Szablewicz

Mapping Digital Game Culture in China

From Internet Addicts to Esports Athletes

Springer International Publishing

ISBN 978-3-030-36111-2

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Bibliografische Daten

eBook. PDF. Weiches DRM (Wasserzeichen)

2020

2 s/w-Abbildungen.

In englischer Sprache

Umfang: 218 S.

Verlag: Springer International Publishing

ISBN: 978-3-030-36111-2

Produktbeschreibung

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.

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