Mapping Digital Game Culture in China

From Internet Addicts to Esports Athletes

Specificaties
Paperback, blz. | Engels
Springer International Publishing | e druk, 2021
ISBN13: 9783030361136
Rubricering
Springer International Publishing e druk, 2021 9783030361136
Onderdeel van serie East Asian Popular Culture
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Samenvatting

In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life, but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape.

Specificaties

ISBN13:9783030361136
Taal:Engels
Bindwijze:paperback
Uitgever:Springer International Publishing

Inhoudsopgave

<p>1. Introduction: Mapping China's Digital Gaming Culture.- 2. Internet Cafés: Nostalgia, Sociality, and Stigma.- 3. Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation.- 4. Patriotic Leisure: Games, Esports, and the Discourse of Productivity.- 5. Carving out a Spiritual Homeland.- 6. "Losers" Acting "Gay": Internet Slang, Memes, and Affective Intensities.- 7. Conclusion: Mainstreaming and Marginalizing Digital Games.</p><p></p>
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        Mapping Digital Game Culture in China