Browse Items (15 total)

Rea, S. C. (2018). Calibrating Play: Sociotemporality in South Korean Digital Gaming Culture. American Anthropologist, 120(3), 500-511.

Rea, S. C. (2019). Chronotopes and Social Types in South Korean Digital Gaming. Signs and Society, 7(1), 115-136.

Huhh, J. (2008). Culture and Business of PC Bangs in Korea. Games and Culture, 3(1), 26–37.

Lee, A. J. (2005). E-Sports as a Growing Industry. Research Report. Seoul: Samsung Economic Research Institute.

Lim, S. H. (2018). Electronic Football Participation vs. Traditional Football Engagements in Korea. Research in Dance and Physical Education, 2(1), 1-15.

Lee, J.-Y., An, J.-W., & Lee, S.-W. (2014). Factors Affecting eSports Audience Satisfaction – The Case of League of Legends. Journal of Korea Game Society, 14(3), 35–46.

Choi, E.-Y. (2013). Investigating Factors Influencing Game Piracy in the eSports Settings of South Korea. Retrieved from

Jin, D. Y. (2010). Korea’s Online Gaming Empire. Cambridge, MA: MIT Press.

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Paberz, C. (2012). Le jeu vidéo comme sport en Corée du Sud. In Hermès, No. 62, Les jeux vidéo. Quand jouer, c’est communiquer, 48-51.

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Chee, F., & Smith, R. K. (2005). Online Gamers and the Ambiguity of Community: Korean Definitions of Togetherness for a New Generation. Internet Research Annual, 4. New York: Peter Lang.

Jin, D. Y. (2017). Smartland Korea: Mobile Communication, Culture, and Society. Ann Arbor, MI: The University of Michigan Press.

Lee, A. J. & Ko, J. M. (2005). The Current State and Development Plan of e-Sports Industry. Samsung Economic Research Institute.

Ström, P., & Ernkvist, M. (2018). The Korean Online Game Wave – Development Within the Experience Economy. In A. Scupola & L. Fuglsang (Eds.), Services, Experiences and Innovation – Integrating and Extending Research (pp. 316-334). Cheltenham: Edward…

Yoon, T.-J., & Jin, D. Y. (2017). The Korean Wave: Evolution, Fandom and Transnationality. Latham, Lexington Books.

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McCrea, C. (2009). Watching Starcraft, Strategy and South Korea. In L. Hjorth & D. Chan (Eds.), Gaming Cultures and Place in Asia-Pacific (pp. 179–193). New York: Routledge.
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