Annotated Bibliography the partnership between online games and it players

Ahn, Jae-hyeon and Recreation area, Bong-won. 2008. "Imposing Tax and Rebate Coverage for Game Habit Problem. " Newspaper presented at the gross annual International Seminar of the machine Dynamics Population, July 20-24, Athens, Greece.

This article introduces the relationship between online flash games and its players, and makes an attempt to make clear the possible public problems online gambling has triggered among some players. Ahn and Playground address the condition of gaming dependency and its effects on society all together. They research interested gatherings of online game playing to make a base model to help clarify the increase or decrease of the participants over time with awareness to the positive/negative images of the experience. In addition with their investigative studies, Ahn and Area also propose a possible solution to the game dependency problems. They suggest implementing a taxes and rebate coverage which they consider will better the social image of online gaming while simultaneously lessening the number of game addicts. This paper is an especially interesting source as it provides contrasting views on the growth of technology (in regards to online gaming) compared to other options, and proffers a most wondering method for the gaming dependency dilemma.

This article was found through Google with the keywords: "Korea" and "game obsession. "

Borries, Friedrich von, Matthias Bottger, and Steffen P. Walz. 2007. Space Time Play: VIDEO GAMES, Structures and Urbanism : The Next Level. Berlin: Burkhauser Verlag AG.

The authors demonstrate how the revolution of the computer and video gaming years are changing the lives of people today. The creators have put together a great collection of writings about the process of changing our notion of truth and virtuality. There are many selections articulating issues related to game players' ability to discern real and imaginary places, such as "Creating Alternate Realities" and "Life isn't a casino game. " These writings will support my thesis that online gambling and technology diffusion has indeed impacted society's men youths. Another crucial aspect this publication covers is found in the "Competing Metagame Space, " where in fact the chapter specifically communicates the seriousness of online video gaming, particularly Starcraft, in Korea.

This book was found through the Gleeson Library online catalog as i looked the keywords: "Korea" and "online games. "

Ess, Charles and Fay Sudweeks. 2001. Culture, Technology, Communication. Albany: Express University of NY.

Focusing on theoretical strategies and circumstance studies, the writers of this reserve offer insightful perspectives on the ideas of culture, communication, and technology as it talks about cultural ideals and technological communication of today's society. The authors have gathered resources from diverse cultural domains to investigate the connection between cultural values and communicative choices regarding genders. This book is another compilation of analytical essays that analyze how technology diffusion has afflicted local cultures. Within the chapter, "Culture, Computer Literacy, and Media, " the study focuses on the information of Korean computer users and how the media influences visitors to utilize it to its greatest extent. This chapter entertains a possible idea why people in Korea are intensely consumed in computer use.

This book was found through the Gleeson Library online catalog after i researched the keywords: "Korea, " "technology, " and "culture. "

Huhh, Jun-sok, 2007. "Laptop or computer Bang Inc. : The Culture and Business of Laptop or computer Bangs in Korea. " SSRN: http://ssrn. com/abstract=975171 (reached Oct. 20, 2010).

Huhh's article analyzes the speedy increase of PC bangs in Korea with two main focus points: firstly, to review Personal computer bangs as a social space, and secondly, to explain the introduction of the business therefore of becoming a favorite sociable space. He explores the theory that Personal computer bangs cultivate the web video games culture and includes circumstance studies to support his understanding. His section, "THE OVERALL GAME of the Bang: The Introduction of PC Bangs from Convenient Connectivity to an ardent Games Place, " is vital to my research as it articulates the key issue of change of the online gaming culture. This specific section will help explicate the high number of online gamers in Korea and how consumers of the Computer bangs developed.

This article was obtained through the Public Technology Research Network with the keywords: "Korea" and "gaming culture. "

Rossignol, Jim. 2008. This Game playing Life: Moves in Three Locations. Ann Arbor: The School of Michigan Press.

This reserve shows Rossignol's personal encounters in three locations: London, Seoul, and Reykjavik, where gambling has evolved the lives of its players. Rossignol, who points out that his obsession with a video game got him fired from his earlier job, writes from not only his own encounters, but global gamers' as well, demonstrating that video games is not simply a leisure activity, but instead a substantial part of people's lives. The section "A Gamer's World, " explicates how game playing in Korea has turned into a culture through its communal locations and players. Here, we learn how internet cafs, in a sense, exploit the cultural phenomenon which in turn promotes the revolution of online games in social venues.

This booklet was found through the Gleeson Collection online catalog when I searched the keywords: "Korea, " "gaming, " and "culture. "

Russell, Mark Adam. 2008. Pop Runs Korea: Behind the Revolution in Movies, Music, and Internet Culture. Berkeley: Rock Bridge Press.

Writing from his twelve years in Korea, Russell comes with his personal game playing and touring experience into a remarkable publication where he explores the exponential expansion of technological change and dispersion in Korea. As his writing has came out in many major magazines, such as Newsweek, The New York Times, he's truly clever in depicting his thoughts and ideas into words very descriptively. The anecdotes do not merely tell reports of his travels, but also persuades the audience how the technology implemented affects the local civilizations. Though the booklet is based on his encounters in Korea, Russell facilitates his thoughts and claims with critical information and engaging analyses.

This publication was also found through the Gleeson Catalogue online catalog after i searched the keywords: "Korea, " "gaming, " and "culture. "

Shim, Theresa Youn-ja. 2008. Changing Korea: Understanding Culture and Communication, edited by Min-Sun Kim and Judith N. Martin. NY: Peter Lang Publishing, Inc.

Full of intriguing empirical circumstance studies, this book insightfully articulates the transformation of the Korean culture through communication and technology. Like Russell's Pop Proceeds Korea: Behind the Trend in Films, Music, and Internet Culture, Shim's publication also combines analyses and research to support the ideas shown. Chapter Four's "In-Group in Modern day Korean Society, " is particularly valuable to my research as the chapter analyzes the grouping of individuals in today's culture with regards to the recently developed cyber community. This reinforces the my proven fact that the progression in technology today has created a revolutionary communal culture in Korean youths today.

This book was advised by my professor, Dr. Lauren Mallas. It had been retrieved through the Gleeson Catalogue online catalog.

Stewart, K. & Choi, H-P. 2003. "PC-Bang (Room) Culture; A Study of Korean School Students' Private and Public Use of Pcs and the Internet. " Tendencies in Communication 11(1), 61-77.

Stewart and Choi perform a report of Korean university students' usage of the online on 291 students from School of Ulsan. They discuss the variations of genders when students select a space to access the internet. Like Huhh's review, Stewart's and Choi's research also illustrates that the PC bang has indeed become a sociable networking game room for the teenagers, namely guys. This article is significant in my own research as they not only explore the movements of the guy gamers through case studies, but also include figures to solidify their findings and ideas. Another integral facet of their article encompasses the issue of gaming addiction and the problems it causes world, which helps Ahn's and Park's idea of online gaming becoming an obsession for a few of its users.

This article was found through Yahoo with the keywords: "Korea" and "internet culture. "

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