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

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Representations of Play: Pachinko in Popular Media 游戏的表现:大众媒体中的弹珠机
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.015
K. Amano, G. Rockwell
This chapter argues that there are at least three phases of the pachinko industry in Japan; popular media such as films and novels reflect how filmmakers and novelists saw the game differently in these three phases. The first phase commenced after the end of WWII, at that time pachinko was a family; the game was seen as idle pursuits, contrasting the work ethics expected for adults to rebuild the country. The second phase took place during the economic boom from the 1970s to the 1980s, at that time the industry became more organised but opaque. Many believe that pachinko owners are gangsters or Koreans who were sympathetic of the North Korean government. During this period, pachinko parlours serve as the glamourous backdrops of films. The third phase coincided with the post-economic bubble era, pachinko was transformed from a mechanical technology to a digital one. The players’ skills are no longer relevant, the game became one of chance. The transformation of the technology serves as a metaphor for life’s randomness; those who lose in this random game is like populations who were left behind in the post-bubble economy.
本章认为,日本弹珠机产业至少有三个阶段;电影和小说等流行媒体反映了电影制作人和小说家在这三个阶段对游戏的不同看法。第一阶段开始于第二次世界大战结束后,当时弹珠机是一个家庭;这项运动被视为无聊的追求,与成年人重建国家所期望的职业道德形成对比。第二阶段发生在20世纪70年代至80年代的经济繁荣时期,当时该行业变得更有组织,但不透明。很多人认为弹珠机的主人是黑帮或同情朝鲜政府的朝鲜人。在此期间,弹珠哥游戏厅成为电影的迷人背景。第三阶段恰逢后经济泡沫时代,弹珠机从机械技术转变为数字技术。玩家的技能不再重要,游戏变成了一种机会。技术的转变隐喻了生活的随机性;那些在这个随机游戏中输掉的人就像在后泡沫经济中被抛在后面的人。
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引用次数: 0
South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour 东北亚的韩国电子竞技产业:历史、生态系统和数字劳动力
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.014
Pei-chi Chung
This chapter analyses South Korean esports industry by shifting a corporation-centred approach to an alternative approach that centres around players and policy model of innovation. The chapter explores how the voices of various esports players can be contextualised in a larger societal structure. The chapter includes a fieldwork report based upon more than 20 in-depth interviews of esports professionals. The chapter shows the dilemmas that esports players face in developing their careers. South Korea has the world’s most dominant esports scene in Northeast Asia. The country’s leadership in esports is not only because of two public organisations that built national and global infrastructure. South Korea’s success benefits from a bottom-up industry innovation model that is player-driven. Many esports professionals dreamed of becoming professional players at the beginning of their career. The vibrant ecosystem appears in the professionalisation process when these passionate players stopped to pursue career in competitive gaming, they stayed with the industry and developed value chains in game publishing, athletics, education, media, and regulations.
本章通过将以企业为中心的方法转变为以玩家和创新政策模式为中心的替代方法来分析韩国电子竞技产业。本章探讨了如何将各种电子竞技玩家的声音置于更大的社会结构中。本章包括一份基于20多个电子竞技专业人士深度访谈的实地调查报告。这一章展示了电子竞技选手在职业发展中面临的困境。韩国在东北亚拥有世界上最具主导地位的电子竞技场景。该国在电子竞技领域的领导地位不仅仅是因为两个公共组织建立了国家和全球基础设施。韩国的成功得益于参与者驱动的自下而上的产业创新模式。许多电子竞技专业人士在职业生涯之初都梦想成为职业选手。当这些充满激情的玩家不再追求竞技游戏的职业生涯时,在职业化过程中出现了充满活力的生态系统,他们留在了这个行业,并在游戏发行,体育,教育,媒体和法规方面开发了价值链。
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引用次数: 1
Hyperreal Peninsula: North Korea’s Nuclear Cinema and South Korea’s Digital Revolution 超现实半岛:朝鲜的核电影和韩国的数字革命
Pub Date : 2021-05-28 DOI: 10.46692/9781529213386.011
Elizabeth Shim
Drawing from the televisual simulacra of North Korea weapons provocations and projections of regime power, this chapter examines the emergence of a video-mediated nuclear North Korea in the new millennium within the broader frame of networked digital technologies that have facilitated South Korea media flows into the country. Military display and the more recent emergence of the leadership’s nuclear diplomacy can be evaluated as simulation, and is interrogated in the explicit context of a cultural moment when the people of the territorialised and retrenched nation-state of 21st-century North Korea are receptive to South Korean popular culture and neoliberal productions. This chapter highlights the opportunities and constraints of global media and information flows for the newly emerging society of 'transnational Korea' being built on capitalist imperatives and shaping hierarchical relations. Within this configuration, military display simulates state power at a historical moment when South Korea televisual media is the driving force behind prohibited North Korea leisure time. Mediated technologies then, and their capacity to meticulously steer the social, illustrate the uneasy relationship between work and play, state sovereignty and global flow.
从朝鲜武器挑衅和政权权力预测的电视模拟中,本章在网络数字技术的更广泛框架内考察了新千年中视频媒介核朝鲜的出现,网络数字技术促进了韩国媒体流入该国。军事展示和领导层最近出现的核外交可以被评估为模拟,并在一个文化时刻的明确背景下受到质疑,即21世纪朝鲜的领土化和紧缩的民族国家的人民接受韩国的流行文化和新自由主义作品。这一章强调了全球媒体和信息流对新兴的“跨国朝鲜”社会的机遇和限制,这个社会建立在资本主义的必要性和塑造等级关系的基础上。在这种配置下,军事展示模拟了在韩国电视媒体成为朝鲜被禁止的休闲时间背后的推动力的历史时刻的国家力量。因此,中介技术及其精心引导社会的能力,说明了工作与娱乐、国家主权和全球流动之间的不稳定关系。
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引用次数: 0
How do Materiality and Corporeality Inform the Intellectual Property Debate? 物质性和肉体性如何影响知识产权辩论?
Pub Date : 2021-05-28 DOI: 10.2307/J.CTV1PDRQ1N.14
Micky Lee, Weiqi Zhang
The case of North Koreans watching illegally distributed South Korean media and Hollywood films shows that the discussion of intellectual property violation does not take into account the local context in which these goods are distributed and consumed. This chapter uses the concepts materiality and corporeality to show that material properties and the bodies matter in the smuggling of media goods across the border because the majority of North Koreans do not have Internet connection and the government deems possessing foreign media a crime. The chapter however cautions that Western news reports about the everyday life in North Korea are motivated to differentiate the East from the West. In these reports, North Koreans are deemed to be animal-like, and foreign media can lift them up to become enlightened beings. The dichotomy between the East and West, between North Koreans and Western beings is problematic because news discourse sees capitalism as a superior system, thus attributing negative qualities to non-capitalist systems.
朝鲜人观看非法发行的韩国媒体和好莱坞电影的案例表明,关于侵犯知识产权的讨论没有考虑到这些商品的发行和消费的当地背景。本章使用物质性和肉体性的概念来说明物质财产和身体在走私媒体产品时的重要性,因为大多数朝鲜人没有互联网连接,政府认为拥有外国媒体是一种犯罪。然而,这一章警告说,西方关于朝鲜日常生活的新闻报道是为了区分东西方。在这些报道中,朝鲜人被认为像动物一样,外国媒体可以把他们提升为开明的人。东方和西方、朝鲜人和西方人之间的二分法是有问题的,因为新闻话语将资本主义视为一种优越的制度,从而将负面品质归因于非资本主义制度。
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引用次数: 0
Introduction to Part II 第二部分简介
Pub Date : 2021-05-28 DOI: 10.2307/j.ctv1pdrq1n.11
Micky Lee
This mini-introduction to Part II Governance and Regulations draws on some common themes from four essays: 'The New Personal Data Protection in Japan,' 'Phenomena and Phobia through Pokémon GO,' 'How Do Materiality and Corporeality Inform the Intellectual Property Debate?' and 'Hyperreal Peninsula'. These four chapters illustrate two tensions: first, national governments need to take into account international governance of digital technologies; second, the 'objects' that need to be regulated are often deemed harmful or undesirable to citizens even though they find loopholes in the regulations and use banned technologies behind the back of the state. The four chapters show that even though governments of Japan, North Korea and South Korea try to control how technologies are used, technologies also enable users to do things that governments cannot control. This mini-introduction also discusses how the regulation of content relates to that of ownership; this relation is illustrated in the four chapters.
这篇关于第二部分治理和法规的简短介绍借鉴了四篇文章中的一些共同主题:“日本的新个人数据保护”、“poksammon GO的现象和恐惧症”、“物质性和物质性如何影响知识产权辩论?”和“超现实半岛”。这四章阐述了两种紧张关系:首先,各国政府需要考虑数字技术的国际治理;其次,需要监管的“对象”往往被认为对公民有害或不受欢迎,即使他们在监管中找到漏洞,并在国家背后使用被禁止的技术。这四章表明,尽管日本、朝鲜和韩国政府试图控制技术的使用方式,但技术也使用户能够做政府无法控制的事情。这篇简短的介绍还讨论了内容监管与所有权监管之间的关系;这一关系在四章中加以说明。
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引用次数: 0
Introduction to Part I 第一部分简介
Pub Date : 2021-05-28 DOI: 10.1332/policypress/9781529213362.003.0002
Micky Lee
This mini-introduction to Part I Gender Online and Digital Sex discusses how the chapters '“Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea' and '“For Japan Only?” Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games' can be understood in the context of gender inequality in Japan and South Korea where adult women are still expected to become housewives. Both chapters contribute to a discussion in digital media studies by asking whether new information and communication technologies would alter gender relations or reinforce them. In addition, they show how historical gender relations in Japan and South Korea shape how gender is experienced. More specifically, the two chapters show how an online space enables users to experience different gender expressions and challenge gender relations through e-commerce and digital gaming. At the same time, they also pointed out that gender expressions and gender relations in the offline space constrain gender experience in the online space.
本文是第一部分《性别在线》和《数字性别》的简要介绍,讨论了“分享、销售、奋斗:韩国女性社会创业的性别劳动”和“只为日本?”在日本和韩国,成年女性仍然被期望成为家庭主妇,在性别不平等的背景下,我们可以理解成人电脑游戏流通中的跨越和重新刻划界限。这两章都通过询问新的信息和通信技术是否会改变或加强性别关系,为数字媒体研究的讨论做出了贡献。此外,它们还展示了日本和韩国的历史性别关系如何塑造了人们对性别的体验。更具体地说,这两章展示了在线空间如何使用户通过电子商务和数字游戏体验不同的性别表达和挑战性别关系。同时,他们也指出,线下空间中的性别表达和性别关系制约着线上空间中的性别体验。
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引用次数: 0
List of Figures and Tables 图表列表
Pub Date : 2006-01-05 DOI: 10.7765/9781526123442.00004
P. Quirke, Joy Kreeft Peyton, J. Burton, C. Reichmann, Latricia Trites
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引用次数: 0
Index 指数
Pub Date : 1900-01-01 DOI: 10.2307/j.ctv1pdrq1n.22
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引用次数: 0
Notes on Contributors and Editors 关于撰稿人和编辑的说明
Pub Date : 1900-01-01 DOI: 10.1163/9789401205641_014
Tasks
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引用次数: 0
Back Matter 回到问题
Pub Date : 1900-01-01 DOI: 10.2307/j.ctv1pdrq1n.23
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引用次数: 0
期刊
Media Technologies for Work and Play in East Asia
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