Mobile Game
Launch!
I’m happy to be launching a new blog that documents a new research effort just getting under way, a follow on to some of the work that I have been doing with the MacArthur Foundation Digltal Media and Learning initiative. After completing three years of ethnographic research on youth new media practice with an extended research team, I am taking a step back and trying to get a better sense of what has been happening in the field while I’ve been deeply immersed in the empirical work. I’ll be among a really great international group of researchers, who will be taking a few months to do reading on research and practice in the area of new media and learning, and also to visit different institutions and projects in the US and elsewhere that are innovating in this space. Along the way, we will be using this blog as a way to share some of what we are learning, and to solicit feedback on our work in progress. We will be posting book and article reviews and reports from our visits to various sites and conferences.
This work is one small piece of the broader effort of the MacArthur Foundation Digital Media and Learning initiative and its many partners to support the growth of a field of new media and learning. Our ambition its to help grow a field of research and practice that is grounded in deep knowledge of the changing landscape of new media, as well as in an understanding of innovation in educational and design practice. Just as we hope our earlier research on youth new media practice can inform the research community as well as practitioners in education and technology development, so we hope this review of work in the field can help inform a wide range of stakeholders in this field.
New Media Practices in Korea: Part 2. Gaming
Online game and PC bang (Internet café) are two key words that represent Korean game culture. In early 2000s, online gaming emerged as the primary mode of gaming due to the rapid penetration of broadband Internet network. In fact, scholars argue that online games were a “catalyst for creating an increasing demand for broadband connection” since the huge success of StarCraft, the first phenomenally popular online game title introduced in 1999 (Huhh, 2008). In a short time, Korean game industry has risen to top and online game services have become representative cultural exports of Korea, particularly in the global MMORPG market. For example, since first launched in 1998, Lineage, the most successful domestic MMORGP, has built one of the prominent MMORPG worlds that boasts the largest share of global market (combining Lineage I (21.9 %) and Lineage II (23.1 %).
Before online game arrived, Korea also had arcade games and video game culture since the early 1980s, but their influences were circumscribed due to Korea’s complex historical context. As a repercussion of the colonial experience, Korea government regulated and imposed restrictions on the import of Japanese arcade games, early portable games, and console games (both hardware and software) until 2004. Arcade game parlors, which operated with pirated or copied game softwares, flourished as popular local hangouts among young people. But console games have not taken up its momentum for Korean gamer as much as in other countries. This social context paradoxically facilitated the growth of domestic online games, which took advantage of the absence of strong competitors as well as the latest technology of broadband Internet.
The context of 1997 economic crisis is particularly important in the development of online game, as for other ICT uptakes. Huhh (2008) elaborates this unique contextual aspect of Korea online game, wherein with the collapse of conventional industries, human/financial resources flooded into the game industry. Massive population of youth in teens and twenties transformed themselves into gamers, often unwillingly with more free time to devote to gaming due to the exacerbated job markets. This migration of cultural resources led to the boom of PC bang as a new profitable business. Subsequent development and the success of adjacent institutions such as game TV channels and professional game leagues promoted gaming as a serious leisure activity: appropriated as e-sports. Like all other ICT uptakes in Korea during this period, online gaming industry also benefited from the government’s strategic support, whose favorable policies for the industry have become a benchmarking model for other countries such as China and Singapore (Chung, 2008). For this reason, issues of policy/regulations, technological innovation, and the business strategies of game culture have attracted the most attention from both domestic and overseas scholars who either aim to promote domestic game industry or unearth the secret of its success (Dai & Chee, 2008).
From the beginning, young people were major players in the gaming scene as well as main residents in the thousands of PC bangs located in every corner of the street. Initially, the public discourse surrounding gaming had a rather positive, at least not condemning, tone as Korean youth’s mastery of new media technology was generally considered productive for the future of the nation. However, the emergence of new forms of social problems that were linked to intensive gaming culture stirred up social anxiety about the ‘incomprehensible youth culture’ spiraling out of control. Such notorious incidents as death by excessive gaming, game item stealing/selling, and murder in the revenge for PK (player killing within game) has easily led to the dismissive public debate on the hazards of game addiction and youth delinquency (Sung & Lee , 2003).
Heaven of Gamers: PC bang
PC bang is perhaps the most discussed topic both in and outside Korea as it represents culturally specific gaming practices in Korea. In 2007, Seoul alone hosted 22,000 PC bangs, which are ubiquitous in most second-levels of buildings on the street (Huhh, 2008). Like Internet cafes in other countries, PC bang provides the physical place where general public can have easy access to the Internet service: It is mainly for gaming in Korea. However, PC bang in Korea is a social and economic institution central to the formulation of Korean business models such as “IP pricing,” “no-subscription fee system/micro-transaction,” and “GongSungJun” (in-game Guild Warfare often collectively conducted at PC bangs) (Yoon, 2003; Huhh, 2008). It is also the cultural space where ‘collective’ gaming formed as the predominant practice of Korean gamers. In addition, PC bang serves as a local community for gamers. Consequently, it nourishes the future career of young gamers to step up into the professional game leagues, bridging between online and offline game world and amateur and professional game sphere. In particular, PC bang is the center of gaming-related youth leisure culture outside of official education institutions and after schools, what Florence Chee defines “the third place”(Chee, 2005; 2006). Motivations and individual needs vary but teens mostly go to PC bang to socialize with peers, whether it is for gaming and/or for dating (Yoon, 2001). Also it provides the pseudo/alternative private space for solitary gamers outside of the parents’ surveillance (Sung & Lee, 2003a). As high-speed broadband has become more easily accessible at home, however, solitary gaming in the private gaming environment is increasing. In 2005, 76.5 percent of gamers reported that they play mostly at home (Ahn, 2005).
Playing Together: MMORPG
It is this ‘social play’ of gaming that represents Korean game culture. Most attempts to recuperate the positive effect of online gaming focus on the gamers’ extended ‘sociality.’ In general, young Korean gamers engage with online game out of such motivations as “drive for power” (Lee, 2002), “easy access”(Nam & Lee, 2005), “stress relief and escapism”(Lee, 2003), “fun”(Jeong & Lee, 2001), and “sociality, entertainment, and escapism.”(Lee, 2003). Among diverse online game genres, MMORPG is the most popular genre and the favored subject of academic studies although online game market has greatly diversified since the sensational success of the casual online game Kart Rider in 2004. Research findings show that social interaction is the central characteristics of the MMORPG genre and the attraction of ‘networking’ is the major factor of the success of online game genre (Yoon Sunny, 2001). In this regard, numerous studies analyze the formation of game community, guild activities, and pro-gamers centered on specific game titles.
Reflecting its cultural hegemony, Lineage world is also the most studied from various perspectives, in terms of its formal structure, aesthetics, social effects, and gamers’ practices. In particular, the issue of ‘sociality of Lineage players’ has generated vigorous discussion (Han, 2000; Hwang et al, 2004; Jang, 2005; Steinkuehler, 2006; Whang, 2003, 2004; Park & Yu, 2008). 50 percent of Korean gamers consider friends who they meet within the Lineage world to be as equally important as their real-life friends, acknowledging Lineage functions as a pseudo real world (Hwang et al, 2004). Experiences in Lineage world have also proven to nourish gamers’ offline leadership (Lim & Park, 2007) and embedded game activities such as micro-transaction, item trading, and internet item buying, encourage young people to engage in diverse economic activities (Kang, 2007; Lee et al, 2007). Scholars argue that these diverse social activities that are manifested in gaming present possible learning opportunities for Korean youth to extend their social interaction and reaffirm their sense of presence (Um et al, 2005).
Mobile Gaming
Overshadowed by the dominance of online games, other modes and forms of games have been marginalized in the academic discussion. Recently, the increasing popularity of mobile gaming for a wide range of generations, especially among women, is particularly noteworthy. In Korea, mobile phone is the common platform to play mobile games, which are mostly mobile version of online games provided through mobile content service. Portable game devices such as Sony DSP and Nintendo DS are slowly taking up the attention of casual gamers, regardless of gender. Since Nintendo DS went on sale in 2006, it has sold 2 mil consoles as of 2008 (http://kotaku.com). The appeal of mobile games based on their female friendly genres and aesthetics raises an interesting question regarding the gendered aspect of gaming culture (Jeon, 2007a, 2007b; Hjorth, 2006, 2007).
Indeed, female gamers have increased from 29.9 percent in 2005 to 31.5 percent in 2006 and they show more preference for mobile games (Korean Game Industry Promotion Agency, 2006). Many women see online and offline game worlds as constructions of masculine space and feel social restraints or societal pressure in navigating these worlds. Jeon (2007b) argues that mobile game provides spatial freedom for female gamers from male dominant social orders in conventional game space. However, there exist continuing (cultural) restrictions of mobility for female gamers, as most female mobile gamers prefer to play at home in contrast to male players who enjoy unrestricted playing at school or work place. Therefore, it is not surprising that ‘solitary gaming’ is the prominent mode among female mobile gamers. The popularity of ‘board game’ genre, especially on mobile phone, seems to reiterate this tendency. For example, Gostop, a traditional Korean card game, was the most popular board game among adult mobile gamer in 2004 and Gostop and poker games have continuously dominate the mobile game market (Han et al, 2005).
Young female mobile gamers play with their peers in a more relaxed environment since the games do not require engagement with collective guild and clan activities as seen in serious PC-based online gaming. They often exchange text messages or chats with their friends while playing the same mobile games. In this sense, mobile gaming forms the part of ‘casual intimacy-oriented’ youth peer culture (Hjorth, 2007; Jeon, 2007a). Significantly, cute aesthetics of mobile games played a key role in attracting these marginalized groups of gamers, who were already accustomed to it through other new media services such as Cyworld. At the same time, simple and easy application of these cute casual games invited female gamers who initially had resistance to serious online gaming due to their lack of technical or social skills. The sensational success of Kart Rider is a good example. When it was first launched in 2004, it was hard to expect this cute racing online game would topple the famous StarCraft. Unlike heavy and complicated MMORPG game, Kart Rider was also easily adapted to the mobile platform. More than 2 million individuals played it everyday and up to 220,000 users are connected simultaneously during peak hours (Cho, 2005). Considering that convergent mobile devices are at the center of the changing new media environment in Korea, there is no question that gaming will expand its charm to a wider population, probably outside of PC bang.
References
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