TY - JOUR
T1 - Game playing as transnational cultural practice
T2 - A case study of Chinese gamers and Korean MMORPGs
AU - Yoon, Tae Jin
AU - Cheon, Hyejung
PY - 2014/9
Y1 - 2014/9
N2 - The objective of this study is to organise the range and the content of a cultural studies of games, to find the cultural meanings of game playing in a transnational setting, and to analyse the example of Chinese gamers who enjoy Korean online games. We claim there is a need to pursue the cultural studies of games and introduce the concept of hybridity to assist in the understanding of the circulation and consumption of online games. The case study of Chinese gamers showed a duality of game narratives and a multiplicity of gamers, suggesting that the transnational consumption of games is a hybrid consumption of hybridity.
AB - The objective of this study is to organise the range and the content of a cultural studies of games, to find the cultural meanings of game playing in a transnational setting, and to analyse the example of Chinese gamers who enjoy Korean online games. We claim there is a need to pursue the cultural studies of games and introduce the concept of hybridity to assist in the understanding of the circulation and consumption of online games. The case study of Chinese gamers showed a duality of game narratives and a multiplicity of gamers, suggesting that the transnational consumption of games is a hybrid consumption of hybridity.
UR - http://www.scopus.com/inward/record.url?scp=84904430722&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84904430722&partnerID=8YFLogxK
U2 - 10.1177/1367877913505172
DO - 10.1177/1367877913505172
M3 - Article
AN - SCOPUS:84904430722
SN - 1367-8779
VL - 17
SP - 469
EP - 483
JO - International Journal of Cultural Studies
JF - International Journal of Cultural Studies
IS - 5
ER -