2006
DOI: 10.1207/s15405710pc0403_6
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The Games We Play Online and Offline: Making Wang-tta in Korea

Abstract: This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. I consider ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as "third places." A synthesis of the Korean concept Wang-tta provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. Korea's gaming soc… Show more

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Cited by 47 publications
(41 citation statements)
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“…Some field studies take place on several occasions in one LAN party or one game café [28] while other field studies evolve over years at several game cafés [30]. In previous studies the numbers of interviews range between 14 players to 80 participants often of mixed backgrounds, of varied age with a clear majority of male participants [6][11] [19] [24].…”
Section: Methodsmentioning
confidence: 99%
See 1 more Smart Citation
“…Some field studies take place on several occasions in one LAN party or one game café [28] while other field studies evolve over years at several game cafés [30]. In previous studies the numbers of interviews range between 14 players to 80 participants often of mixed backgrounds, of varied age with a clear majority of male participants [6][11] [19] [24].…”
Section: Methodsmentioning
confidence: 99%
“…The emergence of co-located public game settings, such as game cafés, across the world is notable. In South East Asia, "PC bangs", "Wang bas" and Internet cafés are popular places among youth to play computer games and to socialize with friends [6][22] [24]. In Europe these settings have become popular hangout places for teenage boys to play with friends [11] [16] and to escape parental surveillance.…”
Section: Co-located Game Settingsmentioning
confidence: 99%
“…We will use the international term game café in this paper, which includes computer game settings such as wangbas in China, [9] i in Korea PC bangs [7,14] gaming centers in Sweden. The lack of definition is notable since there have been a growing number of studies of game cafés in Europe and Asia [8,[10][11][15][16][17].…”
Section: A Game Cafémentioning
confidence: 99%
“…In South East Asia, PC bangs, Wangbas and Internet cafes have been found to be popular places among youth to play computer games and to socialize with friends [7][8][9]. In Europe game cafes have become popular places for teenage boys to play games with friends [10][11] and escape parental supervision.…”
Section: Introductionmentioning
confidence: 99%
“…This phenomenon piqued both the interest and fear of South Korean citizens and subsequently led to the creation of the terms 'iljin' (from ijime) and 'wang-tta.' 'Wang' means 'King' or 'best,' while 'tta' means to ostracize/exclude; thus 'wang-tta' has been defined as "the act of singling out one person in a group to bully and ostracize" (Chee, 2006). …”
Section: The 1980smentioning
confidence: 99%