KPK, Inc.: Race, Nation, and Emergent Culture in Online Games

Contributing Organization(s): MacArthur Foundation Digital Media and Learning Initiative, The


Author(s)/Creator(s): Douglas Thomas

Publishing Date: 2008-01-01

Issue Areas: Children and Youth; Media; Race and Ethnicity

Ownership/Rights Info: Copyright 2008 Massachusetts Institute of Technology. Published under Creative Commons Attribution-Noncommercial-No Derivative Works Unported 3.0 license.

Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262550673.155

Part of the Volume on Learning Race and Ethnicity: Youth and Digital Media
This essay examines the unintended effects of transnational adoption of an online game, Diablo II, focusing on a series of events following the introduction of a Korean player base into a popular U.S. game, examining the emergence of player cultures that negotiate issues of space, nation, and identity in complex and oftentimes violent ways. In doing so, I explore the implications for the study of race and ethnicity in digital media, particularly among youth within gamer culture.

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Available at: http://www.mitpressjournals.org/doi/abs/10.1162/dmal.9780262550673.155


Intended Audience: Advocates; College/University Professors; General Public; Researchers; Teachers-middle school; Teachers-high school

Type/Format: Whitepaper

Language code: English

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