From Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea

dc.contributor.authorKarhulahti Veli-Matti
dc.contributor.authorHeljakka Katriina
dc.contributor.authorDongwon Jo
dc.contributor.organizationfi=digitaalisen kulttuurin, maiseman ja kulttuuriperinnön tutkimus|en=Degree Programme in Digital Culture, Landscape and Cultural Heritage|
dc.contributor.organization-code1.2.246.10.2458963.20.77579741941
dc.converis.publication-id177079692
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/177079692
dc.date.accessioned2022-12-13T15:16:56Z
dc.date.available2022-12-13T15:16:56Z
dc.description.abstract<p>The 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.<br></p>
dc.identifier.jour-issn0145-840X
dc.identifier.olddbid190470
dc.identifier.oldhandle10024/173561
dc.identifier.urihttps://www.utupub.fi/handle/11111/36515
dc.identifier.urlhttps://doi.org/10.1353/ks.2018.0037
dc.identifier.urnURN:NBN:fi-fe2022120168717
dc.language.isoen
dc.okm.affiliatedauthorHeljakka, Katriina
dc.okm.discipline5141 Sociologyen_GB
dc.okm.discipline519 Social and economic geographyen_GB
dc.okm.discipline615 History and archaeologyen_GB
dc.okm.discipline616 Other humanitiesen_GB
dc.okm.discipline5141 Sosiologiafi_FI
dc.okm.discipline519 Yhteiskuntamaantiede, talousmaantiedefi_FI
dc.okm.discipline615 Historia ja arkeologiafi_FI
dc.okm.discipline616 Muut humanistiset tieteetfi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.doi10.1353/ks.2018.0037
dc.relation.ispartofjournalKorean Studies
dc.source.identifierhttps://www.utupub.fi/handle/10024/173561
dc.titleFrom Claw Crane to Toy Crane: Catching, Courting, and Gambling in South Korea
dc.year.issued2022

Tiedostot

Näytetään 1 - 1 / 1
Ladataan...
Name:
project_muse_871251.pdf
Size:
1.64 MB
Format:
Adobe Portable Document Format