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Essays on Korean online game communities: A sense of place: Media and motivation in Korea by the Wang-tta effect; Order and chaos in an ethnography of Korean online game communities

机译:关于韩国​​网络游戏社区的论文:位置感:Wang-tta效应在韩国的媒体和动机;韩国网络游戏社区民族志中的秩序与混乱

摘要

Essay 1 : This paper presents an ethnographic analysis of the different ways Korean game players establish community. I look at Korean PC game rooms as "third places,", and peer relations associated with online video gaming activities. A synthesis of the Korean concept "Wang-tta" and application of the TEDA Ethos protocol provides extra insight into the motivations to excel at digital games and one of the strong drivers of such community membership. Essay 2: This paper explores the dichotomy of order and chaos within the realm of play. Among the topics under discussion are the binary models of Western thought including Nietzscheu27s Apollo and Dionysus as it relates to works in ludology, the study of play. I look at the notions of order and chaos in an empirical setting of Korea, while looking at the symbiotic relationship between the rhetoric of play as progress and frivolity
机译:文章1:本文对韩国游戏玩家建立社区的不同方式进行了人种学分析。我将韩国PC游戏室视为“第三名”,并将其与在线视频游戏活动相关联。韩国概念“ Wang-tta”的综合以及TEDA Ethos协议的应用提供了额外的洞察力,以了解在数字游戏中脱颖而出的动机以及此类社区成员的强大推动力之一。作文2:本文探讨了游戏领域内秩序与混乱的二分法。讨论中的话题是西方思想的二元模型,包括尼采的阿波罗和狄俄尼索斯,因为它们与性学,游戏研究有关。在韩国的经验背景下,我观察了秩序和混乱的概念,同时在游戏性的言论作为进步与轻浮之间也存在着共生关系。

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    Chee Florence;

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