ABSTRACT

This new textbook is a timely and interdisciplinary resource for students looking for an introduction to Korean popular culture, exploring the multifaceted meaning of Korean popular culture at micro and macro levels and the process of cultural production, representation, circulation and consumption in a global context.

Drawing on perspectives from the humanities and social sciences, including media and communications, film studies, musicology, cultural studies, sociology, anthropology, history and literature, this book provides a comprehensive and up-to-date overview of Korean popular culture and its historical underpinnings, changing roles and dynamic meanings in the present moment of the digital social media age. The book’s sections include:

  • K-pop Music
  • Popular Cinema
  • Television
  • Web Drama, Webtoon and Animation
  • Digital Games and Esports
  • Lifestyle Media, Fashion and Food
  • Nation Branding

An accessible, comprehensive and thought-provoking work, providing historical and contemporary contexts, key issues and debates, this textbook will appeal to students of and providers of courses on popular culture, media studies and Korean culture and society more broadly.

chapter |20 pages

Introduction

Situating Korean Popular Culture in the Global Culture Landscape

part I|41 pages

K-pop Music

part II|37 pages

Popular Cinema

chapter 6|10 pages

Parasite and Snowpiercer as Derivations to Hallyu

Korean Cinema, Neoliberalism and Semi-Global Exclusivity

chapter 7|9 pages

Her Revenge

Low Birthrate Cinema from Lady Vengeance to The Villainess

chapter 8|7 pages

The Climate of Cinema

Gender, Debt and the Future of Labor in Squid Game and Parasite

part III|45 pages

Television

chapter 9|15 pages

The Korean Wave Television

From Winter Sonata to Squid Game

chapter 10|8 pages

Netflix and Korean Drama

Cultural Resonance, Affect and Consumption in Asia

part IV|41 pages

Web Drama, Webtoon and Animation

chapter 13|8 pages

Korean Web Drama on the Rise

The Difference Independent Productions Make

chapter 15|14 pages

Transmediating Tradition

Convergence of Premodern Prose, Webtoons and Audio Comics

chapter 16|8 pages

Cultural Identity in Transnational Korean Animation

The Stateless Fantasy of Ragnarök

part V|44 pages

Digital Games and Esports

chapter 17|10 pages

The Political Economy of the Digital Game Industry

An Analysis of Transnational Capital

chapter 18|9 pages

Techno-Orientalism in Global/Korean Esports

“They Play Games Really Well, But It Is Us to Have Them Play”

chapter 19|12 pages

Visualizing the Invisible

Korean Esports and the Representation of Gameplay Skill

chapter 20|11 pages

Between Super Players and Mega Fans

The Emergence of Data-Led Gaming Environments in Korean Esports

part VI|31 pages

Lifestyle Media, Fashion and Food

chapter 23|10 pages

Precarious Eating

Young Koreans' Digital Practice of Mukbang

part VII|33 pages

Popular Culture and Nation Branding

chapter 24|11 pages

Branding the Sense of Place

Gangnam as the Epicenter of the Korean Wave

chapter 25|11 pages

First Time in Korea?

The Mediation of Strangeness through Food Practices

chapter 26|9 pages

The Korean Wave and Mega-Asia

Imagining a Pan-Asian Community