LEADER 03907nam 2200709 450 001 9910458602403321 005 20200520144314.0 010 $a0-262-28896-6 010 $a1-282-89922-8 010 $a9786612899225 010 $a0-262-28951-2 035 $a(CKB)2560000000054285 035 $a(OCoLC)699488891 035 $a(CaPaEBR)ebrary10433725 035 $a(SSID)ssj0000438700 035 $a(PQKBManifestationID)11280560 035 $a(PQKBTitleCode)TC0000438700 035 $a(PQKBWorkID)10452140 035 $a(PQKB)10484744 035 $a(StDuBDS)EDZ0000130714 035 $a(MiAaPQ)EBC3339182 035 $a(CaBNVSL)mat06267487 035 $a(IDAMS)0b000064818b44ed 035 $a(IEEE)6267487 035 $a(WaSeSS)Ind00065873 035 $a(OCoLC)699488891$z(OCoLC)693533023$z(OCoLC)816618643$z(OCoLC)961538557$z(OCoLC)962633670$z(OCoLC)967761633$z(OCoLC)988432572$z(OCoLC)992032161$z(OCoLC)995033846$z(OCoLC)1024160609$z(OCoLC)1037915536$z(OCoLC)1038672983$z(OCoLC)1063981765 035 $a(OCoLC-P)699488891 035 $a(MaCbMITP)8571 035 $a(Au-PeEL)EBL3339182 035 $a(CaPaEBR)ebr10433725 035 $a(CaONFJC)MIL289922 035 $a(EXLCZ)992560000000054285 100 $a20151223d2010 uy 101 0 $aeng 135 $aur||||||||||| 181 $ctxt 182 $cc 183 $acr 200 10$aKorea's online gaming empire /$fDal Yong Jin 210 1$aCambridge, Massachusetts :$cMIT Press,$dc2010. 210 2$a[Piscataqay, New Jersey] :$cIEEE Xplore,$d[2010] 215 $a1 online resource (201 p.) 300 $aBibliographic Level Mode of Issuance: Monograph 311 $a0-262-01476-9 320 $aIncludes bibliographical references and index. 330 $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. 606 $aInternet games$xSocial aspects$zKorea (South) 606 $aInternet games$xEconomic aspects$zKorea (South) 606 $aVideo games industry$zKorea (South)$xHistory 608 $aElectronic books. 615 0$aInternet games$xSocial aspects 615 0$aInternet games$xEconomic aspects 615 0$aVideo games industry$xHistory. 676 $a338.4/77948095195 700 $aJin$b Dal Yong$f1964-$0920219 801 0$bCaBNVSL 801 1$bCaBNVSL 801 2$bCaBNVSL 906 $aBOOK 912 $a9910458602403321 996 $aKorea's online gaming empire$92273294 997 $aUNINA