This book is the first comparative study of media technologies in Japan and the two Koreas which illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies, drawing from political economy, cultural studies, and technology studies.
This book is the first comparative study of media technologies in Japan and the two Koreas which illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies, drawing from political economy, cultural studies, and technology studies.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Micky Lee is Professor of Media Studies at Suffolk University in Boston. Peichi Chung is Associate Professor in the Department of Cultural and Religious Studies at the Chinese University of Hong Kong.
Inhaltsangabe
Introduction ~ Micky Lee and Peichi Chung Part 1 ~ Gender Online and Digital Sex Sharing, 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. Galbraith Part 2 ~ Governance and Regulations The New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascón Phenomena and Phobia Through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre Sneep How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi Zhang Hyperreal Peninsula: North Korea's Nuclear Cinema and South Korea's Digital Revolution ~ Elizabeth Shim Part 3 ~ Techno Identity and Digital Labour Condition 'Too Many Koreans': Esports Biopower and South Korean Gaming Infrastructure ~ Becky Keung Yoon Bae South Korea's Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi Chung Representations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey Rockwell The Work of Care in the Age of Feeling Machines ~ Shawn Bender Conclusion ~ Peichi Chung
Introduction ~ Micky Lee and Peichi Chung Part 1 ~ Gender Online and Digital Sex Sharing, 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. Galbraith Part 2 ~ Governance and Regulations The New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascón Phenomena and Phobia Through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre Sneep How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi Zhang Hyperreal Peninsula: North Korea's Nuclear Cinema and South Korea's Digital Revolution ~ Elizabeth Shim Part 3 ~ Techno Identity and Digital Labour Condition 'Too Many Koreans': Esports Biopower and South Korean Gaming Infrastructure ~ Becky Keung Yoon Bae South Korea's Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi Chung Representations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey Rockwell The Work of Care in the Age of Feeling Machines ~ Shawn Bender Conclusion ~ Peichi Chung
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