{"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}
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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.
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结论
我们将讨论以下五个问题,并建议作者如何回答这些问题:首先,数字技术如何改变电子游戏中的劳动实践和产业结构?其次,在企业主导的数字环境中,游戏如何培养主体性?第三,模拟和数字技术如何赋予工作和娱乐意义?第四,在本地环境中工作和娱乐如何挑战知识产权、数据隐私、社交和国家计划经济等抽象概念?第五,媒体内容和媒体生态系统如何通过工作和娱乐创造区域?最后一章总结了在东北亚相互关联的社会和历史背景下研究各种媒介技术活动的意义。所有章节共同展示了在日本和朝韩两国为阶级、性别、民族和地区构建地域主义想象的不同工作和游戏实践。
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