Age of new media empires: A critical interpretation of the Korean online game industry

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In this article, the authors attempt to ascertain the factors involved in the swift growth of online games in the context of broader sociocultural elements. Through political economy and ethnographic analysis, they show that online games, like other forms of technology, are sociocultural products that have been historically constituted by certain forms of knowledge and social practice. First, they map out the forces driving their development by examining government policies and competition among online games companies in Korea. They then explore capital flow to investigate the major players in the market. Finally, they explore the sociocultural elements contributing to the diffusion of online games in the cultural milieu specific to Korea. © 2008 SAGE Publications.
Publisher
SAGE Publications
Issue Date
2008
Language
English
Citation

GAMES AND CULTURE, v.3, no.1, pp.38 - 58

ISSN
1555-4120
URI
http://hdl.handle.net/10203/89544
Appears in Collection
HSS-Journal Papers(저널논문)
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