Hybridity in the Fourth Space: Video Games and the Global Youth Imaginary
As Korean youth embraced the rapid proliferation of broadband internet access in the early 2000s, PC bangs (pronounced “bahngs” and literally translating to “PC rooms) emerged as especially potent third places due to the popularity of online gaming (Chee 2006). Because they herd gamers into a single space, PC bangs work with the internet to provide an interactive duality, with players able to virtually cooperate and communicate while in the game world and then physically engage as they congratulate and tease each other after the game ends.
In her analysis of the PC bang as a physical space, Florence Chee glosses over the concept of the games themselves as a type of “fourth place” for youth (2006: 231). This fourth place, seemingly barricaded from the physical world by a screen, is a new social frontier, a cyberspatial landscape across which national, linguistic, and cultural borders are redrawn and navigated by youth and their virtual bodies. Certainly, PC bangs and arcades remain gravitational centers of intranational socialization, and internet gaming serves as a potential avenue for international interaction, but these concepts focus primarily on social interactions between individuals independent of game content. The most striking possibilities of gaming are found when looks to the relationship between the individual and the game itself. Here, youth can adventure through unexplored “virtual geographies,” shaping powerful worlds of affect, particularly as three-dimensional games continue to offer more realistic graphics and more contemporary cultural themes (Graham & Shaw 2009).
This fourth place is a vibrant site of cultural hybridity. The virtual world incorporates a variety of cultural flavors into its imagery, a first layer of hybridity that is determined by those who produce the games. Some game developers pit samurais and ninjas against medieval knights and Jedi in games like Soul Calibur, while others design their characters to be as racially or ethnically ambiguous as possible.
Sleeman, Matt. “There’s No Home Like Place?” in Pete Myers, Going Home: Essays, Articles, and Stories in Honour of the Andersons. Raleigh: Lulu Press, 2012.
Chee, Florence. “The Games We Play Online and Offline: Making Wang-tta in Korea.” Popular Communication 4:3 (2006), pp. 225-239.
Graham, Ian and Shaw, Ronald. “Worlds of Affect: Virtual Geographies of Video Games.” Environment and Planning 41:1 (2009), pp.1332-1343.
Yoon, Tae-Jin and Cheon, Hyejung. “Game Playing as Transnational Cultural Practice: A Case Study of Chinese Gamers and Korean MMORPGs.” International Journal of Cultural Studies 17:5 (2014), pp. 469-483.
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