First, I think there is a good argument to be made (it already has been by many scholars) that the era of mass communication took place in the twentieth century and is over. The data show that, all over the world, people are spending less time watching television or with other traditional "mass media" pursuits and more time online. The online experience is decisively different from "mass" communication and nowhere is this more apparent than in the online game industry.
Second, the game industry, including online games, arcade games, video games (as in Nintendo, Sony and Microsoft X-box) and most recently mobile games) are part of the entertainment industry. As digital technology, the internet and cloud computing continue to develop, online games are converging in some ways with both television and the motion picture industry. If you doubt this, view the following trailer for the new version of World of Warcraft.
Third, as we discussed in our Tuesday class meeting, Korea has a big stake in the game industry, as illustrated in the accompanying graphic that was published in a December 2011 Korea Joongang Daily article. (click on the graphic to see a full-size version). The title of that article, "E-sports spread from PC Bang to world stage" hints at the answer to my student's question about why the game industry is becoming part of media today.
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So there you have it. Participation in a multiplayer online game, whether at home, at a PC Bang, or while riding home on the subway, is not really "mass communication," or is it? Comments welcome.
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