The Games We Play Online and Offline: Making Wang-tta in Korea

Resource type
Date created
2006
Authors/Contributors
Author: 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).
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You are free to copy, distribute and transmit this work under the following conditions: You must give attribution to the work (but not in any way that suggests that the author endorses you or your use of the work); You may not use this work for commercial purposes.
Scholarly level
Peer reviewed?
No
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0602.pdf 162.49 KB