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Digital Game Culture in Korea

The Social at Play

«

“Digital Game Culture in Korea: The Social at Play upends conventional narratives about the South Korean gaming experience, emphasizing the sociality of games and providing a much-needed counterpoint to hyped or fear-mongering accounts. Florence M. Chee is a powerful and compelling storyteller, drawing on over a decade of ethnographic fieldwork on South Korea and offering a nuanced perspective on the history and future of international games culture. This work is sure to enliven discussion about the social and cultural context of digital games and provide insight to guide policy and ethics.”

»

Jenifer Sunrise Winter, University of Hawaii at Manoa
1001,-
Innbundet
Sendes innen 7 virkedager

Detaljer

Forlag
Lexington Books
Innbinding
Innbundet
Språk
Engelsk
ISBN
9781793601391
Utgivelsesår
2023
Format
24 x 16 cm

Anmeldelser

«

“Digital Game Culture in Korea: The Social at Play upends conventional narratives about the South Korean gaming experience, emphasizing the sociality of games and providing a much-needed counterpoint to hyped or fear-mongering accounts. Florence M. Chee is a powerful and compelling storyteller, drawing on over a decade of ethnographic fieldwork on South Korea and offering a nuanced perspective on the history and future of international games culture. This work is sure to enliven discussion about the social and cultural context of digital games and provide insight to guide policy and ethics.”

»

Jenifer Sunrise Winter, University of Hawaii at Manoa

«

"For two decades, Florence M. Chee has been exploring the cultural and social dimensions of game culture in South Korea. Her longitudinal ethnographies examine place and meaning-making practices to show why games matter in our everyday lives—as a form of contemporary literacy, sociality and creativity. Through her ethnography, Chee shows why online games have become so imbricated in the national culture and why this hasn’t been replicated elsewhere. She makes a compelling case for us seeing games as “lifelines to the social”.

»

Larissa Hjorth, RMIT University

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