My Account Log in

1 option

Mapping digital game culture in China : from Internet addicts to esports athletes / Marcella Szablewicz.

Van Pelt Library GV1469.17.S63 S93 2020
Loading location information...

By Request Item cannot be checked out at the library but can be requested.

Log in to request item
Format:
Book
Author/Creator:
Szablewicz, Marcella, author.
Series:
East Asian popular culture (New York, N.Y.)
East Asian popular culture
Language:
English
Subjects (All):
Video games--Social aspects--China.
Video games.
Sports--Social aspects--China.
Sports.
Sports--Social aspects.
Computer games--Social aspects.
Internet games.
Social aspects.
China.
Physical Description:
xvii, 218 pages : illustrations (black and white) ; 21 cm.
Place of Publication:
Cham : Palgrave Macmillan, [2020]
Summary:
"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." -- Provided by publisher.
Contents:
Introduction: Mapping China's digital gaming culture
Internet Cafés: Nostalgia, sociality, and stigma
Spiritual opium: The internet addiction panic and the spiritually ailing nation
Patriotic leisure: Internet games, esports, and the discourse of productivity
Carving out a spiritual homeland
"Losers" "acting gay": Internet slang, memes, and affective intensities
Conclusion: Mainstreaming and marginalizing digital games.
Notes:
Includes bibliographical references (pages 185-203) and index.
Other Format:
ebook version :
ISBN:
3030361101
9783030361105
OCLC:
1126211833

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account