Media technologies for work and play in East Asia : critical perspectives on Japan and the two Koreas /
| Other Authors: | , |
|---|---|
| Format: | eBook |
| Language: | English |
| Published: |
Bristol :
Bristol University Press,
2021.
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| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
Table of Contents:
- Front cover
- Title Page
- Copyright Page
- Table of Contents
- List of Figures and Tables
- Notes on Contributors and Editors
- Foreword 1: Media for Work and Play in a Pandemic World
- Foreword 2: The Development of Information and Communication Technologies in South Korea after World War II
- Introduction
- Part I: Gender Online and Digital Sex
- Introduction to Part I
- 1. Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea
- 2.'For Japan Only?' Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games
- Part II: Governance and Regulations
- Introduction to Part II
- 3. The New Personal Data Protection in Japan: Is It Enough?
- 4. Phenomena and Phobia through Pokemon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan
- 5. How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea
- 6. Hyperreal Peninsula: North Korea's Nuclear Cinema and South Korea's Digital Revolution
- Part III: Techno-identity and Digital Labour Condition
- Introduction to Part III
- 7. 'Too Many Koreans': Esports Biopower and South Korean Gaming Infrastructure
- 8. South Korea's Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour
- 9. Representations of Play: Pachinko in Popular Media
- 10. The Work of Care in the Age of Feeling Machines
- Conclusion
- Index
- Back cover