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Media Technologies for Work and Play in East Asia

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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 govern...
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  • 28 June 2021
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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.

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Price: $127.95
Pages: 312
Publisher: Bristol University Press
Imprint: Bristol University Press
Publication Date: 28 June 2021
ISBN: 9781529213362
Format: Hardcover
BISACs: SOCIAL SCIENCE / Media Studies, Media studies, COMPUTERS / Social Aspects, TECHNOLOGY & ENGINEERING / Social Aspects
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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

Part 1 ~ Gender Online and Digital Sex

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

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

Part 2 ~ Governance and Regulations

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

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

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

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

Part 3 ~ Techno-Identity and Digital Labour Condition

‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure ~ Keung Yoon Bae

South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi Chung

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

The Work of Care in the Age of Feeling Machines ~ Shawn Bender

Conclusion ~ Peichi Chung