- Main
Industrialization of Play: Technology, Culture, and the Digital Economy of Korean Esports
- Dunkel, William Charles
- Advisor(s): Trammell, Aaron
Abstract
This dissertation examines the complex dynamics of Korean esports within a global context, exploring its historical development, cultural significance, and the challenges it faces in the contemporary landscape. Through a multifaceted approach combining historical analysis, ethnographic observation, and interviews, the study investigates the intersection of players, fans, and industry stakeholders in Korean esports.The research begins by tracing the historical roots of Korean esports, situating it within the country's broader economic and cultural transformation since 1987. It then delves into the unique player-fan relationship in Korean esports, drawing parallels with the K-pop industry's labor organization and exploring how these interactions shape the competitive gaming landscape. A significant focus is placed on the gendered aspects of Korean esports fandom, highlighting the crucial role of women in organizing and supporting the scene. This perspective challenges Western norms and provides insight into how gender dynamics manifest in traditionally male-dominated spaces within the Korean context. The study also examines the transnational politics of esports activism, exploring how players navigate conflicts between industry interests and geopolitical tensions, particularly in the context of Chinese and American economic competition. Finally, the dissertation considers the position of esports within the broader framework of Hallyu (Korean Wave) culture, arguing that while often marginalized, Korean gaming culture offers a valuable lens for understanding contemporary Korean society and its global influence. By synthesizing these diverse elements, this research contributes to a more nuanced understanding of Korean esports as a cultural phenomenon, its impact on global gaming culture, and its potential to reshape perceptions of Korea's cultural industries. The study ultimately argues for the recognition of esports as a significant, albeit unconventional, aspect of Korean cultural exports and global influence.