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

Author: 
Peer reviewed: 
No, item is not peer reviewed.
Scholarly level: 
Faculty/Staff
Date created: 
2006
Identifier: 
CPROST Catalogue Number: 06-02
Keywords: 
Online gaming
Ethnography
Korea
Third place
Youth
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.”

Language: 
English
Document type: 
Article
Rights: 
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