Media Technologies for Work and Play in East Asia最新文献

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The Development of Information and Communication Technologies in South Korea after World War II 第二次世界大战后韩国信息通信技术的发展
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.002
D. Jin
{"title":"The Development of Information and Communication Technologies in South Korea after World War II","authors":"D. Jin","doi":"10.46692/9781529213386.002","DOIUrl":"https://doi.org/10.46692/9781529213386.002","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114990044","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure “韩国人太多”:电子竞技生物能源和韩国游戏基础设施
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.013
Keungyoon Bae
{"title":"‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure","authors":"Keungyoon Bae","doi":"10.46692/9781529213386.013","DOIUrl":"https://doi.org/10.46692/9781529213386.013","url":null,"abstract":"This chapter asks why the Overwatch League, a large-scaled global, franchised esports league, that follows a geolocation model fills their teams with South Korean players instead of those who come from the teams' home cities. The example of Overwatch League added to a discussion of esports professionalisation and industry relations by asserting that examining esports in an exclusively regional context is no longer realistic or even sensible in today’s landscape This chapter first introduces the landscape of esports and the significant changes it has undergone in the past decade. Then it uses the concept of 'biopower' advanced by Dyer-Witheford and de Peuter to understand how game developer companies seek to retain control over not only the gaming populace, but also the sport of gaming. Lastly, it illuminates how regionally specific factors, such as local infrastructure, come into play to disrupt that control.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"97 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115822358","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Conclusion 结论
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.1332/policypress/9781529213362.003.0015
Pei-chi Chung
{"title":"Conclusion","authors":"Pei-chi Chung","doi":"10.1332/policypress/9781529213362.003.0015","DOIUrl":"https://doi.org/10.1332/policypress/9781529213362.003.0015","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":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123598146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Phenomena and Phobia through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan 《口袋妖怪GO》中的现象与恐惧——日本对增强现实游戏的反应分析
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.009
Deirdre Sneep
{"title":"Phenomena and Phobia through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan","authors":"Deirdre Sneep","doi":"10.46692/9781529213386.009","DOIUrl":"https://doi.org/10.46692/9781529213386.009","url":null,"abstract":"This chapter looks at government and media warnings of playing Pokémon GO in Japan. This chapter argues that even though Japan is often portrayed as a country that has a high affinity with technology, it has simultaneously been suspicious towards new forms of digital technology, showing an interesting stance towards the digitalisation of society. The case of Pokémon GO illustrates that Japanese have also shown the same anxieties towards other media technologies in the past. Some of these anxieties are health hazard caused by addictive handheld gaming, accidents and deaths caused by inattentive drivers, as well as moral decline. Some of these anxieties can be explained by the different attitudes towards technologies between the older and the younger generations: while the former sees technologies are only for work, the latter sees them as play.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121510159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Foreword 2: 前言2:
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.2307/J.CTV1PDRQ1N.6
D. Jin
{"title":"Foreword 2:","authors":"D. Jin","doi":"10.2307/J.CTV1PDRQ1N.6","DOIUrl":"https://doi.org/10.2307/J.CTV1PDRQ1N.6","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122704595","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
The Work of Care in the Age of Feeling Machines 情感机器时代的护理工作
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.2307/J.CTV1PDRQ1N.20
Shawn Bender
{"title":"The Work of Care in the Age of Feeling Machines","authors":"Shawn Bender","doi":"10.2307/J.CTV1PDRQ1N.20","DOIUrl":"https://doi.org/10.2307/J.CTV1PDRQ1N.20","url":null,"abstract":"This chapter examined how the ageing population in Japan prompted robot manufacturers to consider producing robots for domestic uses, in particular the care for the elderly. Drawing from ethnographical fieldwork, the author of this chapter found robotic engineers changed their understanding of robots in human-machine interaction. Initially robots are in animal form, allowing patients to regain dignity by teasing them. Later, the robots acted like a digital social platform that help forge social ties among the patients. This chapter concluded that robots do not substitute humans but facilitate human interactions through the material body of robots. As such, the robots are not designed for work, but for play; they help the elderly who have forgotten to play to connect with other humans.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122541707","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Media for Work and Play in a Pandemic World 在流行病世界中工作和娱乐的媒体
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.001
Maria Toyoda
{"title":"Media for Work and Play in a Pandemic World","authors":"Maria Toyoda","doi":"10.46692/9781529213386.001","DOIUrl":"https://doi.org/10.46692/9781529213386.001","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122687543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea 分享、销售、奋斗:韩国女性社会企业家的性别劳动
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.005
Kyooeun Jang
{"title":"Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea","authors":"Kyooeun Jang","doi":"10.46692/9781529213386.005","DOIUrl":"https://doi.org/10.46692/9781529213386.005","url":null,"abstract":"This chapter looks at how South Korean young women were encouraged to become financially independent by being online entrepreneurs. It was shown that these young women very often explain their business success with their passion, their failure with their lack of grit. It is argued that instead of being free and independent, online entrepreneurs have to sell affective labour as well as commercial goods online. Young women also sexualise themselves regardless of the commercial goods that they sell; often they would wear bathing suits to sell unrelated product. Lastly, online businesses are seen as a way for mothers to rejoin the workforce while being dutiful mothers and housewives. A number of mother entrepreneurs frequently show pictures of them working while taking care of young children on social media sites.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114056085","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
‘For Japan Only?’ Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games “只针对日本?”成人电脑游戏流通中的边界跨越与重新刻划
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.006
Patrick W. Galbraith
{"title":"‘For Japan Only?’ Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games","authors":"Patrick W. Galbraith","doi":"10.46692/9781529213386.006","DOIUrl":"https://doi.org/10.46692/9781529213386.006","url":null,"abstract":"This chapter considers how and why 'Japan' comes to matter in the circulation of games in a globalised world by examining the consumption of adult video games inside and outside Japan. Despite the export of Japanese video games abroad, adult computer games are often seen to be distinctively 'Japanese.' This chapter argues that adult video games are a niche genre; producers and players form a close-knitted community that is suspicious of non-Japanese out of the fear that the Western media will widely report such games. Western reports about such games have led the international community to put pressure on the Japanese government to stamp out such genre. While some in the adult game community believe that it'd be the best if the game would only be played by Japanese inside the country, others are keen to expand the community outside Japan. The chapter concludes by suggesting the need to go beyond national and nationalising discourse to see the nuance of interactions within national borders and exceeding them.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134338961","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The New Personal Data Protection in Japan: Is It Enough? 日本的新个人资料保护:是否足够?
Media Technologies for Work and Play in East Asia Pub Date : 2021-05-28 DOI: 10.1332/policypress/9781529213362.003.0006
A. G. Marcén
{"title":"The New Personal Data Protection in Japan: Is It Enough?","authors":"A. G. Marcén","doi":"10.1332/policypress/9781529213362.003.0006","DOIUrl":"https://doi.org/10.1332/policypress/9781529213362.003.0006","url":null,"abstract":"This chapter analyses how the concept of personal data protection has evolved in Japan and its current legal regime. Data protection in Japan is assessed from a European perspective as that is the region with the highest level of protection worldwide. Japan lags behind the European standard because during WWII, organised neighbourhood associations encouraged community members surveying each other. However, the digitisation of citizens’ information, scandals of massive data breach and expectations from the European Union prompted Japan to enforce data privacy protection. The chapter then compares the Japanese approach with that of its neighbouring country South Korea as both countries are democracies that decided to enhance their personal data protection regime in order to be recognised by the European Commission as having an equivalent level of protection as the European Union, but they chose different paths to do it. South Korea is more aggressive in safeguarding data privacy than Japan; it has established an independence governing body to enforce and supervise data protection laws even though it does not strictly enforce it.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132778780","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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