[March Recommended Books by Korea Publication Culture Industry Promotion Agency]⑦ 'Game Manual for Everyone'
[Asia Economy Reporter Seomideum] The Book Sharing Committee of the Korea Publication Culture Industry Promotion Agency announced seven titles, including Horangi Saengilnaliryottae (Urihakgyo), as the "Recommended Books of March 2022."
The Book Sharing Committee is composed of experts from various fields. To expand publishing demand and promote reading culture, it introduces books in seven categories?literature, humanities and arts, social sciences, natural sciences, practical/general, picture books and fairy tales, and youth?each month along with recommendation notes.
The "Recommended Books of March" include seven titles: Horangi Saengilnaliryottae (Urihakgyo), Sachungi Cheolhak Yeohaeng (Chorokseojae), #Gender_Sosol: Hashtag Munhakseon (Munhakgwa Jiseongsa), Ddong-ui Inmunhak (Yeoksabipyungsa), Yejado Gundae Garaneun Mal (Dongnyeok), Bichi Maehogi Doel Ttae (Influential), and Modureul Wihan Geim Chwigup Seolmyeongseo (Hankyoreh Publishing).
The Book Sharing Committee members include Chairperson Jung Subok (sociologist), Kwon Bokgyu (professor at Ewha Womans University College of Medicine), Ryu Daesung (writer), Jo Gyeongran (novelist), Jin Taewon (professor at Sungkonghoe University), Choi Hyunmi (reporter at Munhwa Ilbo), and Pyo Jeonghun (critic).
Modureul Wihan Geim Chwigup Seolmyeongseo | Choi Taeseop | Hankyoreh Publishing | 260 pages | 16,000 KRW
"The purpose is to understand what games are at a basic level and to examine the social landscape surrounding games. Today, games have become a very popular medium and play culture, but despite their scale, they still exist in a subtle cultural isolation." The author, a cultural critic and sociological researcher, states the book's purpose as above. People's perceptions of games are divided into two.
"The media, religious circles, education sector, and parents have perceived games as the main enemy that ruins children. This perception stems from convenient characteristics of games. Because games have a short history, they have mainly been enjoyed by younger generations, and older generations do not understand them well, making games a 'generation-specific hobby.' Many researchers studying social prejudice commonly point out that not knowing well makes it easy to demonize."
The author does not agree with defining games as a cause of violent crime but also does not think games can exist detached from social issues. Many male gamers fiercely oppose criticism of games based on 'political correctness.' When criticism arises about female characters wearing unnecessarily revealing costumes, they counter it as 'censorship.' Game companies accept some male gamers' unreasonable demands as 'consumer requests.'
The author points out that although the labor environment in the game industry, characterized by long overtime and unstable employment, has improved significantly in recent years, this is thanks to the efforts of game industry workers, civil society, and labor groups, and the game industry itself has rarely voluntarily fulfilled its corporate social responsibilities.
This book will provide gamers with an opportunity to recall the broader social context of the games they enjoy. For those who do not play games or are unfamiliar, it will serve as a window to look into the game world and gamers. Especially for the parent generation who view their children's gaming activities with concern, this book can be a stepping stone to understanding games.
What is a game? It is a 'play' that provides enjoyment difficult to experience in reality. "Games give us the joy to endure reality and the imagination to transcend it. They also offer unexpected connections and the joy of small victories." The author hopes games become exactly such a world of 'play.'
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