Book Review: Mapping digital game culture in China: From internet addicts to esports athletes

IF 3.2 2区 文学 Q1 COMMUNICATION
Wenbin Jia
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Abstract

Chinese popular culture is a field with a complicated history, a wide range of topics, and interconnected affections. It is difficult to reveal all of its features. In the book Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes, Marcella Szablewicz created an effective strategy for comprehending the culture of digital games in China. Szablewicz, an Assistant Professor at Pace University’s Dyson College of Arts and Sciences, is interested in the constructed division between productive and unproductive online pursuits. Starting from a survey of activities in Internet cafés (wangba) in Harbin, Szablewicz portrays the historical trajectory and topographical map of digital game culture in China. On the one hand, Szablewicz explores the ways in which members of an entire generation of urban Chinese youth experienced digital gaming and Internet. Those born mostly in the 1980s and early 1990s are to some extent responsible for the development history of digital game culture in China. On the other hand, tracing the culture, rules, and social interactions of different kinds of game, Szablewicz investigates the diversity of discourses, practices, and meanings associated with them. She uses above empirical materials as the foundation for mapping China’s digital game culture. This topographical map includes at least two aspects: “network of culture” and “artifact of culture.” About the network of digital game culture in China, Szablewicz discusses the conjunction between discourse and affect, in which there is constantly a struggle between structural constraints at the macro level and individual agency at the micro level. For the former, Szablewicz pays particular attention to the historical, cultural, and political settings that affect how people interact with and comprehend digital media. In her view, the Chinese government and the media are trying to position digital games in the popular imagination by using discourse resources. They characterize digital games as harmful spiritual opium that are frequently depressing, unhealthy, and addictive, and associate them with illicit places and practices of China’s past. However, with esports (dianzi jingji) became an official sport and a source of national pride and goodwill, the Chinese government has viewed esports as a form of soft power and made reserved efforts to legitimize it. So, the media
书评:描绘中国的数字游戏文化:从网瘾者到电子竞技运动员
中国大众文化是一个历史复杂、话题广泛、情感交织的领域。很难揭示它的所有特征。在《绘制中国数字游戏文化:从网瘾者到电子竞技运动员》一书中,Marcella Szablewicz提出了一种理解中国数字游戏文化的有效策略。Szablewicz是佩斯大学戴森艺术与科学学院的助理教授,他对有成效和无成效的网络活动之间的划分很感兴趣。Szablewicz从对哈尔滨网吧活动的调查入手,描绘了中国数字游戏文化的历史轨迹和地形图。一方面,Szablewicz探索了整整一代中国城市青年体验数字游戏和互联网的方式。这些80后和90后在一定程度上对中国数字游戏文化的发展史负有责任。另一方面,通过追踪不同类型游戏的文化、规则和社会互动,Szablewicz研究了与之相关的话语、实践和意义的多样性。她将以上经验材料作为绘制中国数字游戏文化的基础。这幅地形图至少包含了两个方面:“文化网络”和“文化神器”。关于中国数字游戏文化的网络,Szablewicz讨论了话语与情感的结合,其中宏观层面的结构性约束与微观层面的个体代理之间存在着不断的斗争。对于前者,Szablewicz特别关注影响人们如何与数字媒体互动和理解的历史、文化和政治环境。在她看来,中国政府和媒体正试图利用话语资源将数字游戏定位在大众的想象中。他们将数字游戏描述为有害的精神鸦片,经常令人沮丧、不健康和上瘾,并将其与中国过去的非法场所和做法联系在一起。然而,随着电子竞技(电竞)成为一项官方运动,成为民族自豪感和善意的源泉,中国政府已将电子竞技视为一种软实力,并努力使其合法化。所以,媒体
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来源期刊
Global Media and China
Global Media and China COMMUNICATION-
CiteScore
3.90
自引率
14.30%
发文量
29
审稿时长
15 weeks
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