Game playing as transnational cultural practice: A case study of Chinese gamers and Korean MMORPGs

Tae Jin Yoon, Hyejung Cheon

Research output: Contribution to journalArticlepeer-review

18 Scopus citations

Abstract

The objective of this study is to organise the range and the content of a cultural studies of games, to find the cultural meanings of game playing in a transnational setting, and to analyse the example of Chinese gamers who enjoy Korean online games. We claim there is a need to pursue the cultural studies of games and introduce the concept of hybridity to assist in the understanding of the circulation and consumption of online games. The case study of Chinese gamers showed a duality of game narratives and a multiplicity of gamers, suggesting that the transnational consumption of games is a hybrid consumption of hybridity.

Original languageEnglish
Pages (from-to)469-483
Number of pages15
JournalInternational Journal of Cultural Studies
Volume17
Issue number5
DOIs
StatePublished - Sep 2014

Keywords

  • Chinese gamers
  • Lineage (game)
  • cultural proximity
  • cultural studies of games
  • globalisation
  • hybridity
  • online games
  • transcultural practice
  • transnational communication

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