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dc.contributor.authorKarhulahti, Veli-Matti
dc.contributor.authorHeljakka, Katriina
dc.contributor.authorJo, Dongwon
dc.date.accessioned2022-12-19T12:24:12Z
dc.date.available2022-12-19T12:24:12Z
dc.date.issued2023
dc.identifier.citationKarhulahti, V.-M., Heljakka, K., & Jo, D. (2023). From Claw Crane to Toy Crane : Catching, Courting, and Gambling in South Korea. <i>Korean Studies</i>, <i>47</i>, 312-350. <a href="https://doi.org/10.1353/ks.2018.0037" target="_blank">https://doi.org/10.1353/ks.2018.0037</a>
dc.identifier.otherCONVID_164401209
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/84496
dc.description.abstractThe claw crane—an arcade game that invites its players to remotely grab a prize with a “claw”—has undergone a long process of development from an eye-catching “steam shovel” to a calculated gambling machine across amusement arcades, train stations, and traveling carnivals. Recently, the claw crane has become a common transmedia object in various consumer outlets around the world, serving today’s “kidults” who are willing to play and be playful with toys as grownups. Especially in South Korea, the claw crane now rewards its players with cutified character plushies, which arguably reflects and resonates with the local sociocultural conventions. In this mixed-methods study, we deconstruct the claw crane as a historical artifact that promotes diverse forms of human interaction and engagement in the techno-cultural and social context of South Korea. The claw crane (or in South Korea, rather the “toy crane”) is investigated by means of historical design analysis, a review of contemporary South Korean media texts, and field observations in Seoul. We suggest the claw crane to serve as a multipurpose medium for playful interactions beyond the act of play itself—and in South Korea, having become a means for playful courting and emotional support, which at times of anxiety, stress, and uncertainty may contribute to one’s confidence and belief in the future.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherUniversity of Hawaii press
dc.relation.ispartofseriesKorean Studies
dc.rightsIn Copyright
dc.subject.otherclaw crane
dc.subject.otherdoll drawing
dc.subject.otherromantic play
dc.subject.otherkidults
dc.subject.othercuteness
dc.subject.othertransmedia culture
dc.subject.otherK-drama
dc.titleFrom Claw Crane to Toy Crane : Catching, Courting, and Gambling in South Korea
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202212195750
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange312-350
dc.relation.issn1529-1529
dc.relation.volume47
dc.type.versionacceptedVersion
dc.rights.copyright© Authors, 2022
dc.rights.accesslevelopenAccessfi
dc.relation.grantnumber312397
dc.subject.ysokolikkopelit
dc.subject.ysoseurustelu
dc.subject.ysopehmolelut
dc.subject.ysotransmedia
dc.subject.ysodraamasarjat
dc.subject.ysopelikulttuuri
dc.subject.ysoleikkiminen
dc.subject.ysoromanssit (ihmissuhteet)
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p26621
jyx.subject.urihttp://www.yso.fi/onto/yso/p11722
jyx.subject.urihttp://www.yso.fi/onto/yso/p4108
jyx.subject.urihttp://www.yso.fi/onto/yso/p28349
jyx.subject.urihttp://www.yso.fi/onto/yso/p27510
jyx.subject.urihttp://www.yso.fi/onto/yso/p25376
jyx.subject.urihttp://www.yso.fi/onto/yso/p316
jyx.subject.urihttp://www.yso.fi/onto/yso/p22706
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.1353/ks.2018.0037
dc.relation.funderResearch Council of Finlanden
dc.relation.funderSuomen Akatemiafi
jyx.fundingprogramCentre of Excellence, AoFen
jyx.fundingprogramHuippuyksikkörahoitus, SAfi
dc.type.okmA1


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