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Mapping digital game culture in Chin...
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SpringerLink (Online service)
Mapping digital game culture in Chinafrom internet addicts to esports athletes /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Mapping digital game culture in Chinaby Marcella Szablewicz.
Reminder of title:
from internet addicts to esports athletes /
Author:
Szablewicz, Marcella.
Published:
Cham :Springer International Publishing :2020.
Description:
xvii, 218 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
Subject:
Computer gamesSocial aspectsChina.
Online resource:
https://doi.org/10.1007/978-3-030-36111-2
ISBN:
9783030361112$q(electronic bk.)
Mapping digital game culture in Chinafrom internet addicts to esports athletes /
Szablewicz, Marcella.
Mapping digital game culture in China
from internet addicts to esports athletes /[electronic resource] :by Marcella Szablewicz. - Cham :Springer International Publishing :2020. - xvii, 218 p. :ill., digital ;24 cm. - East Asian popular culture. - East Asian popular culture..
1. Introduction: Mapping China's Digital Gaming Culture -- 2. Internet Cafes: 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.
'Mapping Digital Game Culture in China brings refreshing cultural studies perspectives to China studies by analyzing competing narratives about digital gaming and the contested ideological forces that give rise to them. Szablewicz's innovative approach generates unique insights into a new media and popular cultural phenomenon with latent political implications. Her rich ethnography invites us to more critically reflect on a historical period of dramatic economic, cultural, and technological changes within China and beyond.' - Fan Yang, Associate Professor of Media and Communication Studies at the University of Maryland, Baltimore County, USA 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 cafes 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. Marcella Szablewicz is an Assistant Professor in the Department of Communication Studies at Pace University in New York City and a former Mellon postdoctoral fellow at the Massachusetts Institute of Technology.
ISBN: 9783030361112$q(electronic bk.)
Standard No.: 10.1007/978-3-030-36111-2doiSubjects--Topical Terms:
862902
Computer games
--Social aspects--China.
LC Class. No.: GV1469.17.S63 / S933 2020
Dewey Class. No.: 306.4870951
Mapping digital game culture in Chinafrom internet addicts to esports athletes /
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1. Introduction: Mapping China's Digital Gaming Culture -- 2. Internet Cafes: 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.
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'Mapping Digital Game Culture in China brings refreshing cultural studies perspectives to China studies by analyzing competing narratives about digital gaming and the contested ideological forces that give rise to them. Szablewicz's innovative approach generates unique insights into a new media and popular cultural phenomenon with latent political implications. Her rich ethnography invites us to more critically reflect on a historical period of dramatic economic, cultural, and technological changes within China and beyond.' - Fan Yang, Associate Professor of Media and Communication Studies at the University of Maryland, Baltimore County, USA 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 cafes 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. Marcella Szablewicz is an Assistant Professor in the Department of Communication Studies at Pace University in New York City and a former Mellon postdoctoral fellow at the Massachusetts Institute of Technology.
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Literature, Cultural and Media Studies (Springer-41173)
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