Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes: East Asian Popular Culture
Autor Marcella Szablewiczen Limba Engleză Paperback – 19 feb 2021
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Paperback (1) | 567.64 lei 6-8 săpt. | |
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Specificații
ISBN-13: 9783030361136
ISBN-10: 3030361136
Pagini: 218
Ilustrații: XVII, 218 p. 2 illus.
Dimensiuni: 148 x 210 mm
Greutate: 0.29 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria East Asian Popular Culture
Locul publicării:Cham, Switzerland
ISBN-10: 3030361136
Pagini: 218
Ilustrații: XVII, 218 p. 2 illus.
Dimensiuni: 148 x 210 mm
Greutate: 0.29 kg
Ediția:1st ed. 2020
Editura: Springer International Publishing
Colecția Palgrave Macmillan
Seria East Asian Popular Culture
Locul publicării:Cham, Switzerland
Cuprins
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.
Recenzii
“The book is a great contribution to the ever-expanding series of books on video games in general, and it is an important book for every researcher, since it helps broaden their horizons. After reading this book, you will see China differently.” (Mária Koscelníková, Acta Ludologica, Vol. 3 (1), 2020)
Notă biografică
Dr. Marcella Szablewicz is Assistant Professor of Communication Studies at Pace University in New York City, where she teaches classes about digital media, popular culture, and moral panics about technology. She is a former recipient of a Fulbright scholarship and previously served as a Mellon Postdoctoral Fellow at the Massachusetts Institute of Technology. Her work has been published in peer-reviewed journals such as Games and Culture and the Chinese Journal of Communication, and she has authored chapters in Online Society in China (2011) and China’s Contested Internet (2015). You may follow her on Twitter @MSzabs or on her website, www.feiyaowan.com.
Textul de pe ultima copertă
‘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 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.
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.
— 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 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.
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.
Caracteristici
Demonstrates that digital leisure culture fosters affective experiences that are sometimes at odds with and sometimes aligned with dominant cultural representations Examines how digital media is subject to a double discursive construction whereby it is simultaneously framed as something with both positive benefits and negative consequences Provides a critical lens onto youth culture and the politics of everyday life in contemporary China