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Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas

Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas

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  • More about Media Technologies for Work and Play in East Asia: Critical Perspectives on Japan and the Two Koreas

The book explores the geopolitical relations between Japan, South Korea, and North Korea through their development and use of digital technologies, focusing on media technologies for play.

\n Format: Hardback
\n Length: 312 pages
\n Publication date: 28 May 2021
\n Publisher: Bristol University Press
\n


Japan and South Korea have witnessed the emergence of media technologies for play as significant industries, while even North Korea has found ways for citizens to access popular culture despite government restrictions. At the same time, corporations and governments are actively promoting the production of economic values through play. This groundbreaking book, the first comparative study of media technologies in Japan, the two Koreas, delves into the intricate geopolitical relations between these three countries through their development and utilization of digital technologies. Drawing from political economy, cultural studies, and technology studies, this comprehensive text offers valuable insights for researchers and students interested in media technologies and popular culture in Northeast Asia.

The rise of media technologies for play in Japan and South Korea has been remarkable, transforming these countries into major hubs for the gaming and entertainment industries. While North Korea has faced its own challenges in accessing popular culture, citizens have found ways to bypass government restrictions and engage with global trends. Corporations and governments in these regions have also recognized the potential economic benefits of play, encouraging the development of new technologies and promoting the integration of play into various aspects of society.

One of the key aspects of the study of media technologies in Japan and the two Koreas is the geopolitical context in which these technologies have developed and been adopted. The three countries share a complex history, marked by periods of conflict and cooperation, and their development of media technologies has been shaped by these historical factors. For example, Japan's post-World War II economic recovery was heavily influenced by the introduction of American media technologies, including television and cinema. In contrast, the two Koreas experienced different paths to development, with South Korea adopting Western media technologies more quickly and North Korea developing its own unique media ecosystem.

The study of media technologies in Japan and the two Koreas also sheds light on the cultural and social implications of these technologies. Gaming and entertainment have become integral parts of modern Japanese and Korean society, providing opportunities for social interaction, relaxation, and cultural expression. However, these technologies have also been criticized for promoting sedentary lifestyles, addiction, and the reinforcement of stereotypes. The study of media technologies in this region thus requires a nuanced understanding of the cultural and social contexts in which they are used.

In addition to their cultural and social implications, media technologies for play have also had significant economic impacts. The gaming and entertainment industries in Japan and South Korea have become major contributors to their respective economies, generating billions of dollars in revenue and creating thousands of jobs. These industries have also attracted foreign investment and contributed to the development of new technologies and industries. However, there are also concerns about the impact of these industries on labor practices, the environment, and the social welfare of workers.

To address these challenges, governments and corporations in Japan and the two Koreas have implemented various policies and initiatives aimed at promoting the responsible use of media technologies. These include regulations on the content of games and entertainment, efforts to promote physical activity and healthy lifestyles, and initiatives to support the development of local talent and industries. However, there are still ongoing debates and discussions about the balance between the promotion of economic growth and the protection of cultural and social values.

In conclusion, the study of media technologies in Japan and the two Koreas offers a rich and complex understanding of the role of these technologies in shaping contemporary society. By examining the geopolitical context, cultural and social implications, and economic impacts of these technologies, researchers and students can gain a deeper appreciation of the complex relationships between these three countries and the global media landscape. As media technologies continue to evolve and transform, it will be important to continue studying and analyzing these trends to better understand their impact on individuals, communities, and societies as a whole.

\n Weight: 604g\n
Dimension: 162 x 240 x 24 (mm)\n
ISBN-13: 9781529213362\n \n

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