Transnational Contexts of Development History, Sociality, and Society of Play 2016
DOI: 10.1007/978-3-319-43820-7_5
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Bowling Online: Mobile Social Games for Korean Teen Girls

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Cited by 2 publications
(3 citation statements)
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“…The authors decided to investigate the mobile social gaming of high-school females because they are generally regarded as the most active group that utilizes online spaces for social purposes; they also tend to be early adopters of new technologies who create cultural practices; this is also true in the US (Lenhart et al, 2011) and in Japan (Shibuya et al, 2015). Due to their arduous and busy everyday routines, high-school females do not have enough time for leisure or socializing, but they are able to take several short breaks with their smartphones, which allows them to play mobile social games either for leisure or communication (Seo and Lee, 2017).…”
Section: Methodsmentioning
confidence: 99%
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“…The authors decided to investigate the mobile social gaming of high-school females because they are generally regarded as the most active group that utilizes online spaces for social purposes; they also tend to be early adopters of new technologies who create cultural practices; this is also true in the US (Lenhart et al, 2011) and in Japan (Shibuya et al, 2015). Due to their arduous and busy everyday routines, high-school females do not have enough time for leisure or socializing, but they are able to take several short breaks with their smartphones, which allows them to play mobile social games either for leisure or communication (Seo and Lee, 2017).…”
Section: Methodsmentioning
confidence: 99%
“…Among all users, the study focuses on Korean teen female gamers between the ages of 15 and 18 for three reasons: (1) their increasingly intimate attachment to smartphones due to arduous academic schedules and parental monitoring (Park and Chun, 2013), (2) their vulnerable and marginalized social positionality and lack of dedicated public recreational spaces (Seo and Lee, 2017), and (3) their desire for peer relationship in the midst of school- and family-related stress. While the lives of teen boys also share some of the above qualities, we chose to investigate teen female gamers who we claim to be the most vulnerable population both online and offline since the culture and subculture within gaming center on men, target men, and are dominated by male perspectives (Gray et al, 2017).…”
mentioning
confidence: 99%
“…"High game scores and rankings, " especially among younger generations of gamers, can be regarded as measures of honor and display in themselves. For example, a prior study pointed out that gameproficient adolescents intentionally 'present' or 'boast' about their exceptional achievements to peers, thereby eliciting envy mixed with admiration relationships (Seo and Lee, 2017). And in anonymous gaming environments where identity information is limited, rewards can serve as significant indicators that confer authority over an individual's speech or actions (Cruz et al, 2017).…”
Section: Self-determination Theory and Cheatingmentioning
confidence: 99%