By Larissa Hjorth, Dean Chan
This assortment explores the connection among electronic gaming and its cultural context via concentrating on the burgeoning Asia-Pacific zone. Encompassing key destinations for international gaming construction and intake comparable to Japan, China, and South Korea, in addition to more and more major websites together with Australia and Singapore, the quarter presents a wealth of divergent examples of the function of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic experiences of particular video games and gaming locales to macro political economic system analyses of techno-nationalisms and trans-cultural flows, this assortment presents an interdisciplinary version for considering during the politics of gaming construction, illustration, and intake within the zone.
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Therefore, it is premature to predict the impact of capital involvement from domestic online games companies on the global market as domestic TNCs. However, foreign-based TNCs have already benefited from domestic online fi rms. 37 Although the number of independent production companies has grown, they absorb high product risks and labor costs for the monopolies, which maintain their control over the critical areas of fi nance and distribution as in other cultural sectors. 38 All evidence indicates that the transnationalization of the Korean online game industry will continue to deepen the ongoing process of commodification of a new media sector, and domestic companies will also continue deferring to transnational capitals seeking profit.
4 Between 2001 and 2005, the worldwide game market had increased about 30%. 6 A principal driver of the global game market is the expanding console game market, played on a dedicated console, like Sony’s PlayStation 3, Microsoft’s Xbox, and Nintendo’s Wii. Three console manufacturers which have provided game platforms and/or devices have dominated the entire game market in an oligopolistic contest. 8 In contrast to this global trend, online games, referring to games carried out on a computer network, have been extremely popular and are playing a unique role in Korea’s transition towards a digital economy.
4%) in March 2007, 36 in addition to the penetration of the domestic market by subsidiaries of Sony, Nintendo and Microsoft, the world’s largest console game makers. With the establishment of such subsidiaries in Korea, these companies have come to dominate the online games market. As much as online games software from Korea has flourished in other countries, the TNCs have been a formidable force to deal with due to their abilities in generating exponential profits and resources for advanced technology acquisition and development.