Policy Press

Publishing with Purpose

Media Technologies for Work and Play in East Asia

Critical Perspectives on Japan and the Two Koreas

Edited by Micky Lee and Peichi Chung

Published

1 May 2021

Page count

288 pages

ISBN

978-1529213362

Dimensions

234 x 156 mm

Imprint

Bristol University Press

Published

1 May 2021

Page count

288 pages

ISBN

978-1529213379

Dimensions

234 x 156 mm

Imprint

Bristol University Press
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    Media Technologies for Work and Play in East Asia

    Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play.

    The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies, and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.

    Micky Lee is Professor of Media Studies at Suffolk University in Boston.

    Peichi Chung is Associate Professor in the Department of Cultural and Religious Studies at the Chinese University of Hong Kong.

    Introduction ~ Micky Lee and Peichi Chung

    Culture of Mobile Phone Novels: A Comparison of Cultural Particularities of Mobile Phone Novels and Service Providers in Japan ~ Sarah Trinh

    The New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascón Marcén

    Representations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey Rockwell

    “For Japan Only?” Crossing and Re-Inscribing Boundaries in the Circulation of Adult Computer Games ~ Patrick W. Galbraith

    Topic Will Be on Robots As Assistive Technology for the Aging ~ Shawn Bender

    Phenomena and Phobia Through Pokémon Go: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre Sneep

    Playground and Workplace? The Case of Esports Web TV Creators in South Korea ~ Eun-Kyoung Choi

    Esports History, Ecosystem and Professional Player in East Asia ~ Peichi Chung

    “Too Many Koreans”: Esports Biopower and South Korean Gaming Infrastructure ~ Becky Keung Yoon Bae

    Sharing, Selling, Striving: The Gendered Labor of Female Social Entrepreneurship in South Korea ~ Kyooeun Jang

    Social Gamer Monetization: South Korean Teen Girls’ Free Labor in KakaoTalk Mobile Games ~ Hogeun SEO and Claire Shinhea Lee

    Hyperreal Peninsula: North Korea’s Nuclear Cinema and South Korea’s Digital Revolution ~ Elizabeth Shim

    How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi Zhang

    Conclusion: Theoretical Implications ~ Peichi Chung and Micky Lee