, and Leisure » Games » Gambling » General
Hobbies, Crafts, and Leisure » Games » Video Games
Humanities » Philosophy » General

Korea's Online Gaming Empire New Hardcover
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Product details 208 pages MIT Press (MA) - English 9780262014762 Reviews:
"Synopsis" by , The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts.
"Synopsis" by , andlt;Pandgt;The rapid growth of the Korean online game industry, viewed in social, cultural, and economic contexts.andlt;/Pandgt;
"Synopsis" by , In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In
"Synopsis" by , In South Korea, online gaming is a cultural phenomenon. Games are broadcast on television, professional gamers are celebrities, and youth culture is often identified with online gaming. Uniquely in the online games market, Korea not only dominates the local market but has also made its mark globally. In Korea's Online Gaming Empire, Dal Yong Jin examines the rapid growth of this industry from a political economy perspective, discussing it in social, cultural, and economic terms. Korea has the largest percentage of broadband subscribers of any country in the world, and Koreans spend increasing amounts of time and money on Internet-based games. Online gaming has become a mode of socializing--a channel for human relationships. The Korean online game industry has been a pioneer in software development and eSports (electronic sports and leagues). Jin discusses the policies of the Korean government that encouraged the development of online gaming both as a cutting-edge business and as a cultural touchstone; the impact of economic globalization; the relationship between online games and Korean society; and the future of the industry. He examines the rise of Korean online games in the global marketplace, the emergence of eSport as a youth culture phenomenon, the working conditions of professional gamers, the role of game fans as consumers, how Korea's local online game industry has become global, and whether these emerging firms have challenged the West's dominance in global markets.
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