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Industrija video iger in njen vpliv na južnokorejsko kulturo in družbo v 21. stoletju
ID Sadović, Hana (Author), ID Kang, Byoung Yoong (Mentor) More about this mentor... This link opens in a new window

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Abstract
Južna Koreja je v zadnjih letih doživela velik razcvet v industriji iger, ki sega od preprostega hobija do tekmovalnega športa. Vendar je to šele nedavni razvoj, saj je igranje iger na v državi še vedno relativno novo. Če pogledamo nazaj na tehnološki razvoj in kronološko zgodovino iger in industrije iger v Koreji, je trend naraščanja jasno razviden. Od nezakonito uvoženih iger iz 80. let prejšnjega stoletja do sodobnih PC Bangova in od nepriljubljenega hobija do nacionalnega športa, igranje iger je postalo zelo razširjeno. To seveda pomeni premik v perspektivi širše javnosti in v pogledu na iger. Danes na igre gledamo kot na način sprostitve, krajšanja časa, krajšanja vožnje na delo, pa tudi kot tekmovalen, neusmiljen šport, kjer je tekmovanje brutalno in se boj za naslov najboljšega nikoli ne konča. To lahko opazujemo skozi vzpone in padce v karieri pro-igralca Fakerja, ki so ga poimenovali najboljšim igralcem igre League of Legends na svetu, pa tudi skozi priljubljene igre, žanre in vedno spreminjajoče se dojemanje iger. Ker je vse še v razvoju, je samoumevno, da tista industrija še ni dosegla svojega vrhunca in da bo ta trend zagotovo še rasel.

Language:English
Keywords:e-šport, igranje, MMORPG, PC Bang, MOBA, Faker, KeSPA, SKT T1
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FF - Faculty of Arts
Place of publishing:Ljubljana
Publisher:[H. Sadović]
Year:2022
Number of pages:41 f.
PID:20.500.12556/RUL-140467 This link opens in a new window
UDC:794-028.23:316.72
COBISS.SI-ID:122921731 This link opens in a new window
Publication date in RUL:15.09.2022
Views:1061
Downloads:60
Metadata:XML DC-XML DC-RDF
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Secondary language

Language:Korean
Title:Gaming industry in South Korea and its social and cultural impact in the 21st century
Abstract:
South Korea has seen a significant boom in the gaming industry within the recent years, ranging from a simple hobby to a competitive sport. However, this is only a recent development, as gaming is relatively new to the country. Looking back on the technological developments and the chronological history of games and gaming in Korea, the rising trend is clearly evident. From the illegally imported games of the 1980s to modern day PC Bangs, and from an obscure hobby to a national sport, gaming has become widespread. This, of course, entails a shift in the perspective of the general public, and the way gaming is perceived. Today, games are seen as a way to relax, pass the time, cut a commute ride shorter, but also as a competitive, ruthless sport, where the competition is cut-throat and the battle for the title of the best is never-ending. We can observe this through the ups and downs in the career of pro-gamer Faker, who was dubbed the world’s best League of Legends player, but also through popular games, genres and the changing perception of gaming. As this is still in development, it goes without saying that an industry like this is yet to hit its peak, and that this trend will surely continue to grow.

Keywords:esports, gaming, MMORPG, PC Bang, MOBA, Faker, KeSPA, SKT T1

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