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Which clippings match 'Imaginary Spaces' keyword pg.1 of 1
19 JANUARY 2016

Korean video gamers tend to play collectively (not individually)

"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.' [29] 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. [30] 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.

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TAGS

2015 • Chinese gamer • collective behaviourcollectivism • Crazyracing Kartrider • cultural location • digital national identity • e-sport culture • e-sports • game massacre event • gameplaygames research • gaming experience • gaming narrative • gaming nation • Hye Ryoung Ok • imaginary spacesimmersion • indigenous gaming culture • indigenous video game culture • international sports phenomenon • Jim OReilly • Korean community • Korean gamer • Korean society • LAN gaming • Legend of Mir 2 • Mark Wolf • mass collaboration • mass killing • multiplayer computer games • nation-building • national pastime • new media phenomenon • PC bang • people play games together • play games together • political tension • professional gamer • racial tensions • shared context • social gameplay • social gaming • social interaction • social interaction through gaming • South Korea • Tomi Ahonen • video game culture • youth culture

CONTRIBUTOR

Simon Perkins
30 OCTOBER 2013

Dark Places: arts research exploring UK techno-scientific and industrial / military infrastructure

"Dark Places is part of the Overt Research Project, run by Office of Experiments.

This work was first shown publicly at the exhibition 'Dark Places' curated by Office of Experiments with John Hansard Gallery, Arts Catalyst and SCAN [http://www.scansite.org] in 2009–10. This site was publicly launched on 13th December 2010.

In developing the work for this exhibition, we imagined the construction of an alternative and experimental knowledge source that in turn maps all other sites of knowledge, as they exist in the UK Landscape. A 'Field Guide to Dark Places' is the first of these experimental resources, and aims to draw on and develop responses to the vast infrastructure of the techno–scientific and industrial / military complex, probing aesthetic, political and philosophical questions around spaces that are inaccessible or in some cases secret. (for reasons varying from simple understanding to physical and security issues – the performance as the writer Foucault would state of 'heterotopias').

Overall, the Overt Research Project is vast and so our aim was initially to start with an experience of physical sites within reach of John Hansard Gallery. Our research of these sites has led us to create experimental methods which in turn led to a number of installations, that can be seen by going to the John Hansard Gallery entry on this site (Southampton).

Whilst our own researchers, specifically Neal White and Steve Rowell, largely conducted research for the Dark Places Field Guide, our aim now is to extend the scale of this work by opening up this resource to enthusiasts, amateur scientists and urban explorers. If you would like to take part, we ask that you attend a physical event, as critical to our work is the link between the imaginary and the real – often confounded by pure virtual experience. We have run a number of events at which you can register to become an official Overt Researcher. These have most frequently included 'Critical Excursions'."

(Office of Experiments)

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TAGS

2009 • aesthetic questions • alternative knowledge • amateur science • art exhibitionart installationart work • critical excursions • dark places • Dark Places (exhibition) • dark tourism • digital artsenthusiastsexperience projectexperimental knowledge • experimental research methods • experimental resource • field guide • Field Guide to Dark Places (resource) • heterotopiahuman experienceimaginary spaces • inaccessible spaces • industrial archaeology • interdisciplinary arts • John Hansard Gallery • landscapemapsMichel Foucaultmilitary complexmilitary hardwaremilitary historymilitary-industrial complexnational securityNeal White • Office of Experiments • Overt Research Project (ORP) • philosophical questionsphysical event • physical site • political questions • SCAN (agency) • secret town • security issues • sites of knowledge • South of EnglandSouthampton • Steve Rowell • techno-scientific • technoscience • The Arts Catalyst • UKurban explorerurban geographyvirtual experience

CONTRIBUTOR

Simon Perkins
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