Resource type
Date created
2006
Authors/Contributors
Author (aut): Chee, F.
Abstract
This article presents an ethnographic analysis of case studies derived from fieldwork that was designed to consider the different ways Korean game players establish community online and offline. It considers ways Korean youth participate in activities at Korean computer game rooms, which can be thought of as “third places.”
Document
Identifier
CPROST Catalogue Number: 06-02
Copyright statement
Copyright is held by the author(s).
Scholarly level
Peer reviewed?
No
Language
English
Member of collection
Download file | Size |
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0602.pdf | 162.49 KB |