Logging on in China's Internet Cafés
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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 -
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 -
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. -
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. -
Designing Spectator Interfaces for Competitive Video Games
Designing Spectator Interfaces for Competitive Video Games Master’s thesis in the Interaction Design and Technologies Program CHRISTIAN CARLSSON AXEL PELLING Department of Applied Information Technology CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2015 Report No. 2015:129 Report Number 2015:129 Designing Spectator Interfaces for Competitive Video Games CHRISTIAN CARLSSON AXEL PELLING Department of Applied Information Technology CHALMERS UNIVERSITY OF TECHNOLOGY Gothenburg, Sweden 2015 The Author grants to Chalmers University of Technology and University of Gothenburg the non- exclusive right to publish the Work electronically and in a non-commercial purpose make it accessible on the Internet. The Author warrants that he/she is the author to the Work, and warrants that the Work does not contain text, pictures or other material that violates copyright law. The Author shall, when transferring the rights of the Work to a third party (for example a publisher or a company), acknowledge the third party about this agreement. If the Authors has signed a copyright agreement with a third party regarding the Work, the Author warrants hereby that he/she has obtained any necessary permission from this third party to let Chalmers University of Technology and University of Gothenburg store the Work electronically and make it accessible on the Internet. Designing Spectator Interfaces for Competitive Video Games CHRISTIAN CARLSSON AXEL PELLING © CHRISTIAN CARLSSON, June 2015. © AXEL PELLING, June 2015. Examiner: OLOF TORGERSSON Master Thesis at Chalmers University of Technology Report No. 2015:129 Department of Applied Information Technology Chalmers University of Technology, SE-412 96, Göteborg, Sweden Telephone +46 (0)31-772 10 00 Cover: Final redesign of the Hearthstone spectator interface, see page 73. -
White Paper on Korean Games
2008 White Paper on Korean Games MINISTRY OF CULTURE, SPORTS AND TOURISM KOREA GAME INDUSTRY AGENCY Chapter 1 � 1 Policy Trends in the Game Industry / 6 2 2007 Trends in the Korean Game Industry / 12 3 Rating Classification for Games in Korea / 17 4 Current Status of e-Sports / 23 2008 White Paper Contents Guide to Korean Game Industry and Culture Chapter 2 Chapter 3 � � 1 Market and Industry / 30 1 Trends Among Korean Gamers / 43 2 Internet Cafes / 39 2 Gamers by Platform / 67 on Korean Games Guide to Korean Game Industry and Culture Glossary of Terms Game Platform Game Users Arcade Game Hardcore Gamer A coin electronic game of the type that is often A person who plays games for over 2 hours a played in amusement arcades day on average Online Game General Gamer A game that connects many players together A person who has played a game at least once on a server that can be accessed over the Internet by individual PC terminals Potential Gamer A person who has never played a game before PC Game (PC Stand-alone Game) but could become a casual gamer, or is a A game installed on a PC through an optical casual player who plays games for less than storage device such as a CD-ROM or a DVD- 30 minutes a day ROM and requires no server to play Non-Gamer Video Game A person who does not play any games at all A game inserted into a game console system that is connected to a TV set ※Game Console : A machine designed to play video games stored in CDs, DVDs or ROM cartridges(e.g., Xbox, Playstation, Game Cube) Mobile Game A game played on mobile phones