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Media technologies for play have become major industries in Japan
and South Korea. Even in North Korea, citizens bypass the state to
enjoy popular culture. At the same time, corporations and
governments encourage people to produce economic values through
play. The first comparative study of media technologies in Japan
and the two Koreas, this book illuminates the peculiar geopolitical
relations between the three countries through their development and
use of digital technologies. Drawing from political economy,
cultural studies and technology studies, this book will be
essential reading for researchers and students of media
technologies and popular culture in Northeast Asia.
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