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DiGRA
Korean PC game rooms, called PC bangs, are treated as third places where players gather for social connection, shelter, and community.
Setting. PC bangs charge roughly one US dollar per hour and operate round the clock.
Florence Chee's 2005 study, based on four months of ethnographic fieldwork in Seoul during 2004, examines why Korea has earned a reputation for intensive online gaming and argues that this reputation is better explained by social, cultural, and infrastructural conditions than by a universal notion of biomedical addiction. The research centers on Korean PC game rooms, or "PC bangs," which the study treats as third places where players gather for social connection, shelter, and community. Key observations include hourly rates of roughly one US dollar, a density of approximately one venue per Seoul city block, and round-the-clock operation.
The findings emphasize that many players, particularly in these venues, are motivated more by social bonds than by the games themselves. One couple's relationship, for instance, developed through shared play. The study also introduces "Wang-tta," a Korean term for ostracizing the weakest member of a peer group, which exerts strong pressure on young players to practice and perform. This pressure can be intensified by life transitions, and the study notes that military service and disruptions to social networks can lead players to quit gaming entirely. Limited employment options and the social stakes of peer standing are presented as further contextual drivers of play.
Supporting this interpretation, the study cites an interview with a former heavy player who had logged as many as 36 hours of continuous play and whose gaming declined sharply after a year without broadband access in England, suggesting that access and circumstance, rather than an internal disorder, shaped behavior. The author concludes that excessive gaming in Korea reflects life context and that the Wang-tta effect illustrates how social exclusion operates within gaming communities. These conclusions rest on qualitative evidence from a limited number of interviews rather than on large-scale quantitative data, a constraint the study acknowledges.
DiGRA · 2005