{"title":"第三部分简介","authors":"Pei-chi Chung","doi":"10.2307/j.ctv1pdrq1n.16","DOIUrl":null,"url":null,"abstract":"The mini introduction to Part III introduces four chapters on the topics of techno-identities and digital labour condition. The mini introduction reviews South Korea’s global and national esports power in professional gaming. It also covers topics about Japan on film representation of pachinko and emerging human-robot relationship in elder care. The last section of the mini introduction points out challenges that Japanese and South Korean societies face in the continuing disparity of labour, age and racial divide in the digital space.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Introduction to Part III\",\"authors\":\"Pei-chi Chung\",\"doi\":\"10.2307/j.ctv1pdrq1n.16\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The mini introduction to Part III introduces four chapters on the topics of techno-identities and digital labour condition. The mini introduction reviews South Korea’s global and national esports power in professional gaming. It also covers topics about Japan on film representation of pachinko and emerging human-robot relationship in elder care. The last section of the mini introduction points out challenges that Japanese and South Korean societies face in the continuing disparity of labour, age and racial divide in the digital space.\",\"PeriodicalId\":187353,\"journal\":{\"name\":\"Media Technologies for Work and Play in East Asia\",\"volume\":\"14 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"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/10.2307/j.ctv1pdrq1n.16\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Media Technologies for Work and Play in East Asia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2307/j.ctv1pdrq1n.16","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
The mini introduction to Part III introduces four chapters on the topics of techno-identities and digital labour condition. The mini introduction reviews South Korea’s global and national esports power in professional gaming. It also covers topics about Japan on film representation of pachinko and emerging human-robot relationship in elder care. The last section of the mini introduction points out challenges that Japanese and South Korean societies face in the continuing disparity of labour, age and racial divide in the digital space.