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Monday, March 18, 2019

Online Gaming in South Korea Essay examples -- Asia Technology Essays

Online shimmer in sec KoreaThe rise of online gaming in southwestward Korea has brought improved economical prospects and notoriety, but at what price?Beginning in the late 1990s South Korea has quickly become the undisputed king of the online gaming world. Gaming and the culture that has grown up around it are now the delimit aspects of the lives of many South Korea youths. While this eruption of online gaming has created revenue for the kingdom and made South Korea a global hotspot for international farinaceousrs it has besides been a cause of concern in much the same appearance excessive television viewing and game playing has in the U.S. A number of factors contribute to the huge percentage of online-gamers in South Korea. A fast internet connection is a necessity and South Korea is, per capita, the nigh wired country in the world. Over 60% of households have wideband compared to 20% in the United States (Kim 2). South Koreas small geographic size and high population d ensity make running the necessary cabling an easier task than it would be in the U.S. Broadband access in South Korea is, furthermore, the cheapest in the world at $25 per month (Kim 2). Additionally, in South Korea console gaming isnt nearly as popular as it is in the U.S. and elsewhere. Console systems Playstation, Nintendo, Sega are by and large of Japanese origin. delinquent to past discord between the two countries Korean being a colony under the rather, at the time, iron-fisted Japanese Japanese imports have been some(prenominal) officially and culturally unpopular (Herz 3). Without consoles to take away from the base of game players, in South Korea unlike the U.S., online computer gaming is the dominant chassis of electronic gaming.Though more than half the homes in South Korea a... ...bbc.co.uk/1/hi/world/asia-pacific/2499957.stm)Fulford, Benjamin. Koreas Weird Wired World Forbes Online 21 July 2003. October 28, 2003. (http//www.forbes.com/technology/free_forbes/20 03/0721/092.html?partner=newscom)Kim, Jin David. Lucrative Lessons from Online Game Players International Herald Tribune 12 March 2002. October 28, 2003. (http//www.iht.com/articles/89432.html)Ihlwan, Moon. The Champs in Online Games Business Week Online 23 July 2001. October 28, 2003. (http//www.businessweek.com/magazine/ electrical capacity/01_30/b3742142.htm)Electro Lobby. E-Sport Gaming Goes Pro Interview. Unknown. October 28, 2003(http//www.tnc.net/el/el01/progaming.html)Related Linkshttp//www.worldcybergames.com/ - home position of the World Cyber Gameshttp//www.ncsoft.net/ - NCsoft, makers of Lineagehttp//www.blizzard.com/ - Blizzard Inc., makers of Starcraft

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