Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play.
The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.
Auflage
Sprache
Verlagsort
Zielgruppe
Illustrationen
1 s/w Abbildung, 1 s/w Tabelle
1 Tables, black and white; 1 Illustrations, black and white
Maße
Höhe: 240 mm
Breite: 161 mm
Dicke: 21 mm
Gewicht
ISBN-13
978-1-5292-1336-2 (9781529213362)
Copyright in bibliographic data and cover images is held by Nielsen Book Services Limited or by the publishers or by their respective licensors: all rights reserved.
Schweitzer Klassifikation
Micky Lee is Professor of Media Studies at Suffolk University in Boston.
Peichi Chung is Associate Professor in the Department of Cultural and Religious Studies at the Chinese University of Hong Kong.
Beiträge von
Dickinson College, USA
University of Alberta, Canada
Seijoh University
Harvard University
United Press International
Suffolk University
Universidad de Zaragoza
Senshu University, Japan
Facebook Inc.
Introduction ~ Micky Lee and Peichi Chung
Part 1 ~ Gender Online and Digital Sex
Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea ~ Kyooeun Jang
'For Japan Only?' Crossing and Re-Inscribing Boundaries in the Circulation of Adult Computer Games ~ Patrick W. Galbraith
Part 2 ~ Governance and Regulations
The New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascon Marcen
Phenomena and Phobia Through Pokemon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre Sneep
How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi Zhang
Hyperreal Peninsula: North Korea's Nuclear Cinema and South Korea's Digital Revolution ~ Elizabeth Shim
Part 3 ~ Techno-Identity and Digital Labour Condition
'Too Many Koreans': Esports Biopower and South Korean Gaming Infrastructure ~ Keung Yoon Bae
South Korea's Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi Chung
Representations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey Rockwell
The Work of Care in the Age of Feeling Machines ~ Shawn Bender
Conclusion ~ Peichi Chung