White Paper on Korean Games
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UC Irvine UC Irvine Electronic Theses and Dissertations Title Acceleration and Information: Managing South Korean Online Gaming Culture Permalink https://escholarship.org/uc/item/2204k0wv Author Rea, Stephen Campbell Publication Date 2015 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA, IRVINE Acceleration and Information: Managing South Korean Online Gaming Culture DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Anthropology by Stephen C. Rea Dissertation Committee: Associate Professor Keith M. Murphy, Chair Professor Tom Boellstorff Professor Bill Maurer 2015 © 2015 Stephen C. Rea TABLE OF CONTENTS Page ACKNOWLEDGEMENTS iii CURRICULUM VITAE v ABSTRACT OF THE DISSERTATION vi CHAPTER 1: Playing at the Speed of Life: Korean Online Gaming Culture and the 1 Aesthetic Representations of an Advanced Information Society CHAPTER 2: “Slow to Industrialize, but Let’s Lead in Informatization”: The Korea 31 Information Infrastructure, the IMF, and Online Games CHAPTER 3: Situating Korean Online Gaming Culture Offline 71 CHAPTER 4: Managing the Gap: The Temporal, Spatial, and Social Entailments of 112 Playing Online Games CHAPTER 5: Crafting Stars: e-Sports and the Professionalization of Korean Online 144 Gaming Culture CHAPTER 6: “From Heroes to Monsters”: “Addiction” and Managing Online Gaming 184 Culture CONCLUSION 235 BIBLIOGRAPHY 242 ii ACKNOWLEDGEMENTS This dissertation would not have been -
Redeye Gaming Report 2018.Pdf
REDEYE Redeye is the next generation equity research and investment banking company, specialized in life science and technology. We are the leading providers of corporate broking and corporate finance in these sectors. Our clients are innovative growth companies in the nordics and we use a unique rating model built on a value based investment philosophy. Redeye was founded 1999 in Stockholm and is regulated by the swedish financial authority (finansinspektionen). THE GAMING TEAM Johan Ekström Kristoffer Lindström Tomas Otterbeck Client Manager Analyst Analyst Johan has a Master of Science in finance Kristoffer Lindström has both a BSc Tomas Otterbeck gained a Master’s from the Stockholm School of Economics, and an MSc in Finance. He has previously degree in Business and Economics at and has studied e-commerce and market- worked as a financial advisor, stockbroker Stockholm University. He also studied ing at the MBA Haas School of Business, and equity analyst at Swedbank. Kristoffer Computing and Systems Science at the University of California, Berkeley. Johan started to work for Redeye in early 2014, KTH Royal Institute of Technology. Tomas has worked as an equity portfolio man- and today works as an equity analyst cov- was previously responsible for Redeye’s ager at Alfa Bank and Gazprombank in ering companies in the tech sector with a website for six years, during which time Moscow, as a hedge fund manager at EME focus on the Gaming and he developed its blog and community and Partners, and as an analyst and portfolio Gambling industry. was editor of its digital stock exchange manager at Swedbank Robur. -
Menschen Märkte Medien Management
Menschen Märkte Medien Management Berichte aus Forschung und Lehre 03/2007 Aspects of Digital Game Culture The Cases of Eastern Europe and China Sven Jöckel (Hrsg.) MMMM – 03/2007 Gaming Culture 2/111 Table of Content Foreword ...........................................................................................................................................3 Study 1 ...............................................................................................................................................5 Eastern European Gaming Cultures..........................................................................................6 1. Introduction..................................................................................................................................6 2. Digital games market in Eastern Europe..............................................................................7 3. Method of research ..................................................................................................................12 4. Results.........................................................................................................................................13 5. Conclusions ...............................................................................................................................26 6. Sources .......................................................................................................................................27 Study 2 .............................................................................................................................................28 -
Historiography of Korean Esports: Perspectives on Spectatorship
International Journal of Communication 14(2020), 3727–3745 1932–8036/20200005 Historiography of Korean Esports: Perspectives on Spectatorship DAL YONG JIN Simon Fraser University, Canada As a historiography of esports in Korea, this article documents the very early esports era, which played a major role in developing Korea’s esports scene, between the late 1990s and the early 2000s. By using spectatorship as a theoretical framework, it articulates the historical backgrounds for the emergence of esports in tandem with Korea’s unique sociocultural milieu, including the formation of mass spectatorship. In so doing, it attempts to identify the major players and events that contributed to the formation of esports culture. It periodizes the early Korean esports scene into three major periods—namely, the introduction of PC communications like Hitel until 1998, the introduction of StarCraft and PC bang, and the emergence of esports broadcasting and the institutionalization of spectatorship in the Korean context until 2002. Keywords: esports, historiography, spectatorship, youth culture, digital games In the late 2010s, millions of global youth participated in esports as gamers and viewers every day. With the rapid growth of various game platforms, in particular, online and mobile, people around the world enjoy these new cultural activities. From elementary school students to college students, to people in their early careers, global youth are deeply involved in esports, referring to an electronic sport and the leagues in which players compete through networked games and related activities, including the broadcasting of game leagues (Jin, 2010; T. L. Taylor, 2015). As esports attract crowds of millions more through online video streaming services like Twitch, the activity’s popularity as one of the most enjoyable sports and business products continues to soar. -
Rights to User Generated Content in a VR World
[2016] Vol.5 NTUT J. of Intell. Prop. L. & Mgmt. Rights to User Generated Content in a VR World Randy Finch,* Jamie C. Yang** ABSTRACT Virtual reality (VR) generally refers to an artificial environment, constructed using a computer and presented to the user in such a way that they feel they are inside an alternate world. In 2016, VR – the experience of exploring 360 degree photos and videos and to interact with computer generated characters and objects inside virtual worlds – has finally (after years of development) shown mass market commercial promise. While much of the VR revenue is currently being captured by hardware and software makers, it is not difficult to imagine value being captured by licensing access to user generated content (UGC) in VR. For example, as with videogames and professional sports, it might be possible to monetize the experience of watching players of exceptional ability as they play a VR game (e.g., gameplay by someone engaged in a VR eSport). Alternately, offering a global audience the opportunity to explore a work of art created by a master in VR (perhaps as the master is creating the work) could also present a source of revenue. Stakeholders, including VR app developers, gaming platforms and game production companies, will likely want to control revenue from UGC as it is in their commercial interest. In this article, we explore the potential for right of publicity, performance rights, and copyright protection for UGC in VR. VR has only been commercialized very recently and there have not been court decisions concerning the ownership of user generated content in a VR world. -
Massively Multiplayer Online Games Industry: a Review and Comparison
Massively Multiplayer Online Games Industry: A Review and Comparison From Middleware to Publishing By Almuntaser Alhindawi Javed Rafiq Sim Boon Seong 2007 A Management project presented in part consideration for the degree of "General and Financial MBA". CONFIDENTIALITY STATEMENT This project has been agreed as confidential between the students, university and sponsoring organisation. This agreement runs for five years from September, 14 th , 2007. ii Acknowledgements We would like to acknowledge Monumental Games management for giving us this opportunity to gain an insight of this interesting industry. Special thanks for Sarah Davis, Thomas Chesney and the University of Nottingham Business School MBA office personnel (Elaine, Kathleen and Christinne) for their assistance and support throughout this project. We would also like to thank our families for their constant support and patience; - Abdula Alhindawi - Fatima Alhindawi - Shatha Bilbeisi - Michelle Law Seow Cha - Sim Hock Soon - Yow Lee Yong - Mohamed Rafiq - Salma Rafiq - Shama Hamid Last but not least, our project supervisor Duncan Shaw for his support and guidance throughout the duration of this management project. i Contents Executive Summary iv Terms and Definition vi 1.0 Introduction 1 1.1 Methodology 1 1.1.1 Primary Data Capture 1 1.1.2 Secondary Data Capture 2 1.2 Literature Review 4 1.2.1 Introduction 4 1.2.2 Competitive Advantage 15 1.2.3 Business Model 22 1.2.4 Strategic Market Planning Process 27 1.2.5 Value Net 32 2.0 Middleware Industry 42 2.1 Industry Overview 42 2.2 -
Masarykova Univerzita Filozofická Fakulta
Masarykova univerzita Filozofická fakulta Ústav hudební vědy Bakalářská diplomová práce 2012 Roman Kusák Masarykova univerzita Filozofická fakulta Ústav hudební vědy Teorie interaktivních médií Roman Kusák Profesionální hraní počítačové hry StarCraft ve světě a u nás Bakalářská diplomová práce Vedoucí práce: Mgr. Jaroslav Švelch 2012 Prohlašuji, že jsem diplomovou práci vypracoval samostatně s využitím uvedených pramenů a literatury. …………………………………………… Podpis autora práce Poděkování: Nejdříve bych rád poděkoval svému vedoucímu práce Mgr. Jaroslavovi Švelchovi za cenné rady a připomínky při psaní práce. Dále děkuji za rozhovory, které mi poskytli členové komunity kolem StarCraftu 2 a v neposlední řadě patří dík i mé rodině za podporu a trpělivost Obsah Úvod ........................................................................................................................ 6 1. Představení počítačové hry StarCraft ............................................................... 11 1.1 StarCraft .......................................................................................................... 12 1.2 Multiplayer ..................................................................................................... 14 2. StarCraft v Jižní Koreji ...................................................................................... 16 2.1 Počátky profesionálního hraní v Koreji ........................................................... 18 2.1.1 První organizace pro profesionální hráče ............................................ 19 -
Beijing 56 Shanghai 60 Conclusion 68
37257 POSTINDUSTRIAL Public Disclosure Authorized Public Disclosure Authorized Public Disclosure Authorized Public Disclosure Authorized Shahid Yusuf andKaoruNabeshima Shahid Yusuf EAST ASIANCITIES Innovation forGrowth POSTINDUSTRIAL EAST ASIAN CITIES POSTINDUSTRIAL EAST ASIAN CITIES Innovation for Growth SHAHID YUSUF KAORU NABESHIMA A COPUBLICATION OF STANFORD ECONOMICS AND FINANCE, AN IMPRINT OF STANFORD UNIVERSITY PRESS, AND THE WORLD BANK © 2006 The International Bank for Reconstruction and Development/The World Bank 1818 H Street NW Washington DC 20433 Telephone: 202-473-1000 Internet: www.worldbank.org E-mail: [email protected] All rights reserved 123409080706 A copublication of Stanford Economics and Finance, an imprint of Stanford University Press, and the World Bank. Stanford University Press The World Bank 1450 Page Mill Road 1818 H Sreet NW Palo Alto CA 94304 Washington DC 20433 The findings, interpretations, and conclusions expressed herein are those of the author(s) and do not necessarily reflect the views of the Executive Directors of the International Bank for Reconstruction and Development/The World Bank or the governments they represent. The World Bank does not guarantee the accuracy of the data included in this work. The boundaries, colors, denominations, and other information shown on any map in this work do not imply any judge- ment on the part of The World Bank concerning the legal status of any territory or the endorsement or acceptance of such boundaries. Rights and Permissions The material in this publication is copyrighted. Copying and/or transmitting portions or all of this work without permission may be a violation of applicable law. The International Bank for Reconstruction and Development/The World Bank encourages dissemination of its work and will normally grant permis- sion to reproduce portions of the work promptly. -
Entertaining Politics: Exploring Historical Transformation of Production, Distribution, and Consumption of Political Entertainment in Korea
The Pennsylvania State University The Graduate School College of Communications ENTERTAINING POLITICS: EXPLORING HISTORICAL TRANSFORMATION OF PRODUCTION, DISTRIBUTION, AND CONSUMPTION OF POLITICAL ENTERTAINMENT IN KOREA A Dissertation in Mass Communications by Kyung Han You © 2014 Kyung Han You Submitted in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy December 2014 The dissertation of Kyung Han You was reviewed and approved* by the following: Ronald V. Bettig Associate Professor of Media Studies Dissertation Advisor Chair of Committee Patrick R. Parsons Don Davis Professor of Ethics, Telecommunications Michelle Rodino-Colocino Associate Professor of Media Studies Marylee Taylor, Associate Professor of Sociology Department of Sociology Ford Risley Professor of Journalism Interim Associate Dean for Undergraduate and Graduate Education *Signatures are on file in the Graduate School ABSTRACT Observing the paucity of research on political entertainment in Korea, this study has explored the historical transformation in Korean political entertainment through the lens of changing social and economic conditions, as well as shifts in power relations, over the past several decades. The study has taken two broad and interrelated research questions as its starting points: “How are political, economic, and social forms of power associated with the production, distribution, and consumption of political entertainment?” and “How has the production and dissemination of such programs changed over the past half-century and in what specific contexts?” This approach has allowed particular attention to the role of political institutions in regulating media industries; the origin of Korean political entertainment and its distinctive features; the factors and conditions influencing the transformation in formats and genres of political entertainment; and the effects of technological shifts on political entertainment. -
Transculturation of Global Play-Scape Video Games in East Asia
Lineage of Line Age: Transculturation of Global Play-scape Video Games in East Asia Hui Wang Graduate Student Ruprecht-Karls Universität Heidelberg RASAALA, Volume 7: “Recreating Recreation” (2019) 39 Lineage of Line Age: Transculturation of Global Play-scape Video Games in East Asia Abstract This essay sets to explore the significance, mode, and complexity of videogame-playing in processes of social reconfiguration and cultural transmutation under conditions of further globalization, digitalization, and multinational capitalism through the online game Lineage in the context of video gaming in East Asia. Growing together with the gaming industry, there are the increased collective zests for the consumption of image, symbolic meaning, sensory spectacles and simulacra, as well as the global enthusiasm for cultural soft power and culture- creative industry. Eventually, these all constitute and transform the political-economic environment of multinational information-capitalism in the so-called post-industrial era, where video gaming is considered an ideal-type commodity and powerful form of cultural statement and participation mechanism. It also expects to shed some light upon the East Asian agencies within this transcultural dynamism, providing a counterargument and third path to those opinions, which consider globalization and contemporary popular culture as either homogeneous techno-oriented pan-Americanization or self-enclosed multiculturalism. Key words: transculturation, video game, gaming, media culture, East Asia RASAALA, Volume 7: “Recreating Recreation” (2019) 40 … when I was a schoolboy, I always played the Nethack1 game. That’s a text-based Unix game. I loved that, and my dream was to make a game based on that sort of virtual world - so when I encountered the Internet, I was very excited, because this could be a reality! That’s why I created a company to make online games. -
Webtelevision, Webseries and Webcasting
Webtelevision, Webseries and Webcasting Case studies in the organization and distribution of television- style content produced online Dee Majek Filmvetenskapliga Institutionen / Department of Cinema Studies Examensarbete 15 hp / Masters of One Year Thesis 15 credits Filmvetenskap / Cinema Studies Magisterskurs (15-30 hp) / Masters of One Year course (15-30 credits) Vårterminen / Spring term 2012 Handledare / Supervisor: Maaret Koskinen Webtelevision, Webseries, and Webcasting Case studies in the organization and distribution of television-style content produced online Dee Majek Abstract This thesis outlines the structure and functionality of a selection of webseries, webshows, and eSports casting examples, in order to add to the discourse on online video. Webtelevision, or Web TV production, distribution, and financing systems will be detailed in the case studies made; and industry actors such as entrepreneurs, independents, corporations and conglomerates will be discussed and identified. Who are the producers, the advertisers, the distribution platforms, the sponsors, the rights holders, and how do they interact? In exploring the structure of some examples of Web TV, I wish to debunk the online-amateur association as an inaccurate or insufficient description which permeates much prior academic study on online video. Webshow content, business strategies, legal and copyright issues, as well as fan culture aspects will also be investigated; and in regards to eSports, the question of televised as opposed to streamcast tournaments will be -
Ensayos Sobre Corea: Reflexiones a 50 Años De La Llegada De Los Primeros Coreanos a La Argentina”
“ENSAYOS SOBRE COREA: REFLEXIONES A 50 AÑOS DE LA LLEGADA DE LOS PRIMEROS COREANOS A LA ARGENTINA” 2 – Indice Ensayos sobre Corea : reflexiones a 50 años de la llegada de los primeros coreanos a la Argentina / Martín D. Civeira ... [et al.] ; compilado por Bárbara Bavoleó ; María Florencia Colavita. - 1a ed adaptada. - La Plata : Universidad Nacional de La Plata. Facultad de Ciencias Jurídicas y Sociales, 2017. 110 p. ; 22 x 16 cm. ISBN 978-950-34-1450-7 1. Corea. 2. Sociedad . I. Civeira, Martín D. II. Bavoleó, Bárbara, comp. III. Colavita, María Florencia , comp. CDD 951.9 Indice - 3 PRÓLOGO 5 SECCIÓN I: CULTURA 9 Tan lejos, tan cerca. Reflexiones descontracturadas sobre el encuentro de las culturas argentina y coreana Por Martín D. Civeira 11 Los dramas coreanos: una puerta a la cultura coreana para argentina Por Alexander Ezequiel Cárdenas 21 Coreanos argentinos: la biculturalidad al palo Por Florentina Guaita 31 Los videojuegos, parte de la cultura de Corea del Sur Por Michelle Martha Charotti 43 SECCIÓN II: EDUCACIÓN 53 La importancia de la educación como eje en la formación de la identidad cultural y nacional coreana: una mirada desde américa latina Por Irma Macarena Henríquez Díaz 55 Dominación, violencia y desigualdad: la educación en Corea y en Argentina durante el periodo colonial Por Daniela Elisa Alvarez 67 SECCIÓN III: ECONOMÍA 77 Presente y futuro de las empresas coreanas en el sector de energía e infraestructura argentinos. Presencia china y otros desafíos a superar Por Ih-Joon Chang 79 SECCIÓN IV: GEOGRAFÍA 93 La soberanía coreana sobre las Islas Dokdo y la importancia de su biodiversidad Por María Florencia Colavita 95 SECCIÓN V: POLÍTICA 105 Análisis comparado del cuarto poder en Argentina y Corea del Sur.