2019
DOI: 10.1086/700704
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Chronotopes and Social Types in South Korean Digital Gaming

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Cited by 7 publications
(6 citation statements)
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References 20 publications
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“…The prejudice against PC Bangs is ironic, considering how they provided 24-hour low-cost internet access when broadband subscriptions were too expensive for many Korean households during the 1990s. Moreover, it was at PC Bangs that the first informal gaming tournaments began that eventually led to the popularity of esports (Rea, 2019).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The prejudice against PC Bangs is ironic, considering how they provided 24-hour low-cost internet access when broadband subscriptions were too expensive for many Korean households during the 1990s. Moreover, it was at PC Bangs that the first informal gaming tournaments began that eventually led to the popularity of esports (Rea, 2019).…”
Section: Resultsmentioning
confidence: 99%
“…As opposed to the value placed on pro-gamers as ambassadors of nations' soft power, Rea (2019) throws light on how gamers playing non-competitive games such as Massively Multiplayer Online Role-Playing Games in PC Bangs (Korean internet cafés) are lamented as social outcasts in South Korea. The author points out that, unlike the grandeur of a professional StarCraft match, PC Bang, with its low indoor illumination, shuttered windows, and regulated temperatures, creates an aura of isolation from the outside world and is a place where gamers are found playing for days in seclusion, losing a sense of time.…”
Section: Socio-cultural Appeal Of Pro-gamersmentioning
confidence: 99%
“…However, only a minority of players are professionals. Nonprofessional gamers constitute the bulk of e-sports players (Abbas, Jasim, and Nsaif 2019; Rea 2019). Whereas spectators participate passively, nonprofessional players actively participate in e-sports competitions.…”
Section: Methodsmentioning
confidence: 99%
“…Questions of new media's impact on genres of parenting are explored by Smith and Barad (2018), who consider the tribulations of Peruvian parents who, seeing the negative effects of gaming on boys, attempt to disrupt their friendship networks as a means to control their socialization. At the same time, Rea (2019) considers different chronotopic figures of South Korean gamers that have arisen in light of the infrastructural changes to Internet speeds, while Robles and Parks (2019) closely analyze focus‐group and interview participants to consider the complaint genre that has arisen about new technologies—no doubt one in which we have all engaged.…”
Section: Uncertain Remediations: Communicative Technologies and Inframentioning
confidence: 99%