Pub Date : 2021-05-28DOI: 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.
{"title":"Representations of Play: Pachinko in Popular Media","authors":"K. Amano, G. Rockwell","doi":"10.46692/9781529213386.015","DOIUrl":"https://doi.org/10.46692/9781529213386.015","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"101 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115212322","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-05-28DOI: 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.
{"title":"South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour","authors":"Pei-chi Chung","doi":"10.46692/9781529213386.014","DOIUrl":"https://doi.org/10.46692/9781529213386.014","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126035223","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-05-28DOI: 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.
{"title":"Hyperreal Peninsula: North Korea’s Nuclear Cinema and South Korea’s Digital Revolution","authors":"Elizabeth Shim","doi":"10.46692/9781529213386.011","DOIUrl":"https://doi.org/10.46692/9781529213386.011","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129237664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"How do Materiality and Corporeality Inform the Intellectual Property Debate?","authors":"Micky Lee, Weiqi Zhang","doi":"10.2307/J.CTV1PDRQ1N.14","DOIUrl":"https://doi.org/10.2307/J.CTV1PDRQ1N.14","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131461874","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
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.
{"title":"Introduction to Part II","authors":"Micky Lee","doi":"10.2307/j.ctv1pdrq1n.11","DOIUrl":"https://doi.org/10.2307/j.ctv1pdrq1n.11","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129936269","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-05-28DOI: 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.
{"title":"Introduction to Part I","authors":"Micky Lee","doi":"10.1332/policypress/9781529213362.003.0002","DOIUrl":"https://doi.org/10.1332/policypress/9781529213362.003.0002","url":null,"abstract":"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.","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130577633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2006-01-05DOI: 10.7765/9781526123442.00004
P. Quirke, Joy Kreeft Peyton, J. Burton, C. Reichmann, Latricia Trites
{"title":"List of Figures and Tables","authors":"P. Quirke, Joy Kreeft Peyton, J. Burton, C. Reichmann, Latricia Trites","doi":"10.7765/9781526123442.00004","DOIUrl":"https://doi.org/10.7765/9781526123442.00004","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-01-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129881037","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Index","authors":"","doi":"10.2307/j.ctv1pdrq1n.22","DOIUrl":"https://doi.org/10.2307/j.ctv1pdrq1n.22","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"595 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123943038","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.1163/9789401205641_014
Tasks
{"title":"Notes on Contributors and Editors","authors":"Tasks","doi":"10.1163/9789401205641_014","DOIUrl":"https://doi.org/10.1163/9789401205641_014","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131529023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Back Matter","authors":"","doi":"10.2307/j.ctv1pdrq1n.23","DOIUrl":"https://doi.org/10.2307/j.ctv1pdrq1n.23","url":null,"abstract":"","PeriodicalId":187353,"journal":{"name":"Media Technologies for Work and Play in East Asia","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122129143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}