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 Edited By Micky Lee, Peichi Chung. Electronic Reproduction. Baltimore, Md Available Via World Wide Web.
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