Tuesday, February 5, 2019
Online Gaming in South Korea Essay examples -- Asia Technology Essays
Online Gaming in South KoreaThe rise of online maneuver in South Korea has brought improved economic prospects and notoriety, but at what expense?Beginning in the late 1990s South Korea has quickly bewilder the undisputed king of the online gaming world. Gaming and the culture that has grown up around it be now the defining aspects of the lives of many South Korea youths. age this eruption of online gaming has created revenue for the country and made South Korea a global hotspot for international gamers it has also been a cause of care in much the same way excessive television display and game playing has in the U.S. A number of factors contribute to the coarse percentage of online-gamers in South Korea. A fast internet confederacy is a necessity and South Korea is, per capita, the most wired country in the world. Over 60% of households have broadband compared to 20% in the joined States (Kim 2). South Koreas small geographical size and high population density make running the required cabling an easier task than it would be in the U.S. Broadband access in South Korea is, further more(prenominal), the cheapest in the world at $25 per month (Kim 2). Additionally, in South Korea console gaming isnt nearly as popular as it is in the U.S. and elsewhere. Console systems Playstation, Nintendo, Sega are by and large of Japanese origin. Due to past discord betwixt the two countries Korean being a colony under the rather, at the time, iron-fisted Japanese Japanese imports have been both officially and culturally unpopular (Herz 3). Without consoles to take away from the base of game players, in South Korea contradictory the U.S., online computer gaming is the dominant form of electronic gaming.Though more than half the homes in South Korea a... ...bbc.co.uk/1/hi/world/asia-pacific/2499957.stm)Fulford, Benjamin. Koreas Weird Wired World Forbes Online 21 July 2003. October 28, 2003. (http//www.forbes.com/technology/free_forbes/2003/0721/092.html?partner =newscom)Kim, Jin David. lucrative Lessons from Online Game Players International Herald Tribune 12 March 2002. October 28, 2003. (http//www.iht.com/articles/89432.html)Ihlwan, Moon. The Champs in Online Games task Week Online 23 July 2001. October 28, 2003. (http//www.businessweek.com/magazine/content/01_30/b3742142.htm)Electro Lobby. E-Sport Gaming Goes Pro Interview. Unknown. October 28, 2003(http//www.tnc.net/el/el01/progaming.html)Related Linkshttp//www.worldcybergames.com/ - home site of the World Cyber Gameshttp//www.ncsoft.net/ - NCsoft, makers of Lineagehttp//www.blizzard.com/ - rash Inc., makers of Starcraft
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