Managing South Korean Online Gaming Culture

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Managing South Korean Online Gaming Culture 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 possible without the help and support of many people in both my academic and non-academic lives. I would like to express my deepest gratitude and appreciation to my committee members: Keith M. Murphy, who has supported this project since day one, provided guidance regarding theoretical frameworks, and shown remarkable poise in dealing with an occasionally difficult advisee; Tom Boellstorff, whose work on digital culture and virtual worlds has been an inspiration for my own research, and whose methodological, theoretical, and professional expertise in anthropology has been invaluable; and Bill Maurer, who helped me frame my research in a way that would make it interesting for a broader audience, and who embodies what contemporary anthropologists can contribute not only to scholarship but also to engagement with diverse interest groups. I would also like to thank Professor Hye-won Park Choi of the University of Ulsan, whose work on PC bang and Korean online gaming culture stimulated my early interest in this project and demonstrated to me the social and cultural importance of online games in Korea. Her advice and counsel before I entered my doctoral program and while I was in the field was instrumental in the successful completion of my research. I could not have asked for better mentors than the faculty at the University of California, Irvine, who challenged my preconceived notions and motivated my research questions. In the Department of Anthropology: Michael Montoya, Kaushik Sunder Rajan, Julia Elyachar, Susan Greenhalgh, Michael Burton, Kristin Peterson, Victoria Bernal, Valerie Olson, and Eleana Kim. And elsewhere: Bonnie Nardi, Gloria Mark, Paul Dourish, and Simon Penny. Jenny Fan, Mrinalini Tankha, Ursula Dalinghaus, Ivan Small, Smoki Musaraj, and John Seaman at the Institute for Money, Technology, and Financial Inclusion have also been excellent and supportive colleagues who have helped me to expand the breadth of my academic and practical activities. I would also like to thank the administrative staff in the Department of Anthropology for all of their help in securing research grants, organizing workshops, and generally making sure that everything runs smoothly: Norma Miranda, Tami Hoksbergen, Anne Marie Flores, Denise Raynor, Theresa Collica, and Keith Drover. The community of graduate students at the University of California, Irvine, have supported me both intellectually and emotionally, including my cohort: Taylor C. Nelms, Janny Li, Mark Durocher, Michael Hurley, Lydia Zacher Dixon, Caitlin Fouratt, Ather Zia, Sana Zaidi, and Lee Ngo; other doctoral students in the Department of Anthropology: Seo Young Park and Erica Vogel (my Korean studies noonas), Philip Grant, Nalika Gajaweera, Alexandra Lippman, Nanao Akanuma, Khaldun Bshara, Jordan Kraemer, Adonia Lugo, Robert Phillips, Chima Anyadike-Danes, Nandita Badami, Cristina Bejarano, Emily Brooks, Colin Cahill, Leksa Lee, Joshua Clark, Nathan Coben, Benjamin Cox, Marc Dacosta, Elizabeth DeLuca, Cheryl Deutsch, Nathan Dobson, Colin Ford, Georgia Hartman, Robert Kett, Alexander Knoepflmacher, Gregory Kohler, Sean Mallin, Elham Misreghi, Grace Jeong, Justin Perez, Simone Popperl, Morgan Romine, Daina Sanchez, Heather Thomas, Nick Seaver, Natali Valdez, Melissa Wrapp, Nima Yolmo, and Leah Zani; and in other departments: Ellie Harmon, Lynn Dombrowski, Jed Brubaker, Courtney Loder, Nicole Crenshaw, Colin Wheelock, Diana Leong, Anna Kryczka, Kara Hunt, Mark Villegas, Matt Knutson, Alice Motes, Paul Morgan, Eun-Ah Cho, and Jessica iii Conte; and all of the people in my broader intellectual and social communities: Eva Yonas, Christina Agapakis, Brian Brooks, Anna Zogas, Albert Chu, Kalin Agrawal, Sean Larabee, Jenn Henry, and Chris Herrera. I have also had conversations with graduate students from other universities at conferences and workshops who have informed my research and are too numerous to mention here. I would also like to thank all of my Korean friends and interlocutors who helped make this project possible and made my time in Korea unforgettable. I am forever indebted to you all. Finally, my mother, father, brother, and extended family have always believed in me even when I did not, and I could not have done any of this without their love and support. Elizabeth Reddy also deserves special recognition for being the best partner—intellectually and otherwise —that I could have possibly imagined. Her unwavering belief in my abilities as a scholar and in the value of my research gave me confidence when I thought I had none left. Also, Wyatt Bataille Cat (he knows why). Financial support for this research was provided by the National Science Foundation Grant BCS-1155399, the Korea Foundation, Intel People and Practices Research, and the School of Social Sciences at the University of California, Irvine. iv CURRICULUM VITAE Stephen C. Rea 2003 B.A. in Cross-Cultural Relations, Simon's Rock College of Bard. 2005 A.M. in Social Sciences, The University of Chicago. 2008 Adjunct Instructor, South University, Montgomery Campus. 2008-2013 Graduate Teaching Assistant, University of California, Irvine. 2010-2015 Graduate Student Researcher, Institute for Money, Technology and Financial Inclusion, University of California, Irvine. 2012 Korea Foundation Field Research Fellowship. 2012-2013 National Science Foundation Doctoral Dissertation Research Improvement Grant. 2013-2014 Social Computing Graduate Researcher, Intel Science and Technology Center, University of California, Irvine. 2014 Teaching Associate, University of California, Irvine. 2015 Ph.D. in Anthropology, University of California, Irvine. FIELD OF STUDY Digital culture, online gaming, temporality, sports, and medicine in urban East Asia v ABSTRACT OF THE DISSERTATION Acceleration and Information: Managing South Korean Online Gaming Culture By Stephen C. Rea Doctor of Philosophy in Anthropology University of California, Irvine, 2015 Associate Professor Keith M. Murphy, Chair This ethnography explores the practical experiences and institutional entanglements of online games, gaming, and gamers in contemporary South Korean culture and society. Korean online gaming culture is encountered at numerous sites and scales of experience, from the virtual worlds of online games, to the offline spaces where gaming happens, to societal practices and discourses around the management of online gaming and gamers backed by competing institutional interests. Online gaming is contextualized within the history of building Korea's high-speed, high-tech information society, a process known in Korea as “informatization.” Korean online gaming culture is evaluated according to a sociocultural appreciation of speed that elevates qualities of quickness and acceleration as virtues of practice and behavior, the performance of which calibrates individuals with normative expectations that inflect approaches to IT use in Korea's information society. Since its emergence in the late 1990s, Korean online gaming culture has been the source of both celebration and controversy. While online games have proven to be lucrative for the Korean economy, the objects of a vibrant popular culture, and an area of business and leisure activity that distinguishes Korea as a leader on the world stage, they have also been the objects of vi political and medical interventions around problematic gaming, or online game “addiction.” Gamers exist in the middle of this tension, their practices and behaviors evaluated against models of normative online gaming and IT use. These evaluations differ from site to site and across scales of experience, yet they are all inflected by a preoccupation with quickness and acceleration as characteristics of a normative orientation to information practices, including online gaming. Performance of these qualities connects individuals with Korea's information society, contributing to normative gaming socialities that I argue are associated with chronotopes: participatory frameworks in which temporality, spatiality, and sociality are intrinsically interconnected. Korean online gamers must calibrate themselves and their practices with normative expectations for gaming and for being social across these chronotopic scales. Failure to calibrate “correctly”—or, rather, mis-calibrating—can have serious consequences for gamers, prompting their enrollment in institutionally-backed
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