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http://dx.doi.org/10.5392/JKCA.2013.13.02.137

Gamephobia, From Homo Ludens To Cyberspace  

Cho, Eun-Ha (강원대학교 문화예술대학 스토리텔링학과)
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Abstract
The vague anxiety or disbelief about new media undermines the confidence of old media about controlling the future. The negative response of old media makes the vicious circle. In spite of the development of new media and IT industry, the conservative view regards computer game as taboo. The absolute taboo provokes the absolute fear. Then the absolute taboo is 'computer game' in today's Korean society. Computer game as play in the digital era is burdened by the critique on the non-productivity and the deviation. And what's more, the digital technology of computer game intensifies the image of 'virtuality'. It cause the fear about computer game. This article starts on the understanding about computer game and inspects the mass image about computer game which is caused by the various aspects of cultural or technological facts in computer game. From this inspection, the article explains the mechanism of gamephobia and suggests the view to catch the cultural value of computer game beyond the fear.
Keywords
Computer Game; Gamephobia; Homo Ludens; Cyberspace; Cybernetics;
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