£51.10

Bloomsbury Digital Game Culture in Korea - Social Play & Addiction Ethnography

Price data last checked 16 day(s) ago - will refresh soon

View at Amazon

We'll watch every seller, every day. One email when your price arrives.

It has never been this cheap. We have no record of a lower price.

£51 today · cheaper than every other day in the last 3 months

NEW HERE?

Amazon shows you one price. We show you all of them.

Tosheroon watches Amazon prices so you don't have to. Every product on Amazon has a price history — we make it visible. Set the price you'd actually pay, and we'll email you the second it gets there. No app, no account, one email.

WHAT'S ON THIS PAGE

↓ Price chart
when this has been cheap or pricey
↓ Forecast
where the price is heading next
↓ Statistics
all-time high & low, recent range
↑ Price alert
name your number, we'll email you

Price History & Forecast

Grey patches = out of stock. Cheaper = lower on the chart. Hover for exact prices.

Last 75 days · 75 data points (no recent data)

Historical
Generating forecast…
£51.10 £48.55 £49.57 £50.59 £51.61 £52.63 £53.66 08 July 2026 26 July 2026 14 August 2026 01 September 2026 20 September 2026

Price Distribution

Price distribution over 75 days • 1 price levels

Days at Price
75 days 0 19 38 56 75 £51 Days at Price

Price Analysis

Most common price: £51 (75 days, 100.0%)

Price range: £51 - £51

Price levels: 1 different prices over 75 days

Description

Digital Game Culture in Korea: The Social at Play is a critical ethnographic investigation that examines media discourses surrounding online game addiction whilst exploring the sociocultural roles games fulfil in everyday life. Florence M. Chee argues that characterising online games as singularly problematic overlooks their socially generative nature and pivotal importance as means of connection amongst players and communities. Through Korea's distinct sociohistorical and technocultural context, this work recognises the foundational role Korean games have played in digital culture, offering readers a nuanced perspective that moves beyond addiction narratives to understand how gaming functions as a social practice and community-building force in contemporary society.

Key Features

Critical ethnographic investigation of online game addiction and media discourses in Korean digital culture and society.

Explores how online games serve as socially generative means of connection amongst players and gaming communities.

Focuses on Korea's sociohistorical and technocultural context to understand the foundational role of games in everyday life.

Published by Bloomsbury and Lexington Books as an academic exploration of anthropology and sociology themes.

Challenges prevailing narratives about game addiction by examining the social and cultural significance of gaming practices.

Product Specifications

Format
hardcover
Domain
Amazon UK
Release Date
15 May 2023
Listed Since
07 March 2023

Barcode

No barcode data available

Similar Products You Might Like

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia (East Asian Popular Culture)
97% match

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play: Video Games in East Asia (East Asian Popular Culture)

MACMILLAN

£85.53 10 Sep 2026
Understanding Games and Game Cultures
96% match

Understanding Games and Game Cultures

Sage Publishing

£106.41 25 Sep 2026
Global Game Industries and Cultural Policy (Palgrave Global Media Policy and Business)
96% match

Global Game Industries and Cultural Policy (Palgrave Global Media Policy and Business)

MACMILLAN

£100.11 30 Sep 2026
The Child in Videogames: From the Meek, to the Mighty, to the Monstrous
96% match

The Child in Videogames: From the Meek, to the Mighty, to the Monstrous

MACMILLAN

£79.98 12 Sep 2026
Social Exclusion, Power and Video Game Play: New Research in Digital Media and Technology
96% match

Social Exclusion, Power and Video Game Play: New Research in Digital Media and Technology

Lexington Books

£77.36 05 Sep 2026
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
96% match

Video Games and Interactive Media: A Glimpse at New Digital Entertainment

Routledge

£49.99 22 Sep 2026
Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention
96% match

Internet Gaming Disorder: Theory, Assessment, Treatment, and Prevention

Elsevier

£69.59 12 Sep 2026
How Video Games Impact Players: The Pitfalls and Benefits of a Gaming Society
96% match

How Video Games Impact Players: The Pitfalls and Benefits of a Gaming Society

Lexington Books

£90.00 30 Sep 2026
Working with Video Gamers and Games in Therapy: A Clinician's Guide
96% match

Working with Video Gamers and Games in Therapy: A Clinician's Guide

Routledge

£130.97 27 Aug 2026
Ethnographies of the Videogame: Gender, Narrative and Praxis
96% match

Ethnographies of the Videogame: Gender, Narrative and Praxis

Routledge

£58.50 12 Sep 2026
Gaming as Art: A Communication-Oriented Perspective on the Relationship between Gaming and the Art: 12 (Video Games and the Humanities, 12)
96% match

Gaming as Art: A Communication-Oriented Perspective on the Relationship between Gaming and the Art: 12 (Video Games and the Humanities, 12)

De Gruyter Oldenbourg

£90.83 18 Sep 2026
Gaming Film: How Games are Reshaping Contemporary Cinema
96% match

Gaming Film: How Games are Reshaping Contemporary Cinema

MACMILLAN

£44.99 04 Sep 2026
Gaming Cultures and Place in Asia-Pacific (Routledge Studies in New Media and Cyberculture)
96% match

Gaming Cultures and Place in Asia-Pacific (Routledge Studies in New Media and Cyberculture)

Routledge

£145.22 11 Sep 2026
Handbook of Computer Games Technology: Volume II: 2
96% match

Handbook of Computer Games Technology: Volume II: 2

Clanrye International

£73.09 18 Sep 2026
Application of Gaming in New Media Marketing (Advances in Marketing, Customer Relationship Management, and E-Services)
96% match

Application of Gaming in New Media Marketing (Advances in Marketing, Customer Relationship Management, and E-Services)

IGI Global

£189.73 24 Sep 2026
Computer Games and Technical Communication: Critical Methods and Applications at the Intersection (Routledge Studies in Technical Communication, Rhetoric, and Culture)
96% match

Computer Games and Technical Communication: Critical Methods and Applications at the Intersection (Routledge Studies in Technical Communication, Rhetoric, and Culture)

Routledge

£164.23 19 Sep 2026
Gaming Globally: Production, Play, and Place (Critical Media Studies)
96% match

Gaming Globally: Production, Play, and Place (Critical Media Studies)

MACMILLAN

£67.92 23 Sep 2026
Games Girls Play: Contexts of Girls and Video Games (Studies in New Media)
96% match

Games Girls Play: Contexts of Girls and Video Games (Studies in New Media)

Lexington Books

£90.00 30 Sep 2026
Handbook of Computer Games Technology: Volume I: 1
96% match

Handbook of Computer Games Technology: Volume I: 1

Clanrye International

£72.98 25 Sep 2026
Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society (Routledge Advances in Sociology)
96% match

Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society (Routledge Advances in Sociology)

Routledge

£38.99 02 Oct 2026
Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications
96% match

Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications

Information Science Reference

£59.63 19 Sep 2026
Videogames
96% match

Videogames

Routledge

£139.12 24 Sep 2026