Mapping digital game culture in China : from Internet addicts to Esports athletes

書誌事項

Mapping digital game culture in China : from Internet addicts to Esports athletes

Marcella Szablewicz

(East Asian popular culture)

Palgrave Macmillan, 2020

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注記

Includes bibliographical references (p. 185-203) and index

内容説明・目次

内容説明

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.

目次

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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