A termék adatai:

ISBN13:9781793601391
ISBN10:1793601399
Kötéstípus:Keménykötés
Terjedelem:136 oldal
Méret:237x158x16 mm
Súly:376 g
Nyelv:angol
598
Témakör:

Digital Game Culture in Korea

The Social at Play
 
Kiadó: Lexington Books
Megjelenés dátuma:
Kötetek száma: Hardback
 
Normál ár:

Kiadói listaár:
GBP 69.00
Becsült forint ár:
33 327 Ft (31 740 Ft + 5% áfa)
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30 661 (29 201 Ft + 5% áfa )
Kedvezmény(ek): 8% (kb. 2 666 Ft)
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  példányt

 
Hosszú leírás:

Digital Game Culture in Korea: The Social at Play is a critical ethnographic investigation of media discourses surrounding online game addiction and the sociocultural roles fulfilled by games in everyday life. Florence M. Chee argues that the casting of online games as singularly problematic or addictive largely ignores the socially generative and, at times, pivotally important means of connection among games, players, and the communities they foster. Through focusing on Korea?s sociohistorical and technocultural context, this work celebrates and recognizes the foundational role of Korean game culture in shaping global games and play. Scholars of game studies, communication, and technoculture will find this book of particular interest.



?Digital Game Culture in Korea: The Social at Play upends conventional narratives about the South Korean gaming experience, emphasizing the sociality of games and providing a much-needed counterpoint to hyped or fear-mongering accounts. Florence M. Chee is a powerful and compelling storyteller, drawing on over a decade of ethnographic fieldwork on South Korea and offering a nuanced perspective on the history and future of international games culture. This work is sure to enliven discussion about the social and cultural context of digital games and provide insight to guide policy and ethics.?

Tartalomjegyzék:

Table of Contents

Preface

Acknowledgments

Chapter One: Games as Communication: Savior or Scourge?

Chapter Two: The Rise of Digital Game Culture in Korea

Chapter Three: The Social Addict: Infrastructures of Togetherness

Chapter Four: Gender Pipelines and Pipedreams: Games Industry and Mobility

Chapter Five: Gaming the Future: Holding Space for Better Worlds

Bibliography

About the Author