{"title":"Conclusion","authors":"Pei-chi Chung","doi":"10.1332/policypress/9781529213362.003.0015","DOIUrl":null,"url":null,"abstract":"We discuss the following five questions and suggest how the contributors answered them: First, how does digital technology change labour practices and industry structure in electronic gaming? Second, how does play foster subjectivity in a corporation-dominated digital environment? Third, how do analogue and digital technologies afford meanings of work and play? Fourth, how do work and play in a local setting challenge abstract concepts such as intellectual property, data privacy, sociality, and a state-planned economy? Fifth, How are regions created through work and play of media contents and media ecosystems? The conclusion chapter summarises significance of studying various media technological activities in the interconnected socio and historical context of Northeast Asia. All chapters collectively demonstrate diverse work and play practices in constructing regionalist imaginaries for class, gender, nation and region in Japan and the two Koreas.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"48 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Media Technologies for Work and Play in East Asia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1332/policypress/9781529213362.003.0015","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
We discuss the following five questions and suggest how the contributors answered them: First, how does digital technology change labour practices and industry structure in electronic gaming? Second, how does play foster subjectivity in a corporation-dominated digital environment? Third, how do analogue and digital technologies afford meanings of work and play? Fourth, how do work and play in a local setting challenge abstract concepts such as intellectual property, data privacy, sociality, and a state-planned economy? Fifth, How are regions created through work and play of media contents and media ecosystems? The conclusion chapter summarises significance of studying various media technological activities in the interconnected socio and historical context of Northeast Asia. All chapters collectively demonstrate diverse work and play practices in constructing regionalist imaginaries for class, gender, nation and region in Japan and the two Koreas.