"Indigenous video game culture creates a game space that Korean gamers use to construct their digital national identity. To Korean gamers, the concept of a digital Korea represents an imaginary space of Korean community where people play games together. Unlike gamers in the United States and Japan, whose gaming experience tends to be individualized, Korea's indigenous video game culture represents a new form of youth culture that allows young gamers to engage in social interaction through gaming with friends at PC Bangs. In this culture, entertainment happens at the moment when gamers are able to 'shout and play games together.'  This experience of social gaming creates a particular taste of gameplay that also leads to further immersion in a gaming narrative particular to most Korean gamers (Ok 2011). It is said that Korea is a mad gaming nation (Ahonen and O'Reilly 2007), and the country has the highest penetration rate for a single online game; 12 million South Koreans have driven a car in the Nexon online game Crazyracing Kartrider (2004). In addition to social gameplay within the Korean community, nation-building sentiments also arise in the context of Korean player-killing, where Korean gamers engage in social gaming on the international servers of an online game.  Thomas (2008) describes such gameplay as a cultural location that reflects existing racial tensions between Korean and American gamers. Similarly, political tension also appeared in a game massacre event, when Chinese gamers hacked into a Korean server and sparked mass killing between Chinese and Korean gamers in Legend of Mir II (2001).
On a macro level, gaming as a national pastime can be seen in the rapid spread of e-sports in all aspects of Korean society, and this e-sport culture is an indigenous gaming culture that receives support from the government, media institutions, and passionate gamers. E-sports have become recognized as an international sports phenomenon with their origins in Korea. With their emphasis on professional gamers, they have also become an emerging new media phenomenon, an international spectacle in video games (Jin 2010)."
(Mark J. P. Wolf, p.509)
Wolf, M. J. P. (2015). "Video Games Around the World", The MIT Press.
"In November 2011, the UN invited representatives from 194 states to discuss climate change at the COP17 Conference (17th Conference of Parties) in Durban, South Africa. CNN launched the ECOSPHERE Project and brought the world to the COP17 Climate Change Conference – with a hashtag.
The CNN ECOSPHERE is a digital ecosystem growing from thousands of tweets about climate change. A real–time visualisation of the global discussion on the internet.
Every #COP17 tweet stimulated growth in one of the numerous plants representing topics like Sustainability or Carbon. The size, colour and growth rate of these plants gave users a fascinating view of how the international conversation was evolving.
CNN invited people to plant a thought with hashtag #COP17 and brought the project to the COP17 Conference. Here a live digital installation connected delegates with contributions from all over the world–getting more people involved in a climate change conference than ever before."
"Elgg is an award–winning open source social networking engine that provides a robust framework on which to build all kinds of social environments, from a campus wide social network for your university, school or college or an internal collaborative platform for your organization through to a brand–building communications tool for your company and its clients."
["Elgg" and the Elgg logo are registered trademarks of Curverider Limited, a wholly–owned subsidiary of Thematic Networks Limited.]
"...think about the value of the Wall Street Journal to business leaders. The value it provides is context – the Journal allows readers to see themselves in the context of the financial world each day, which enables more informed decision making. With this in mind, think about your company as a microcosm of the financial world. Can your employees see themselves in the context of the whole company? Would more informed decisions be made if employees and leaders had access to internal news sources? Weblogs serve this need. By making internal websites simple to update, weblogs allow individuals and teams to maintain online journals that chronicle projects inside the company. These professional journals make it easy to produce and access internal news, providing context to the company – context that can profoundly affect decision making. In this way, weblogs allow employees and leaders to make more informed decisions through increasing their awareness of internal news and events."
(Lee LeFever, 2004/06/21 11:18 PM)
[his pitch argues a case for using Weblogs in a corporate setting. One could argue that their use in this context might provide a challenge to accepted corporate Intranet practices. Instead of such systems being provided as mechanisms for publishing (authorised) corporate 'news' they might instead provide a means for employees to 'feedback' and share their understandings with their peers. In this way weblogs would not only provide context but they could also help to promote corporate loyalty and team–building.]