Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas

Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas

Author
Micky Lee (editor)Peichi Chung (editor)
Publisher
Bristol University Press
Language
English
Year
2021
Page
312
ISBN
9781529213386
File Type
pdf
File Size
6.5 MiB

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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