Censorship in the music industry is a topic I have not explored. Linked below is a visual essay that provides an insight into the nature of censorship and filtration within the Korean music industry, enjoy!
Are digital innovations increasing censorship ? – D.A.
Eating Together Apart
An exploration into the world of Mukbang.

Misty Hollow Video Essay & Contextual Report
Originating in Japan, dating simulators are a type of video game that falls under the simulation sub-genre. They focus on developing romantic, and sometimes sexual relationships in a format similar to a choose-your-own-adventure style or statistical butterfly-effect games.
It is no surprise that Japanese dating simulators are wildly popular in Japan, given their origin. However, dating simulators have slowly been bleeding into western culture. Whilst this means that Japanese-made games such as theDoki Doki Literature ClubandHaotful Boyfriendare gaining popularity in the west, it also means that new western, or western-inspired dating simulators are being created, such asMisty Hollow.
Eastern versus Western Art Style
One key, easily identifiable difference between Japanese dating simulators, and their westernised counterparts is the game’s art style. Japanese dating simulators are always animated with a manga art style, whereas the western games will be drawn in comic. This is due…
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Eating Korean Food for the First Time – Mukbang Contextual Report — Establishing Emily

Project Summary My digital artefact project for BCM320 is a mukbang YouTube video called Eating Korean Food for the First Time – Mukbang. I developed this project because I wanted to explore mukbang, a core element of Korea’s digital platform, whilst also exploring their food, which is a significant element of Korean culture. I had also never […]
Eating Korean Food for the First Time – Mukbang Contextual Report — Establishing Emily
The Universal Hype of Squid Game
BCM320 Contextual Report
Project Summary
In this post, I have documented some of the research I gathered about the universal hype of the Korean Netflix series Squid Game. I also decided to jump on a social media trend where I play an online game version of Squid Game for my digital artefact on YouTube.
Squid Game instantaneously rose to the #1 Netflix TV series spot after its release on September 17, 2021. The Korean drama is based on 456 fictional characters who are in major debt and at an all time low. They travel to an undisclosed location and are offered a large cash prize for competing against each other to win a few childhood Korean games. Seymour (2021) explains how Squid Game “mirrors our money-hungry society driven by competition and displays how much… it will truly take for humans to turn their lives around and become genuine individuals”. However,
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Assessment 3 – Korea vs Western Media and Entertainment
China’s Internet Censorship
https://prezi.com/view/y4uySDPmuncxwUh7MY3n/
Kirsty, Luke and Antonia
The Distribution of South Korean Films / Series Through Digital Platforms
By Eddie Lai, Byron Smith, Rebecca Carmody and Bella Creswick

Anime’s Economy
This week I am reflecting on myinitial poston the popular Asian cinematic genre of anime. Due to delving into the universe of anime during the lockdown, I have developed a deeper understanding of its themes and the international digital transactions involved. The specific digital transaction that I will now further explore is the strong economy surrounding anime.
In my initial reflection, I did a small amount of research surrounding the financial success of anime, so I will now discuss it further in greater detail. Firstly, it is important to understand that the success of anime did not happen overnight nor steadily, for it switched between increasing and decreasing over the years. Between 2002 and 2005 there was an increase in the animation market in Japan, from 136.6 billion yen to 223.2 billion yen, and then experienced a decrease between 2006 to 2009, for it reached a low of…
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