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The Globally Integrated Network of South Korean Online Game Industry

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Part of the book series: Palgrave Global Media Policy and Business ((GMPB))

Abstract

Chung examines the pattern of global expansion among South Korean online game companies within the framework of governmental support policies. The chapter argues that new media industries in Asia reflect a state-led development model, which shows countries with limited domestic markets are able to participate in the world economy through the development of new technology and governmental support policies. By analyzing the global success of the South Korean online game industry, the author examines the local factors that formed the early industry dynamics and uses this case to elaborate a unique example of new media globalization that is free from the influence of Western multinational companies

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Notes

  1. 1.

    NWICO is the acronym of the new world information and communication order. The term indicates a communication movement that started with the debate by UNESCO in the 1970s. The debate concerns the rise of global media and their influence on the imbalanced information flow in international communication. The thesis reflects concerns about the diversity of cultural expression and the potential political influence of US imperialism in the era of globalization.

  2. 2.

    The media globalization thesis goes beyond the simple dichotomy of East and West in the cultural imperialism thesis. Media globalization scholars, including Appadurai, Thussu, and Tomlinson have argued that new communication technologies and the opening up of global markets have transformed the world’s media and cultural industries. In the age of globalization, audiences celebrate the freedom of the consumption of various cross-cultural content. The increasing media exchange in international trading also contributes to the hybridity of media production in the global media industry.

  3. 3.

    Du Gay (1997) pointed to transnational media corporations as the primary agents of globalization. The rise of global media has created the myth of cultural standardization and homogenization around the world.

  4. 4.

    The result of local communities drawing on resources is the connection with global companies.

  5. 5.

    The best example in the media industry is the six major Hollywood film companies and their success in attracting global audiences to consume Hollywood films in the international cinema market.

  6. 6.

    The government designs relevant policies to encourage local companies to compete in the free market environment.

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Chung, Pc. (2016). The Globally Integrated Network of South Korean Online Game Industry. In: Fung, A. (eds) Global Game Industries and Cultural Policy. Palgrave Global Media Policy and Business. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-40760-9_8

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