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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.002
D. Jin
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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.013
Keungyoon Bae
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.
《守望先锋联赛》(Overwatch League)是一个遵循地理定位模式的大型全球特许电子竞技联赛,为什么他们的队伍中都是韩国选手,而不是来自球队所在城市的选手。《守望先锋联盟》的例子增加了关于电子竞技专业化和行业关系的讨论,声称在今天的环境中,仅在区域背景下研究电子竞技已经不再现实,甚至是不明智的。本章首先介绍了电子竞技的环境以及它在过去十年中所经历的重大变化。然后,它使用了Dyer-Witheford和de Peuter提出的“生物动力”概念来理解游戏开发公司如何寻求保持对游戏大众和游戏运动的控制。最后,它阐明了区域特定因素,如当地基础设施,如何发挥作用,破坏这种控制。
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引用次数: 0
Conclusion 结论
Pub Date : 2021-05-28 DOI: 10.1332/policypress/9781529213362.003.0015
Pei-chi Chung
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.
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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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.009
Deirdre Sneep
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.
本章着眼于日本政府和媒体对玩pokemon GO的警告。本章认为,尽管日本经常被描绘成一个与技术高度亲近的国家,但它同时对新形式的数字技术持怀疑态度,对社会数字化表现出一种有趣的立场。poksammon GO的案例表明,日本人过去对其他媒体技术也表现出同样的焦虑。其中一些焦虑是由上瘾的手持游戏引起的健康危害,由粗心大意的司机引起的事故和死亡,以及道德衰退。其中一些焦虑可以用老一代和年轻一代对技术的不同态度来解释:前者认为技术只是用于工作,后者则将其视为娱乐。
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引用次数: 0
Foreword 2: 前言2:
Pub Date : 2021-05-28 DOI: 10.2307/J.CTV1PDRQ1N.6
D. Jin
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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
Pub Date : 2021-05-28 DOI: 10.2307/J.CTV1PDRQ1N.20
Shawn Bender
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.
本章研究了日本人口老龄化如何促使机器人制造商考虑生产家用机器人,特别是照顾老年人的机器人。本章的作者从民族志的田野调查中发现,机器人工程师改变了他们对人机交互中的机器人的理解。最初,机器人以动物的形式出现,让病人通过戏弄它们来重获尊严。后来,这些机器人就像一个数字社交平台,帮助患者之间建立社会联系。本章的结论是机器人并不是代替人类,而是通过机器人的物质身体来促进人类的互动。因此,机器人不是为工作而设计的,而是为娱乐而设计的;它们帮助那些忘记玩耍的老人与其他人建立联系。
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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.001
Maria Toyoda
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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.005
Kyooeun Jang
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.
这一章着眼于韩国年轻女性是如何被鼓励成为网络企业家,从而实现经济独立的。研究表明,这些年轻女性经常将她们事业的成功归因于她们的激情,将她们的失败归因于她们缺乏勇气。有人认为,与自由和独立相反,在线企业家必须在网上销售情感劳动力和商业商品。年轻女性也会对自己性感,不管她们卖的是什么商品;她们经常穿着泳衣去推销不相关的产品。最后,在线业务被视为母亲们在尽职尽责的母亲和家庭主妇的同时重新加入劳动力大军的一种方式。许多企业家母亲经常在社交媒体网站上展示她们一边照顾孩子一边工作的照片。
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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
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.006
Patrick W. Galbraith
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.
本章通过分析日本国内外成人电子游戏的消费情况,探讨“日本”如何以及为何在全球化世界的游戏流通中发挥重要作用。尽管日本电子游戏出口到国外,但成人电脑游戏通常被视为具有鲜明的“日本特色”。这一章认为成人电子游戏是一种利基类型;制作人和玩家组成了一个紧密联系的社区,因为担心西方媒体会大肆报道这类游戏,所以他们对非日本人持怀疑态度。西方对这类游戏的报道导致国际社会向日本政府施压,要求其取缔这类游戏。虽然成人游戏社区中的一些人认为,如果这款游戏只面向国内的日本人,那就再好不过了,但也有人希望将这款游戏扩展到日本以外的地区。本章最后提出,有必要超越国家和民族化的话语,看到国家边界内和超越国界的互动的细微差别。
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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?
Pub Date : 2021-05-28 DOI: 10.1332/policypress/9781529213362.003.0006
A. G. Marcén
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.
本章分析个人资料保护概念在日本的演变及其现行法律制度。日本的数据保护是从欧洲的角度来评估的,因为日本是全球数据保护水平最高的地区。日本落后于欧洲标准是因为在二战期间,有组织的社区协会鼓励社区成员相互调查。然而,公民信息的数字化、大规模数据泄露丑闻以及欧盟的期望,促使日本加强了数据隐私保护。然后,本章将日本的做法与其邻国韩国的做法进行了比较,因为这两个国家都是民主国家,它们决定加强个人数据保护制度,以获得欧盟委员会(European Commission)的认可,使其拥有与欧盟同等水平的保护,但它们选择了不同的道路来实现这一目标。韩国在保护数据隐私方面比日本更积极;它已经建立了一个独立的管理机构来执行和监督数据保护法,尽管它并没有严格执行这些法律。
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引用次数: 0
期刊
Media Technologies for Work and Play in East Asia
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