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Transcending Reality

Robert M. Geraci

in Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality

Published in print:
2010
Published Online:
May 2010
ISBN:
9780195393026
eISBN:
9780199777136
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195393026.003.0003
Subject:
Religion, Religion and Society

The worldview espoused in Apocalyptic AI pop science plays a role in massively multiplayer online games, as shown by the presence of transhumanist religious groups (such as the Order of Cosmic ... More


Social Life in Online Worlds

Ralph Schroeder

in Being There Together: Social Interaction in Shared Virtual Environments

Published in print:
2010
Published Online:
January 2011
ISBN:
9780195371284
eISBN:
9780199865000
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195371284.003.0005
Subject:
Psychology, Human-Technology Interaction

A distinction can be made between virtual worlds for gaming and for socializing. This chapter focuses on virtual worlds for socializing, beginning with a history of how these emerged. It provides a ... More


Political Economy of the Korean Online Game Industry

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/9780262014762.003.0003
Subject:
Computer Science, Game Studies

This chapter examines the ownership patterns, market structure, and financing of the Korean online game industry. It maps out the forces driving its development by examining government policies and ... More


Apocalyptic AI: Visions of Heaven in Robotics, Artificial Intelligence, and Virtual Reality

Robert Geraci

Published in print:
2010
Published Online:
May 2010
ISBN:
9780195393026
eISBN:
9780199777136
Item type:
book
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780195393026.001.0001
Subject:
Religion, Religion and Society

The hope that we might one day upload our minds into robots and, eventually, cyberspace has become commonplace and now affects life across a broad spectrum of western culture. Popular science books ... More


MMORPGing, Law, and Lingo

Kim Barker

in Law and Language: Current Legal Issues Volume 15

Published in print:
2013
Published Online:
May 2013
ISBN:
9780199673667
eISBN:
9780191751769
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199673667.003.0241
Subject:
Law, Comparative Law, Philosophy of Law

This chapter examines the differences between the categories of online games and virtual worlds. It discusses the importance of this distinction, given the need to recognize that this area has its ... More


From the Cottage Industry to Transnational Media Giants

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/9780262014762.003.0008
Subject:
Computer Science, Game Studies

This chapter examines the structural transnationalization of the online game industry, recent trends of transnational corporations (TNCs), and their engagement in the online game industry to ... More


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


Introduction

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/9780262014762.003.0001
Subject:
Computer Science, Game Studies

This introductory chapter sets out the book’s purpose, which is to examine the multiple causes of growth of the online game industry in Korea. First, it explains why and how the Korean government ... More


eSports and Television Business in the Digital Economy

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/9780262014762.003.0004
Subject:
Computer Science, Game Studies

This chapter examines the development of eSports (electronic sport and the leagues that compete through networked games and related activities). It documents the history of eSports and discusses the ... More


Adventure of Local Online Games toward Globalization

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/9780262014762.003.0007
Subject:
Computer Science, Game Studies

Using the Lineage games of NCsoft in conjunction with Korean online games as a case study, this chapter examines the globalization process of the local online game industry. It traces production ... More


Digital Hallyu 2.0: Transnationalization of Local Digital Games

Dal Yong Jin

in New Korean Wave: Transnational Cultural Power in the Age of Social Media

Published in print:
2016
Published Online:
April 2017
ISBN:
9780252039973
eISBN:
9780252098147
Item type:
chapter
Publisher:
University of Illinois Press
DOI:
10.5406/illinois/9780252039973.003.0007
Subject:
Society and Culture, Media Studies

This chapter maps out the growth of locally based digital games. In the twenty-first century, the New Korean Wave has been expanding with the rapid growth of digital culture, in particular with ... 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


Applying Ethics: Case Studies

Miguel Sicart

in The Ethics of Computer Games

Published in print:
2009
Published Online:
August 2013
ISBN:
9780262012652
eISBN:
9780262255134
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262012652.003.0005
Subject:
Computer Science, Game Studies

This chapter applies the ethical framework developed in Chapter 4 to a close reading of the ethics of three games: Bioshock, DEFCON, and World of Warcraft. These games are also used as illustrations ... More


China's Internet and Government Policy *

Eric Harwit

in China's Telecommunications Revolution

Published in print:
2008
Published Online:
May 2008
ISBN:
9780199233748
eISBN:
9780191715556
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:oso/9780199233748.003.0004
Subject:
Economics and Finance, South and East Asia

This chapter considers several dimensions of China's Internet. It begins by examining other national models of Internet development. It then assesses the Chinese government's role in building and ... More


Other Players in Other Spaces: War and Online Games

Patrick Crogan

in Gameplay Mode: War, Simulation, and Technoculture

Published in print:
2011
Published Online:
August 2015
ISBN:
9780816653348
eISBN:
9781452946146
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816653348.003.0006
Subject:
Society and Culture, Media Studies

This chapter considers online gaming from a perspective that deliberately avoids the more conventional perspectives established in game studies—perspectives that focus on the potential for new forms ... More


Games and Rules

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/9780262141017.003.0018
Subject:
Computer Science, Game Studies

This chapter discusses the concept of rules in video game spaces. It considers instances when players make or exploit the rules of a game. It also discusses how some game designers have embraced rule ... More


A Different Kind of World

Mia Consalvo and Jason Begy

in Players and Their Pets: Gaming Communities from Beta to Sunset

Published in print:
2015
Published Online:
January 2016
ISBN:
9780816689828
eISBN:
9781452950716
Item type:
chapter
Publisher:
University of Minnesota Press
DOI:
10.5749/minnesota/9780816689828.003.0001
Subject:
Society and Culture, Media Studies

Faunasphere was a massively multiplayer online game (MMOG)—a genre dominated by games such as World of Warcraft and EverQuest. Unlike these games, however, Faunasphere did not have hundreds of ... More


The Play of the Voice: The Role of the Voice in Contemporary Video and Computer Games

Axel Stockburger

in VOICE: Vocal Aesthetics in Digital Arts and Media

Published in print:
2010
Published Online:
August 2013
ISBN:
9780262013901
eISBN:
9780262289696
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262013901.003.0015
Subject:
Society and Culture, Media Studies

This chapter examines the different functions of the voice in contemporary video and computer games, paying special attention to multiple-player games, and looks at the prevalence of non-linguistic ... More


Enchantment, Inc.: Online Gaming Between Spiritual Experience and Commodity Fetishism

Stef Aupers

in Things: Religion and the Question of Materiality

Published in print:
2012
Published Online:
January 2013
ISBN:
9780823239450
eISBN:
9780823239498
Item type:
chapter
Publisher:
Fordham University Press
DOI:
10.5422/fordham/9780823239450.003.0020
Subject:
Religion, Religion and Society

This chapter discusses the popular genre of online computer games rooted in the “fantasy” genre (Tolkien in particular) and exemplified by World of Warcraft. His analysis, as we have seen, leads to a ... More


Sociocultural Interpretations of Digital Korea

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/9780262014762.003.0002
Subject:
Computer Science, Game Studies

This chapter discusses Korea’s shifting political economy in the post-International Monetary Fund era and its move toward an IT-driven economy. It examines the roles of the government and competition ... More


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