語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Ready Player Won: A Study of E-Sport...
~
Grantham, Amy Jean,
FindBook
Google Book
Amazon
博客來
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power // Amy Jean Grantham.
作者:
Grantham, Amy Jean,
面頁冊數:
1 electronic resource (228 pages)
附註:
Source: Dissertations Abstracts International, Volume: 86-09, Section: A.
Contained By:
Dissertations Abstracts International86-09A.
標題:
Esports. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31915273
ISBN:
9798308168102
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power /
Grantham, Amy Jean,
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power /
Amy Jean Grantham. - 1 electronic resource (228 pages)
Source: Dissertations Abstracts International, Volume: 86-09, Section: A.
Over the last decade viewership trends for e-sports (competitive videogaming) have been outstripping once-sacred physical sports events like the Superbowl. E-sports management companies' valuations have soared to hundreds of millions of US dollars, while tournaments and athletes have been sponsored by some of the most prestigious luxury brands on the market. E-sports has even become a medalled event in the quadrennial Asian Games, and continues to be actively considered for inclusion in the biggest multinational competitive event in the world: the Summer Olympics. Yet it continues to be conspicuously absent from formal nation-branding contexts in lieu of music, film, and physical sports, even by famed e-sports pioneers like South Korea. This dissertation takes e-sports as a primary case study to assess ways that different entertainment industries can be used in nation-branding, and the functional utility that they have in different foreign and domestic policy contexts. It asks which specific aspects of e-sports help or hinder its use in nation-branding campaigns, particularly through the lens of national "star power": a concept describing the image-based charm and "likeability" of a country, such that target audiences become predisposed to liking and supporting the wielding country itself rather than simply acceding to its forceful or transactionally persuasive demands in a discrete situation. Employing a multidisciplinary method, the dissertation specifically examines entertainment industry-oriented influence campaigns from the perspective of South Korea. These are juxtaposed with shortform studies of the United States to further map the applications of e-sports in (inter)national fora. The dissertation finds that e-sports functions as a powerful catalyst for individual and industrial star power, including by dint of its global audience diversity, promotional viability across platforms, athletes' personal renown, and transcendence of linguistic and geographic divides. These have been successfully leveraged to overcome operational challenges to e-sports' deployment by governments, including intellectual property rights, multinational compositions of professional teams, and limited visibility of governments' in-person e-sports promotions to foreign audiences in South Korea. E-sports' near-invisibility in South Korea's leader-level nation-branding campaigns is found to be a matter of government convenience (prioritising industries that achieve a "mainstream moment" in target countries' media landscapes), rather than any fundamental incompatibility between e-sports and nation-branding. This research provides significant contributions in three areas. It addresses major gaps in academic-practitioner conceptual frameworks of influence in international relations, particularly with respect to national "attractiveness", national "personalities", and curation of mimetic desire. From a cultural studies perspective, it also serves as one of the first comprehensive academic investigations into the global e-sports industry, providing insights into its internal operations and external applications from the perspectives of three major stakeholder groups: governments, athletes, and fans. Finally, it maps these findings in relation to K-pop, K-cinema, and physical sports, deepening understandings of entertainment industries' idiosyncrasies and their ability to generate substantial international star power.
English
ISBN: 9798308168102Subjects--Topical Terms:
3702228
Esports.
Subjects--Index Terms:
E-sports
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power /
LDR
:04978nmm a22004813i 4500
001
2431687
005
20250616055557.5
006
m o d
007
cr|nu||||||||
008
261011s2025 miu||||||m |||||||eng d
020
$a
9798308168102
035
$a
(MiAaPQD)AAI31915273
035
$a
(MiAaPQD)AustNatlU733735229
035
$a
AAI31915273
040
$a
MiAaPQD
$b
eng
$c
MiAaPQD
$e
rda
100
1
$a
Grantham, Amy Jean,
$e
author.
$3
3820612
245
1 0
$a
Ready Player Won: A Study of E-Sports' Compatibility with South Korean Nation-Branding and Development of National Star Power /
$c
Amy Jean Grantham.
264
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2025
300
$a
1 electronic resource (228 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Dissertations Abstracts International, Volume: 86-09, Section: A.
500
$a
Advisors: Maliangkaij, Roald.
502
$b
Ph.D.
$c
The Australian National University (Australia)
$d
2025.
520
$a
Over the last decade viewership trends for e-sports (competitive videogaming) have been outstripping once-sacred physical sports events like the Superbowl. E-sports management companies' valuations have soared to hundreds of millions of US dollars, while tournaments and athletes have been sponsored by some of the most prestigious luxury brands on the market. E-sports has even become a medalled event in the quadrennial Asian Games, and continues to be actively considered for inclusion in the biggest multinational competitive event in the world: the Summer Olympics. Yet it continues to be conspicuously absent from formal nation-branding contexts in lieu of music, film, and physical sports, even by famed e-sports pioneers like South Korea. This dissertation takes e-sports as a primary case study to assess ways that different entertainment industries can be used in nation-branding, and the functional utility that they have in different foreign and domestic policy contexts. It asks which specific aspects of e-sports help or hinder its use in nation-branding campaigns, particularly through the lens of national "star power": a concept describing the image-based charm and "likeability" of a country, such that target audiences become predisposed to liking and supporting the wielding country itself rather than simply acceding to its forceful or transactionally persuasive demands in a discrete situation. Employing a multidisciplinary method, the dissertation specifically examines entertainment industry-oriented influence campaigns from the perspective of South Korea. These are juxtaposed with shortform studies of the United States to further map the applications of e-sports in (inter)national fora. The dissertation finds that e-sports functions as a powerful catalyst for individual and industrial star power, including by dint of its global audience diversity, promotional viability across platforms, athletes' personal renown, and transcendence of linguistic and geographic divides. These have been successfully leveraged to overcome operational challenges to e-sports' deployment by governments, including intellectual property rights, multinational compositions of professional teams, and limited visibility of governments' in-person e-sports promotions to foreign audiences in South Korea. E-sports' near-invisibility in South Korea's leader-level nation-branding campaigns is found to be a matter of government convenience (prioritising industries that achieve a "mainstream moment" in target countries' media landscapes), rather than any fundamental incompatibility between e-sports and nation-branding. This research provides significant contributions in three areas. It addresses major gaps in academic-practitioner conceptual frameworks of influence in international relations, particularly with respect to national "attractiveness", national "personalities", and curation of mimetic desire. From a cultural studies perspective, it also serves as one of the first comprehensive academic investigations into the global e-sports industry, providing insights into its internal operations and external applications from the perspectives of three major stakeholder groups: governments, athletes, and fans. Finally, it maps these findings in relation to K-pop, K-cinema, and physical sports, deepening understandings of entertainment industries' idiosyncrasies and their ability to generate substantial international star power.
546
$a
English
590
$a
School code: 0433
650
4
$a
Esports.
$3
3702228
650
4
$a
Computer & video games.
$3
3548317
650
4
$a
Celebrities.
$3
548634
650
4
$a
Film studies.
$3
2122736
650
4
$a
National identity.
$3
3558957
650
4
$a
Recreation.
$3
535376
650
4
$a
Sports management.
$3
3423935
650
4
$a
Political science.
$3
528916
650
4
$a
East Asian studies.
$3
3764093
650
4
$a
Public policy.
$3
532803
653
$a
E-sports
653
$a
Nation branding
653
$a
South Korea
690
$a
0601
690
$a
0430
690
$a
0630
690
$a
0773
690
$a
0338
690
$a
0900
690
$a
0615
690
$a
0814
710
2
$a
The Australian National University (Australia).
$e
degree granting institution.
$3
3765800
720
1
$a
Maliangkaij, Roald
$e
degree supervisor.
773
0
$t
Dissertations Abstracts International
$g
86-09A.
790
$a
0433
791
$a
Ph.D.
792
$a
2025
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31915273
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9527382
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入