Introduction ~ Micky Lee and Peichi Chung
Part 1 ~ Gender Online and Digital Sex
Sharing, Selling, Striving: The Gendered Labour of Female Social Entrepreneurship in South Korea ~ Kyooeun Jang
‘For Japan Only?’ Crossing and Re-Inscribing Boundaries in the Circulation of Adult Computer Games ~ Patrick W. Galbraith
Part 2 ~ Governance and Regulations
The New Personal Data Protection in Japan: Is It Enough? ~ Ana Gascón Marcén
Phenomena and Phobia Through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan ~ Deirdre Sneep
How Do Materiality and Corporeality Inform the Intellectual Property Debate? A Case Study of Pirated Media in North Korea ~ Micky Lee and Weiqi Zhang
Hyperreal Peninsula: North Korea’s Nuclear Cinema and South Korea’s Digital Revolution ~ Elizabeth Shim
Part 3 ~ Techno-Identity and Digital Labour Condition
‘Too Many Koreans’: Esports Biopower and South Korean Gaming Infrastructure ~ Keung Yoon Bae
South Korea’s Esports Industry in Northeast Asia: History, Ecosystem and Digital Labour ~ Peichi Chung
Representations of Play: Pachinko in Popular Media ~ Keiji Amano and Geoffrey Rockwell
The Work of Care in the Age of Feeling Machines ~ Shawn Bender
Conclusion ~ Peichi Chung