2013
DOI: 10.1177/1367877913505172
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Game playing as transnational cultural practice: A case study of Chinese gamers and Korean MMORPGs

Abstract: The objective of this study is to organise the range and the content of a cultural studies of games, to find the cultural meanings of game playing in a transnational setting, and to analyse the example of Chinese gamers who enjoy Korean online games. We claim there is a need to pursue the cultural studies of games and introduce the concept of hybridity to assist in the understanding of the circulation and consumption of online games. The case study of Chinese gamers showed a duality of game narratives and a mu… Show more

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Cited by 16 publications
(16 citation statements)
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“…The Korean game market has been outstanding for several reasons (Yoon and Cheon, 2014). The rapid proliferation of Internet cafes, as a convenient spot for high speed Internet connections, played a critical role in the emergence of online games as a dominant game genre for Koreans.…”
Section: Online Game Markets In South Korea and Chinamentioning
confidence: 99%
See 3 more Smart Citations
“…The Korean game market has been outstanding for several reasons (Yoon and Cheon, 2014). The rapid proliferation of Internet cafes, as a convenient spot for high speed Internet connections, played a critical role in the emergence of online games as a dominant game genre for Koreans.…”
Section: Online Game Markets In South Korea and Chinamentioning
confidence: 99%
“…As a cultural group, compared with people in other countries, Koreans spend more time nurturing social networks (Yee, 2000). They would logically be attracted to the networking aspect of massive multiplayer online roleplaying games (MMORPGs) where social interaction is at the center (Yoon and Cheon, 2014).…”
Section: Online Game Markets In South Korea and Chinamentioning
confidence: 99%
See 2 more Smart Citations
“…In contrast to the substantial attention on the consumption (i.e. Hjorth, 2007; Yoon & Cheon, 2014) and circulation (i.e. Jin, 2011; Jin & Chee, 2008) of Korea’s digital game industry in the global cultural market, there has been relatively little academic attention on the production side of this equation.…”
mentioning
confidence: 99%