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Record W83605570

Online games as a medium of cultural communication: An ethnographic study of socio-technical transformation

2012· dissertation· en· W83605570 on OpenAlex
Florence Chee

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

fundA Canadian funder is recorded on the work.
no affNo Canadian affiliation: this work is invisible to an affiliation-only frame.
No Canadian affiliation. An affiliation-only frame, the usual design, would never have seen this work. It is one of the works that make the case for inverting the frame.

Bibliographic record

VenueSummit (Simon Fraser University) · 2012
Typedissertation
Languageen
FieldSocial Sciences
TopicDigital Games and Media
Canadian institutionsnot available
FundersNational Institute for International EducationBundesministerium für Wissenschaft und ForschungForeign Affairs and International Trade CanadaEuropean Commission
KeywordsEthnographyTransformation (genetics)SociologyGeographyAnthropology
DOInot available

Abstract

fetched live from OpenAlex

This dissertation explores the place and meaning of online games in everyday life. In South Korea, online games are a prominent part of popular culture and this medium has come under public criticism for various societal ills, such as Internet addiction and a hopeless dependence upon online games. Humanistic accounts of Information-Communication Technology (ICT) usage are still a minority body of research. All too often, studies of engagement with technology reduce questions to their basic variables and social aspects are omitted in the name of science. Exactly how has it come to pass that online games have come to occupy such a prominent place in the media ecology in South Korea and yet not been replicated in other national contexts? The first chapter discusses addiction as it pertains to online games and suggest some scholarly support for the viewpoint that the rhetoric surrounding a biomedical interpretation of online game addiction may not be the most appropriate way to address problems that have been typically laid at the feet of online gaming (or any other new form of media). The second chapter transitions into discussing my rationale for approaching South Korea as a fieldsite, the ethnographic methodology employed, and how this examination of online games is a particularly illustrative case of the profound role played by culture, social structure, infrastructure, and policy in audience reception. The third chapter on the rise of Korean gaming delves into the foundational aspects of Korean social history and culture that I assert set the stage for the present new media scene in South Korea. The fourth chapter explores what games mean in the lives of Korean youth according to the ethnographic data I have been collecting during research stays in 2004, 2008/2009, and 2010, having analyzed the emergent practices involved in online game activity. The last chapter examines the Korean games industry and the role it has to play in the upward mobility of young Koreans. Overall, this dissertation examines the contextual factors of South Korea, in which a medium of communication can begin to be understood within the porous boundaries of its national circumstances and sociotechnical transformation.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.000
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Qualitative · Consensus signal: Qualitative
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.612
Threshold uncertainty score0.811

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0000.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0000.000
Scholarly communication0.0000.001
Open science0.0010.000
Research integrity0.0000.000
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.027
GPT teacher head0.304
Teacher spread0.276 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it