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Korea's Online Gaming Empire

Dal Yong Jin

Published in print:
2010
Published Online:
August 2013
ISBN:
9780262014762
eISBN:
9780262289511
Item type:
book
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262014762.001.0001
Subject:
Computer Science, Game Studies

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 ... More


[Pause]

Christopher B. Patterson

in Open World Empire: Race, Erotics, and the Global Rise of Video Games

Published in print:
2020
Published Online:
January 2021
ISBN:
9781479802043
eISBN:
9781479886029
Item type:
chapter
Publisher:
NYU Press
DOI:
10.18574/nyu/9781479802043.003.0005
Subject:
Society and Culture, Media Studies

This transitional chapter summarizes the arguments in part 1 of the book, seeing them as renditions of debates concerning the author, the audience, and the text. Part 1 also catered to what Eve ... More


Ready Player Two: Women Gamers and Designed Identity

Shira Chess

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
book
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.001.0001
Subject:
Society and Culture, Technology and Society

Since the mid-2000s, an increasing number of video games have been designed for women audiences. The market is tenuous, and has grown in spurts, but has resulted in a reality where roughly half of ... More


Professional Online Game Players as New Media Workers

Dal Yong Jin

in Korea's Online Gaming Empire

Published in print:
2010
Published Online:
August 2013
ISBN:
9780262014762
eISBN:
9780262289511
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262014762.003.0005
Subject:
Computer Science, Game Studies

This chapter employs a political economy approach, particularly a Marxian analysis, on the issue of commodification in order to examine the working conditions of pro gamers as labor workers and their ... More


Online Game Fans: New Audience Commodities in the New Media Era?

Dal Yong Jin

in Korea's Online Gaming Empire

Published in print:
2010
Published Online:
August 2013
ISBN:
9780262014762
eISBN:
9780262289511
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262014762.003.0006
Subject:
Computer Science, Game Studies

This chapter analyzes the commodification process of online game fans and discusses the ways in which companies that own professional game teams have benefited from the convergence of technology, ... More


Writing Text

Pritpal Singh Sembi

in Doing Text: Media After the Subject

Published in print:
2017
Published Online:
February 2021
ISBN:
9781911325031
eISBN:
9781800342576
Item type:
chapter
Publisher:
Liverpool University Press
DOI:
10.3828/liverpool/9781911325031.003.0004
Subject:
Film, Television and Radio, Film

This chapter evaluates the act of writing text. It considers how gamers create culture before, during, and after gameplay via engagement with wider written discourses. Media literacy needs to be ... More


Digital Games

Patti M. Valkenburg and Jessica Taylor Piotrowski

in Plugged In: How Media Attract and Affect Youth

Published in print:
2017
Published Online:
September 2017
ISBN:
9780300218879
eISBN:
9780300228090
Item type:
chapter
Publisher:
Yale University Press
DOI:
10.12987/yale/9780300218879.003.0012
Subject:
Psychology, Developmental Psychology

Digital games were once considered the domain of a small, clearly defined demographic of young men. Today, however, they are a mainstream pastime for young and old, male and female. Why do we play ... More


Players “in” the Video Game Space

Michael Nitsche

in Video Game Spaces: Image, Play, and Structure in 3D Worlds

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262141017
eISBN:
9780262255110
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262141017.003.0117
Subject:
Computer Science, Game Studies

This chapter examines the player’s position in a meaningful game space. It considers the question of presence in game worlds. What is the player’s position in relation to these environments? A core ... More


Tits, Tokenism, and Trash-Talk: Overt Sexism in Game Culture

Amanda C. Cote

in Gaming Sexism: Gender and Identity in the Era of Casual Video Games

Published in print:
2020
Published Online:
January 2021
ISBN:
9781479838523
eISBN:
9781479802210
Item type:
chapter
Publisher:
NYU Press
DOI:
10.18574/nyu/9781479838523.003.0003
Subject:
Society and Culture, Media Studies

Chapters 2 and 3 collectively focus on the forces female gamers encounter that work to maintain “core” as a definable, masculine sphere. This chapter explores the many instances of overt sexism, ... More


Girly Games and Girl Gamers: Inferential Sexism and Its Impacts

Amanda C. Cote

in Gaming Sexism: Gender and Identity in the Era of Casual Video Games

Published in print:
2020
Published Online:
January 2021
ISBN:
9781479838523
eISBN:
9781479802210
Item type:
chapter
Publisher:
NYU Press
DOI:
10.18574/nyu/9781479838523.003.0004
Subject:
Society and Culture, Media Studies

Where chapter 2 focused on overt sexism, this chapter explores the subtler, but equally damaging, impacts of inferential sexism, or factors that appear to be nondiscriminatory but rest on limiting ... More


Participatory Fan Culture and Half-Life 2 Machinima: A Dialogue among Ethnography, Culture, and Space

Gareth Schott and Bevin Yeatman

in The Machinima Reader

Published in print:
2011
Published Online:
August 2013
ISBN:
9780262015332
eISBN:
9780262295369
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262015332.003.0018
Subject:
Computer Science, Game Studies

This chapter examines the dialog that exists between creative exchanges of fans and players that emanate from ethnographic practices in game spaces. Fans of Half-Life 2 have constructed a body of ... More


Console Games: How Regional Lockout Shaped the Video Game Industry

Evan Elkins

in Locked Out: Regional Restrictions in Digital Entertainment Culture

Published in print:
2019
Published Online:
January 2020
ISBN:
9781479830572
eISBN:
9781479802265
Item type:
chapter
Publisher:
NYU Press
DOI:
10.18574/nyu/9781479830572.003.0003
Subject:
Society and Culture, Technology and Society

Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully ... More


Mobile Games and Entertainment

James E. Katz and Sophia Krzys Acord

in Handbook of Mobile Communication Studies

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113120
eISBN:
9780262276818
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113120.003.0030
Subject:
Society and Culture, Technology and Society

This chapter focuses on the mobile gaming trend, along with the entertainment quotient of mobile phones. The introduction of the Snake game in mobiles by Nokia in 1997 was the start of the mobile ... More


The Microcosmic Arcade: Playing at the Cultural Vanguard

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0001
Subject:
Society and Culture, Technology and Society

This first chapter offers a phenomenological tour of the arcade. In reconstructing the arcade as an immersive environment, Kocurek considers the economic, competitive, and gaming behaviors embedded ... More


Play Saves the Day: Tron, Wargames, and the Gamer as Protagonist

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0005
Subject:
Society and Culture, Technology and Society

Drawing from the discussion of technomasculine ideals and game violence from previous chapters, this chapter analyzes gaming-related Hollywood films that provide iconic examples of the deployment of ... More


The Arcade is Dead, Long Live the Arcade: Nostalgia in an Era of Ubiquitous Computing

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0006
Subject:
Society and Culture, Technology and Society

This chapter considers how and why “classic” arcades have experienced a resurgence as an object of nostalgic desire. Classic arcade competitions reinscribe the centrality of competition in gaming ... More


The Future is Now: Changes in Gaming Culture

Carly A. Kocurek

in Coin-Operated Americans: Rebooting Boyhood at the Video Game Arcade

Published in print:
2015
Published Online:
September 2016
ISBN:
9780816691821
eISBN:
9781452953618
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816691821.003.0007
Subject:
Society and Culture, Technology and Society

In the final chapter, I consider shifts in gaming culture, including the growing prevalence of gaming in the United States. Increasingly, video gaming crosses demographic boundaries of age, race, and ... More


Introduction: Contextualizing Player Two

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0001
Subject:
Society and Culture, Technology and Society

The Introduction, “Contextualizing Player Two,” looks at the background and history of our current situation—how it is that games came to be designed and marketed for women audiences, and some of the ... More


Playing with Identity

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0002
Subject:
Society and Culture, Technology and Society

Chapter One, “Playing with Identity” weaves together sources to find a baseline of what Player Two’s games look like. Starting with the concept of Designed Identity, I use interviews with game ... More


Playing with Time

Shira Chess

in Ready Player Two: Women Gamers and Designed Identity

Published in print:
2017
Published Online:
May 2018
ISBN:
9781517900694
eISBN:
9781452957722
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9781517900694.003.0003
Subject:
Society and Culture, Technology and Society

Chapter Two, “Playing with Time,” proposes ways that time management is structured into games intended for Player Two, paying specific attention to Time Management Games and Invest/Express Games.


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