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    Mapping Digital Game Culture in China From Internet Addicts to Esports Athletes / by Marcella Szablewicz.

    • Title:Mapping Digital Game Culture in China From Internet Addicts to Esports Athletes / by Marcella Szablewicz.
    •    
    • Author/Creator:Szablewicz, Marcella.
    • Other Contributors/Collections:SpringerLink (Online service)
      Springer Nature - Springer Literature, Cultural and Media Studies eBooks 2020 English International
    • Published/Created:Cham : Springer International Publishing : Imprint: Palgrave Macmillan, 2020.
    • In:Springer eBooks
    • Holdings

      • Location:ONLINEWhere is this?
      • Call Number: P87-96
      • Number of Items:
        0
      • Status:No information available 
       
    • Library of Congress Subjects:Digital media.
      Ethnology-Asia.
      Culture.
      Technology.
    • Subject(s):Electronic books.
      Digital/New Media.
      Asian Culture.
      Culture and Technology.
    • Edition:1st ed. 2020.
    • Description:1 online resource
    • Series:East Asian Popular Culture
    • Terms governing use:Access may be restricted to institutions with a site license.
    • Summary:'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.
    • ISBN:9783030361112
      9783030361105
      9783030361129
      9783030361136
    • Contents: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.
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