COM447
- All
- General
Essay #2 - David Speidel - Online Gaming in Asia
Spread of Online Gaming in
Interactive gaming over the internet is not a new trend or technology that has developed recently. Even in
It is important to understand that when discussing online games, it is intended as the many gaming environments that connect through the internet. They allow interaction between users which can take form of communication or competition. They often take the form of online role playing games, World of Warcraft the largest of this type, but there are also environments, such as Second Life, that are much more communication tools where the creation and interaction process takes precedent.
When discussing any creation that is reliant on the internet, the availability of access is always an issue. Areas such as
Yet just as the media, the quest for profit in online entertainment is a driving force for expansion. The companies yearn to gain advantage in markets that could be profitable. As their availability has increased
The immersion of these markets grows more each year and should continue on this trend. Both their growth in internet users and the profits they are capable of, make them an irresistible target for the gaming industry intent on users interacting globally. Much like any other forms of globalization this is good for those wishing to interact with new countries, and should provide interesting dynamics in the future.
Chen, W., Boase, J., & Wellman, B. (2002). The global villagers: Comparing Internet users and uses around the world. In B. Wellman & C. Haythornthwaite (Eds.), The Internet in everyday life
McChesney, R. W. (2001). Global Media, neoliberalism, and imperialism. Monthly
Review 52(10). http://www.monthlyreview.org/301rwm.htm.
Miyata, K., Boase, J., Wellman, B., & Ikeda, K. (2005) The mobile-izing Japanese: Connecting to the Internet by PC and Webphone in Yamanashi [part 1] [part 2]. In M. Ito, D. Okabe, & M. Matsuda, (Eds.), Personal, Portable, Pedestrian: Mobile phones in japanese life (pp. 143-164).
Woodcock, Bruce, S. (2006).
Wresch, W. (1996a). Information rich, information poor. In Disconnected: Haves and
Have-Nots in the Information Age (chap. 1). Retrieved
http://www.lib.ncsu.edu:2083/Details.aspx
Posted at 11:56AM Jun 01, 2007 by SPEIDEL, DAVID in General | Comments[6]
Friday Jun 01, 2007
This is an interesting topic. I like how you make some comparisions to different countries within the same region. You could expand a little bit about China. What kind of government policies are there regarding information technology? Are they, or have they been imposing restrictions on its spread? Are there some censoring issues (I thought I heard something about that a while back) that might be contributing to the low user rates? You could also include some figures from the U.S. for reference. It might be interesting to see how Western societies compare with these Asian ones.
Posted by Julia Tew on June 01, 2007 at 01:36 PM EDT #
I have the similar questions to Julia. What has been China's slowing movement into Online gaming (or access to the internet in general) that didn't affect its neighbors Japan and Korea? I am also interested in/wondering how Sony is trying to tap into the Chinese market and what kind of problems it is facing. I liked the inclusion of the percentage of Chinese and Japanese who use the internet, it really put China's lag behind in perspective.
Posted by 24.211.235.234 on June 01, 2007 at 02:31 PM EDT #
I like this idea I think its a intresting topic and I would wonder if there is research into why asian people are so big into on line gaming, is sports or other things not as big an influence in there life. I thinks the difference of online usese between chinese and japanese is prtetty amazing also. I think this should turn out pretty intresting
Posted by 65.246.47.7 on June 01, 2007 at 03:38 PM EDT #
That last post was from me Sorry
Patrick Bedics
Posted by Patrick Bedics on June 01, 2007 at 03:39 PM EDT #
The second comment was me, I guess I forgot to put my name in
Posted by Will Long on June 02, 2007 at 10:42 PM EDT #
An interesting article and thought provoking statistics. I think within 5 more years these virtual enviroments will take a massive push into are daily lives, with alot more people becoming a where of their online possibilities.
Posted by Make Your Own Crossword Puzzle on September 28, 2007 at 08:48 PM EDT #