Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta"
نویسنده
چکیده
This paper presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways online game hype and identity are formed by looking at Korean PC game rooms as “third places,”, and activities associated with professional and amateur gaming. A synthesis of the Korean concept “Wang-tta” provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. Korea’s gaming society has many unique elements within the interplay of culture, social structure, and infrastructure.
منابع مشابه
The Games We Play Online and Offline: Making Wang-tta in Korea
This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as “third places.” A synthesis of the Korean concept Wang-tta provides extra insight into th...
متن کاملIdentity Construction in Three AbaGusii Bewitchment Narratives
The stories we tell about our lives unveil their content just as much as the lexical choices we make index a certain worldview, attitude, positionality, and relationship to reality. In essence, in narratives, individuals construct the self and denote personal identities. The available narrative identity studies have largely ignored the language employed by the bewitched while narrating their ex...
متن کاملEffectiveness of Acceptance and Commitment Therapy on Sleep Quality, Academic Hope, Students' Anxiety with Online Gambling Disorder without Comorbidity of ADHD Disorder
Introduction & Objective: Throughout human history, there have been structured games among all cultures. Playing can be enjoyable, fun, and relaxing and can be used as a way to escape from everyday life. In addition to being a fun pastime, gaming is a social activity in which people with common interests interact with each other. With the popularity of computers, tablets, and smartphones and th...
متن کاملهنجاریابی و بررسی ویژگیهای روانسنجی نسخه فارسی پرسشنامه اعتیاد به بازیهای آنلاین
Objectives: The aim of the current study was to assess the psychometric properties of Online Game Addiction Inventory in under graduate students of Shahid Chamran University of Ahwaz. Method: Of all under graduate students in Shahid Chamran University of Ahwaz during 2014-15 academic year, 300 under graduate students from Shahid Chamran University were selected using multistage random sampling ...
متن کاملTo Wear or Not to Wear the Hijab Online (A Study of the Identity Performances of Muslim Canadian Women on Facebook)
This paper looks at how Muslim women with an Iranian background and now living in Canada perform their identity through wearing the hijab. This was achieved by observing the behavior of six members of this community on Facebook using Erving Goffman’s stigmatization theory. The observation reveals that women who wear the hijab are more likely to identify themselves as Muslim-Canadian while those...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2005