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.
All Science Journal Classification (ASJC) codes
- Cultural Studies