Media technologies for work and play in East Asia : critical perspectives on Japan and the two Koreas
Micky Lee (Editor),Peichi Chung (Editor)
xv, 295 pages ; 24 cm
9781529213362, 1529213363
1242746383
ebook version :
Introduction ~ Micky Lee and Peichi ChungPart 1 ~ Gender Online and Digital SexSharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea ~ Kyooeun Jang‘For Japan Only?’ Crossing and Re-Inscribing Boundaries in the Circulation of Adult Computer Games ~ Patrick W. GalbraithPart 2 ~ Governance and RegulationsThe New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascón MarcénPhenomena and Phobia Through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre SneepHow Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi ZhangHyperreal Peninsula: North Korea’s Nuclear Cinema and South Korea’s Digital Revolution ~ Elizabeth ShimPart 3 ~ Techno-Identity and Digital Labour Condition‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure ~ Keung Yoon BaeSouth Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi ChungRepresentations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey RockwellThe Work of Care in the Age of Feeling Machines ~ Shawn BenderConclusion ~ Peichi Chung
