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Journal ArticleDOI

Korea’s Online Gaming Empire

26 Apr 2013-New Media & Society (SAGE PublicationsSage UK: London, England)-Vol. 15, Iss: 3, pp 440-441
TL;DR: This book is very referred for you because it gives not only the experience but also lesson to serve for you, that's not about who are reading this korea s online gaming empire book.
Abstract: Where you can find the korea s online gaming empire easily? Is it in the book store? On-line book store? are you sure? Keep in mind that you will find the book in this site. This book is very referred for you because it gives not only the experience but also lesson. The lessons are very valuable to serve for you, that's not about who are reading this korea s online gaming empire book. It is about this book that will give wellness for all people from many societies.
Citations
More filters
Journal ArticleDOI
TL;DR: In this article, the authors compare observations of two Major League Gaming (MLG) tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape.
Abstract: As electronic sports (e-sports)—the configuration of competitive videogaming as spectator sport—surges in popularity, industry organizations such as Major League Gaming (MLG) continue to experiment with techniques for capturing, and capitalizing on, the work of watching play. This article critically considers these techniques of “audiencing” by comparing observations of two MLG tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape. Even as games continue to be lauded as “participatory” media, this account shows a shift within some e-sports contexts towards rebuilding, rather than blurring, the boundaries between content producers and audiences.

58 citations

Journal ArticleDOI
TL;DR: The degrees to which Kickstarter users can influence the details of a proposed project during a crowdfunding campaign are ascertained and how developers involve crowdfunding communities within production once funding is secured is looked at.
Abstract: As video game development studios increasingly turn to digital crowdfunding platforms such as Kickstarter for financing, this article explores the ways in which these processes shape production. It examines in particular the interactions that typically occur between studios and players as part of crowdfunded development, analysing the ways in which these activities inform aspects of video game design. By charting the implications of this burgeoning economic model, the article contributes to scholarship concerning video game production and intervenes within more specific discussions concerning the role of the player within development. The article’s case study, which draws from evidence of production concerning multiple Kickstarter projects, is organised into two sections. The first ascertains the degrees to which Kickstarter users can influence the details of a proposed project during a crowdfunding campaign; the second looks at how developers involve crowdfunding communities within production once fundin...

52 citations

Journal ArticleDOI
TL;DR: In this article, an audiovisual ethnography of a community of competitive gamers for whom the video camera became not so much a research tool but a promotional resource is presented, both to the practice of ethnographic fieldwork and to participants' embodied performances of competitive gaming.
Abstract: Electronic sports (e-sports) represents an increasingly popular and profitable array of organizations, communities, and sets of practices, all of which place tremendous value on audiences; for example, playing games competitively, in front of a crowd, represents the legitimization of gaming as spectator sport. This article reports on an audiovisual ethnography of a community of competitive gamers for whom the video camera became not so much a research tool but a promotional resource. Examining the transformations the camera enacted, both to the practice of ethnographic fieldwork and to participants’ embodied performances of competitive gaming, this article explores the central role played by recording technologies in the production of e-sports. It concludes by considering some of the intersections of surveillance, gaming, and emergent leisure practices – including the use of digital recording technologies to collect social scientific data, at a time when watching and being watched is increasingly pervasiv...

52 citations


Cites background from "Korea’s Online Gaming Empire"

  • ...The league has since shifted almost entirely toward computer-based games such as Starcraft 2 and League of Legends, which carry broader appeal to audiences in Europe and Korea, where e-sports is significantly more established (Jin, 2010)....

    [...]

Proceedings Article
01 Jan 2013
TL;DR: Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.
Abstract: Despite its vast enthusiast community and influence on contemporary game designers, the MOBA (multiplayer online battle arena) remains under-explored by academics. This paper considers many meanings of “well played” reflected in the design, community, and aesthetics of the genre's most popular member, League of Legends. Originating as modifications of commercial RTS (real-time strategy) games, MOBAs present a rare study of the “rhetoric of the imaginary” in play theory applied to popular game design. The genre's reification in commercial forms such as League show how the attitudes of distributed design projects manifest themselves as values of play. A close reading of the phases in a match of League of Legends exposes one possible aesthetic framework for the consideration of eSports. Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.

45 citations


Cites background from "Korea’s Online Gaming Empire"

  • ...…which became a national sport of South Korea due to a complex confluence of interest in procedural literacy, cultural protection against Japanese entertainment, broadband saturation, public play in cafes, new advertising models, and a millennial search for an international identity (Jin 2010)....

    [...]

  • ...In the first section, we explore how League of Legends emerged from a community of player-modders engaged in a form of creative play....

    [...]

Proceedings ArticleDOI
23 Feb 2013
TL;DR: It is found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person.
Abstract: Interest-driven Internet communities often use an assemblage of media technologies to support knowledge creation and learning. In this paper, we examine the uneven functions of these media technologies in meeting the learning needs of online game players. StarCraft is an online game and electronic sport where millions around the world compete in virtual battlegrounds. To become better players, gamers actively share strategies in online forums, wiki, videos, and in person. We conducted participant observation of a StarCraft community known as Teamliquid. We performed 24 in-depth interviews with professional gamers, editors, game commentators, and community leaders. We found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person. We use the concepts of informational media and socially-oriented media to describe the general learning needs supported by media technologies.

40 citations

References
More filters
Journal ArticleDOI
TL;DR: In this article, the authors compare observations of two Major League Gaming (MLG) tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape.
Abstract: As electronic sports (e-sports)—the configuration of competitive videogaming as spectator sport—surges in popularity, industry organizations such as Major League Gaming (MLG) continue to experiment with techniques for capturing, and capitalizing on, the work of watching play. This article critically considers these techniques of “audiencing” by comparing observations of two MLG tournaments, in 2008 and 2012, situating them within broader cultural, technological, and economic transformations in the competitive gaming landscape. Even as games continue to be lauded as “participatory” media, this account shows a shift within some e-sports contexts towards rebuilding, rather than blurring, the boundaries between content producers and audiences.

58 citations

Journal ArticleDOI
TL;DR: The degrees to which Kickstarter users can influence the details of a proposed project during a crowdfunding campaign are ascertained and how developers involve crowdfunding communities within production once funding is secured is looked at.
Abstract: As video game development studios increasingly turn to digital crowdfunding platforms such as Kickstarter for financing, this article explores the ways in which these processes shape production. It examines in particular the interactions that typically occur between studios and players as part of crowdfunded development, analysing the ways in which these activities inform aspects of video game design. By charting the implications of this burgeoning economic model, the article contributes to scholarship concerning video game production and intervenes within more specific discussions concerning the role of the player within development. The article’s case study, which draws from evidence of production concerning multiple Kickstarter projects, is organised into two sections. The first ascertains the degrees to which Kickstarter users can influence the details of a proposed project during a crowdfunding campaign; the second looks at how developers involve crowdfunding communities within production once fundin...

52 citations

Journal ArticleDOI
TL;DR: In this article, an audiovisual ethnography of a community of competitive gamers for whom the video camera became not so much a research tool but a promotional resource is presented, both to the practice of ethnographic fieldwork and to participants' embodied performances of competitive gaming.
Abstract: Electronic sports (e-sports) represents an increasingly popular and profitable array of organizations, communities, and sets of practices, all of which place tremendous value on audiences; for example, playing games competitively, in front of a crowd, represents the legitimization of gaming as spectator sport. This article reports on an audiovisual ethnography of a community of competitive gamers for whom the video camera became not so much a research tool but a promotional resource. Examining the transformations the camera enacted, both to the practice of ethnographic fieldwork and to participants’ embodied performances of competitive gaming, this article explores the central role played by recording technologies in the production of e-sports. It concludes by considering some of the intersections of surveillance, gaming, and emergent leisure practices – including the use of digital recording technologies to collect social scientific data, at a time when watching and being watched is increasingly pervasiv...

52 citations

Proceedings Article
01 Jan 2013
TL;DR: Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.
Abstract: Despite its vast enthusiast community and influence on contemporary game designers, the MOBA (multiplayer online battle arena) remains under-explored by academics. This paper considers many meanings of “well played” reflected in the design, community, and aesthetics of the genre's most popular member, League of Legends. Originating as modifications of commercial RTS (real-time strategy) games, MOBAs present a rare study of the “rhetoric of the imaginary” in play theory applied to popular game design. The genre's reification in commercial forms such as League show how the attitudes of distributed design projects manifest themselves as values of play. A close reading of the phases in a match of League of Legends exposes one possible aesthetic framework for the consideration of eSports. Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.

45 citations

Proceedings ArticleDOI
23 Feb 2013
TL;DR: It is found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person.
Abstract: Interest-driven Internet communities often use an assemblage of media technologies to support knowledge creation and learning. In this paper, we examine the uneven functions of these media technologies in meeting the learning needs of online game players. StarCraft is an online game and electronic sport where millions around the world compete in virtual battlegrounds. To become better players, gamers actively share strategies in online forums, wiki, videos, and in person. We conducted participant observation of a StarCraft community known as Teamliquid. We performed 24 in-depth interviews with professional gamers, editors, game commentators, and community leaders. We found that the novice learners generally learned from, and participated in, public media channels, whereas the StarCraft experts congregated in small teams in which members learn from each other within private media channels and in person. We use the concepts of informational media and socially-oriented media to describe the general learning needs supported by media technologies.

40 citations