000 | 03312nam a2200481 i 4500 | ||
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001 | 6267487 | ||
003 | IEEE | ||
005 | 20220712204719.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 151223s2010 maua ob 001 eng d | ||
020 |
_z9780262014762 _qprint |
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020 |
_a9780262289511 _qelectronic |
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020 |
_z0262289512 _qelectronic |
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035 | _a(CaBNVSL)mat06267487 | ||
035 | _a(IDAMS)0b000064818b44ed | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
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050 | 4 |
_aGV1469.17.S63 _bJ56 2010eb |
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082 | 0 | 4 |
_a338.4/77948095195 _222 |
100 | 1 |
_aJin, Dal Yong, _d1964- _923058 |
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245 | 1 | 0 |
_aKorea's online gaming empire / _cDal Yong Jin. |
264 | 1 |
_aCambridge, Massachusetts : _bMIT Press, _cc2010. |
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264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2010] |
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300 |
_a1 PDF (195 pages) : _billustrations. |
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336 |
_atext _2rdacontent |
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_aelectronic _2isbdmedia |
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_aonline resource _2rdacarrier |
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504 | _aIncludes bibliographical references and index. | ||
506 | 1 | _aRestricted to subscribers or individual electronic text purchasers. | |
520 | _aIn 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. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | _aDescription based on PDF viewed 12/23/2015. | ||
650 | 0 |
_aInternet games _xSocial aspects _zKorea (South) _923059 |
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650 | 0 |
_aInternet games _xEconomic aspects _zKorea (South) _923060 |
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650 | 0 |
_aVideo games industry _zKorea (South) _xHistory. _923061 |
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655 | 0 |
_aElectronic books. _93294 |
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710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _923062 |
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710 | 2 |
_aMIT Press, _epublisher. _923063 |
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776 | 0 | 8 |
_iPrint version _z9780262014762 |
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=6267487 |
942 | _cEBK | ||
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_c73141 _d73141 |