Media technologies for work and play in East Asia : critical perspectives on Japan and the two Koreas /

Bibliographic Details
Other Authors: Lee, Micky (Editor), Chung, Peichi (Editor)
Format: eBook
Language:English
Published: Bristol : Bristol University Press, 2021.
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