000 03312nam a2200481 i 4500
001 6267487
003 IEEE
005 20220712204719.0
006 m o d
007 cr |n|||||||||
008 151223s2010 maua ob 001 eng d
020 _z9780262014762
_qprint
020 _a9780262289511
_qelectronic
020 _z0262289512
_qelectronic
035 _a(CaBNVSL)mat06267487
035 _a(IDAMS)0b000064818b44ed
040 _aCaBNVSL
_beng
_erda
_cCaBNVSL
_dCaBNVSL
050 4 _aGV1469.17.S63
_bJ56 2010eb
082 0 4 _a338.4/77948095195
_222
100 1 _aJin, Dal Yong,
_d1964-
_923058
245 1 0 _aKorea's online gaming empire /
_cDal Yong Jin.
264 1 _aCambridge, Massachusetts :
_bMIT Press,
_cc2010.
264 2 _a[Piscataqay, New Jersey] :
_bIEEE Xplore,
_c[2010]
300 _a1 PDF (195 pages) :
_billustrations.
336 _atext
_2rdacontent
337 _aelectronic
_2isbdmedia
338 _aonline resource
_2rdacarrier
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
650 0 _aInternet games
_xEconomic aspects
_zKorea (South)
_923060
650 0 _aVideo games industry
_zKorea (South)
_xHistory.
_923061
655 0 _aElectronic books.
_93294
710 2 _aIEEE Xplore (Online Service),
_edistributor.
_923062
710 2 _aMIT Press,
_epublisher.
_923063
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
999 _c73141
_d73141