Skip to main content

Bowling Online: Mobile Social Games for Korean Teen Girls

  • Chapter
  • First Online:
Book cover Transnational Contexts of Development History, Sociality, and Society of Play

Part of the book series: East Asian Popular Culture ((EAPC))

  • 772 Accesses

Abstract

Due to their arduous schedules, South Korean high school girls are gradually socializing in online environments such as mobile games. This study explores how Korean high school girls’ mobile social gaming is related to their social networks and social capital. The findings from focus group interviews with 23 high school girls indicate that playing mobile social games helps the interviewees develop their strong-tie relations rather than weak ties. A couple of social functions such as ‘presenting’ or ‘boasting’ induce the interviewees to cooperate or compete with their strong ties constantly, which results in an increase in bonding social capital. Other social functions such as ‘invitation’ entice the interviewees into interacting with their weak ties. However, they interact with their weak ties not for socializing but for earning rewards provided in proportion to the number of interactions. Thus, those behaviors rarely increased their bridging social capital.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Bibliography

  • Baker, W.E. 1990. Market networks and corpo- rate behavior. American Journal of Sociology 96(3): 589–625.

    Article  Google Scholar 

  • Bargh, John A., and Katelyn Y.A. McKenna. 2004. The internet and social life. Annual Review of Psychology 55(1): 573–590. doi:10.1146/annurev.psych.55.090902.141922.

    Article  Google Scholar 

  • Bell, Marek, Matthew Chalmers, Louise Barkhuus, Malcolm Hall, Scott Sherwood, Paul Tennent, Barry Brown, et al. 2006. “Interweaving mobile games with everyday life.” In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 417–26. CHI ’06. New York: ACM. doi:10.1145/1124772.1124835.

  • Boase, Jeffrey. 2008. Personal networks and the personal communication system. Information, Communication & Society 11(4): 490–508. doi:10.1080/13691180801999001.

    Article  Google Scholar 

  • Boase, Jeffrey, John B. Horrigan, B. Wellman, and Lee Rainie. 2006. “The Strength of Internet Ties. Pew Internet and American Life Project.” http://www.pewinternet.org/~/media//Files/Reports/2006/PIP_Internet_ties.pdf.pdf.

  • Bourdieu, Pierre. 1985. The forms of capital. In Handbook of theory and research for the sociology of education, ed. Jacues G. Richardson, 241–258. New York: Greenwood.

    Google Scholar 

  • ———. 1986. Distinction: A social critique of the judgement of taste, 1st edn. London: Routledge.

    Google Scholar 

  • Brooks, Brandon, Howard T. Welser, Bernie Hogan, and Scott Titsworth. 2011. Socioeconomic status updates. Information, Communication & Society 14(4): 529–549. doi:10.1080/1369118X.2011.562221.

    Article  Google Scholar 

  • Burt, Ronald S. 2009. Structural holes: The social structure of competition. Cambridge, MA: Harvard University Press.

    Google Scholar 

  • Chan, Dean. 2008. Convergence, connectivity, and the case of Japanese mobile gaming. Games and Culture 3(1): 13–25. doi:10.1177/1555412007309524.

    Article  Google Scholar 

  • Chen, Wenhong. 2013. “Internet use, online communication, and ties in Americans’ networks.” Social Science Computer Review, 31(4), 404–423. March, 0894439313480345. doi:10.1177/0894439313480345.

    Google Scholar 

  • Coleman, James S. 1988. Social capital in the creation of human capital. The American Journal of Sociology 94: S95–120.

    Article  Google Scholar 

  • Constant, David, Sproull Lee, and Sara Kiesler. 1996. The kindness of strangers: The usefulness of electronic weak ties for technical advice. Organization Science 7(2): 119–135. doi:10.1287/orsc.7.2.119.

    Article  Google Scholar 

  • De Gournay, Chantal. 2002. Pretence of intimacy in France. In Perpetual contact: Mobile communication, private talk, public performance, ed. James E. Katz, and Mark Aakhus. Cambridge: Cambridge University Press.

    Google Scholar 

  • DIGIECO. 2013. “소셜네트워크게임(SNG) 이용행태 조사.” DIGIECO.

    Google Scholar 

  • Donath, J., and D. Boyd. 2004. Public displays of connection. BT Technology Journal 22(4): 71–82. doi:10.1023/B:BTTJ.0000047585.06264.cc.

    Article  Google Scholar 

  • Dunbar, R.I.M. 2003. The social brain: Mind, language, and society in evolutionary perspective. Review of Anthropology 32: 163–181.

    Article  Google Scholar 

  • Ellison, Nicole B., Charles Steinfield, and Cliff Lampe. 2007. The benefits of facebook ‘Friends:’ Social capital and college students’ use of online social network sites. Journal of Computer-Mediated Communication 12(4): 1143–1168. doi:10.1111/j.1083-6101.2007.00367.x.

    Article  Google Scholar 

  • Erickson, B.H. 1996. Culture, class, and connections. American Journal of Sociology 102(1): 217–251.

    Article  Google Scholar 

  • Gergen, K.J. 2002. The challenge of absent presence. In Perpetual contact: Mobile communication, private talk, public performance, ed. James E. Katz, and Mark Aakhus. Cambridge: Cambridge University Press.

    Google Scholar 

  • ———. 2008. Mobile communication and the transformation of the democratic process. In Handbook of mobile communication studies, ed. J.E. Katz, 297–310. Cambridge, MA: MIT Press.

    Chapter  Google Scholar 

  • Geser, Hans. 2006. Towards a sociological theory of the mobile phone. In E-Merging media: Communication and the media economy of the future, ed. Axel Zerdick, Jean-Claude Burgelman, Klaus Schrape, Valerie Feldmann, Roger Silverstone, Christian Wernick, and Carolin Wolff. New York: Springer.

    Google Scholar 

  • Granovetter, Mark. 1983. The strength of weak ties: A network theory revisited. Sociological Theory 1: 201. doi:10.2307/202051.

    Article  Google Scholar 

  • Hampton, Keith N., Lauren F. Sessions, and Eun Ja Her. 2011. Core networks, social isolation, and new media. Information, Communication & Society 14(1): 130–155. doi:10.1080/1369118X.2010.513417.

    Article  Google Scholar 

  • Haythornthwaite, Caroline. 2002. Strong, weak, and latent ties and the impact of new media. The Information Society 18(5): 385–401. doi:10.1080/01972240290108195.

    Article  Google Scholar 

  • Hjorth, Larissa. 2012. “Relocating the mobile: A case study of locative media in Seoul, South Korea.” Convergence: The International Journal of Research into New Media Technologies, December, 1354856512462360. doi:10.1177/1354856512462360.

    Google Scholar 

  • Hurlbert, J.S., J.J. Beggs, and V. Haines. 2001. Social networks and social capital in extreme environments. In Social capital theory and research, ed. N. Lin, K.S. Cook, and R.S. Burt, 209–231. New York: Aldine de Gruyter.

    Google Scholar 

  • Huvila, Isto, Kim Holmberg, Stefan Ek, and Gunilla Widén-Wulff. 2010. Social capital in second life. Online Information Review 34(2): 295–316. doi:10.1108/14684521011037007.

    Article  Google Scholar 

  • Igarashi, Tasuku, Jiro Takai, and Toshikazu Yoshida. 2005. Gender differences in social network development via mobile phone text messages: A longitudinal study. Journal of Social and Personal Relationships 22(5): 691–713. doi:10.1177/0265407505056492.

    Article  Google Scholar 

  • Itō, Mizuko, Daisuke Okabe, and Misa Matsuda. 2006. Personal, portable, pedestrian: Mobile phones in Japanese life. Cambridge, MA: The MIT Press.

    Google Scholar 

  • Jones, Steve, Camille Johnson-Yale, Sarah Millermaier, and Francisco Seoane Pérez. 2009. U.S. College Students’ internet use: Race, gender and digital divides. Journal of Computer-Mediated Communication 14(2): 244–264. doi:10.1111/j.1083-6101.2009.01439.x.

    Article  Google Scholar 

  • Jones, Jason J., Jaime E. Settle, Robert M. Bond, Christopher J. Fariss, Cameron Marlow, and James H. Fowler. 2013. Inferring tie strength from online directed behavior. PLoS ONE 8(1): e52168. doi:10.1371/journal.pone.0052168.

    Article  Google Scholar 

  • Katz, James E. 2006. Mobile communication and the transformation of daily life: The next phase of research on mobiles. Knowledge, Technology & Policy 19(1): 62–71. doi:10.1007/s12130-006-1016-4.

    Article  Google Scholar 

  • Kennedy, T., A. Smith, A. Wells, and B. Wellman. 2008. Networked families. Washington, DC: Pew Internet & American Life Project.

    Google Scholar 

  • Kim, A. J. 2004. “The network is the game: Social trends in mobile entertainment.” Presented at the online proceedings of the Game Developers Conference (GDC ‘04).

    Google Scholar 

  • Kim, Hyosil. 2013a. “채팅愛 빠져… 여학생 스마트폰 중독 남학생의 3배.” 세계일보. http://www.segye.com/content/html/2013/03/26/20130326005787.html.

  • Kim, Nari. 2013b. “Kakao talk, leaping to global open platform with domestic success.” Digital Times. http://www.dt.co.kr/contents.html?article_no=2013101502010831789003.

  • Kobayashi, Tetsuro. 2010. Bridging social capital in online communities: Heterogeneity and social tolerance of online game players in Japan. Human Communication Research 36(4): 546–569. doi:10.1111/j.1468-2958.2010.01388.x.

    Article  Google Scholar 

  • Korea Creative Content Agency. 2012. “Gamer Survey Report 2012.” Naju: KOCCA.

    Google Scholar 

  • ———. 2013. “Report on Smart Content Market 2012.” Naju: KOCCA.

    Google Scholar 

  • ———. 2014. “Gamer Survey Report 2014.” Naju: KOCCA.

    Google Scholar 

  • Korea Internet & Security Agency. 2013. “Second Half, Smartphone Using State Survey 2012.” Seoul: KISA.

    Google Scholar 

  • Kraut, Robert, Michael Patterson, Vicki Lundmark, Sara Kiesler, Tridas Mukophadhyay, and William Scherlis. 1998. Internet paradox: A social technology that reduces social involvement and psychological well-being? American Psychologist 53(9): 1017–1031. doi:10.1037/0003-066X.53.9.1017.

    Article  Google Scholar 

  • Lenhart, Amanda, Joseph Kahne, Ellen Middaugh, Alexandra Rankin, Chris Evans, and Jessica Vitak. 2008. “Teens, video games, and civics.” http://www.pewinternet.org/~/media/Files/Reports/2008/PIP_Teens_Games_and_Civics_Report_FINAL.pdf.pdf.

    Google Scholar 

  • Licoppe, Christian. 2004. ‘Connected’ presence: The emergence of a new repertoire for managing social relationships in a changing communication technoscape. Environment and Planning D: Society and Space 22(1): 135–156. doi:10.1068/d323t.

    Article  Google Scholar 

  • Ling, Rich. 2004. The mobile connection: The cell phone’s impact on society. San Francisco: Morgan Kaufmann.

    Google Scholar 

  • Matsuda, Misa. 2006. Mobile communications and selective sociality. In Personal, portable, pedestrian: Mobile phones in Japanese life, ed. Mizuko Ito, Daisuke Okabe, and Misa Matsuda. Cambridge, MA: The MIT Press.

    Google Scholar 

  • Ministry of Gender Equality & Family. 2012. “Report on Youth Media Use 2011.” MOGEF.

    Google Scholar 

  • Olds, Jacqueline, and Richard S. Schwartz. 2009. The lonely American: Drifting apart in the twenty-first century. Boston: Beacon Press.

    Google Scholar 

  • Orleans, Myron, and Margaret C. Laney. 2000. Children’s computer use in the home isolation or sociation? Social Science Computer Review 18(1): 56–72. doi:10.1177/089443930001800104.

    Article  Google Scholar 

  • Portes, Alejandro. 1998. Social capital: Its origins and applications in modern sociology. Annual Review of Sociology 24: 1–24.

    Article  Google Scholar 

  • Putnam, Robert D. 1995. Bowling alone: America’s declining social capital. Journal of Democracy 6(1): 65–78. doi:10.1353/jod.1995.0002.

    Article  Google Scholar 

  • ———. 2001. Bowling alone: The collapse and revival of American community. New York: Simon and Schuster.

    Google Scholar 

  • Reid, Donna J., and Fraser J.M. Reid. 2005. Textmates and text circles: Insights into the social ecology of SMS text messaging. In Mobile world, Computer supported cooperative work, ed. Lynne Hamill, Amparo Lasen, and Dan Diaper, 105–118. London: Springer http://link.springer.com/chapter/10.1007/1-84628-204-7_7.

    Chapter  Google Scholar 

  • Rettie, Ruth. 2008. Mobile phones as network capital: Facilitating connections. Mobilities 3(2): 291–311. doi:10.1080/17450100802095346.

    Article  Google Scholar 

  • Richter, Felix. 2013. “The United States ranks 13th in smartphone penetration.” Statista. http://www.statista.com/topics/840/smartphones/chart/1405/the-united-states-ranks-13th-in-smartphone-penetration/.

  • Rivière, Carole Anne, and Christian Licoppe. 2005. From voice to text: Continuity and change in the use of mobile phones in France and Japan. In The inside text, The Kluwer International Series on computer supported cooperative work 4, ed. R. Harper, L. Palen, and A. Taylor, 103–126. Dordrecht: Springer http://link.springer.com/chapter/10.1007/1-4020-3060-6_6.

    Chapter  Google Scholar 

  • Roberts, Sam G.B., Robin I.M. Dunbar, Thomas V. Pollet, and Toon Kuppens. 2009. Exploring variation in active network size: Constraints and ego characteristics. Social Networks 31(2): 138–146. doi:10.1016/j.socnet.2008.12.002.

    Article  Google Scholar 

  • Skoric, Marko M., and Grace Chi En Kwan. 2011. Platforms for mediated sociability and online social capital: The role of facebook and massively multiplayer online games. Asian Journal of Communication 21(5): 467–484. doi:10.1080/01292986.2011.587014.

    Article  Google Scholar 

  • Statistics Korea. 2012. “Report on youth.” Statistics Korea.

    Google Scholar 

  • Steinfield, Charles, Joan M. DiMicco, Nicole B. Ellison, and Cliff Lampe. 2009. “Bowling online: Social networking and social capital within the organization.” In Proceedings of the fourth international conference on communities and technologies, 245–254. C&T ’09. New York: ACM. doi:10.1145/1556460.1556496.

  • Steinkuehler, Constance A., and Dmitri Williams. 2006. Where everybody knows your (screen) name: Online games as ‘Third Places’. Journal of Computer-Mediated Communication 11(4): 885–909. doi:10.1111/j.1083-6101.2006.00300.x.

    Article  Google Scholar 

  • Suoninen, A. 2013. The role of media in peer group relations. In Children and their changing media environment: A European comparative study, ed. Sonia Livingstone, and Moira Bovill, 353–389. New York: Routledge.

    Google Scholar 

  • Trepte, Sabine, Leonard Reinecke, and Keno Juechems. 2012. The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior 28(3): 832–839. doi:10.1016/j.chb.2011.12.003.

    Article  Google Scholar 

  • Turkle, Sherry. 2012. Alone together: Why we expect more from technology and less from each other. First Trade Paper Edition. Basic Books.

    Google Scholar 

  • Uzzi, Brian. 1996. The sources and consequences of embeddedness for the economic performance of organizations: The network effect. American Sociological Review 61(4): 674. doi:10.2307/2096399.

    Article  Google Scholar 

  • Wellman, B., J. Boase, and W. Chen. 2002. The networked nature of community: Online and offline. IT & Society 1(1): 151–165.

    Google Scholar 

  • Williams, Dmitri. 2006a. On and off the ’Net: scales for social capital in an online era. Journal of Computer-Mediated Communication 11(2): 593–628. doi:10.1111/j.1083-6101.2006.00029.x.

    Article  Google Scholar 

  • ———. 2006b. Why game studies now? Gamers don’t bowl alone. Games and Culture 1(1): 13–16. doi:10.1177/1555412005281774.

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 The Author(s)

About this chapter

Cite this chapter

Seo, H., Lee, C.S. (2016). Bowling Online: Mobile Social Games for Korean Teen Girls. In: Lee, S., Pulos, A. (eds) Transnational Contexts of Development History, Sociality, and Society of Play. East Asian Popular Culture. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-43820-7_5

Download citation

Publish with us

Policies and ethics