从公共领域到魔法圈:中国互联网上好玩的公众

IF 1 Q3 COMMUNICATION
Emilie Xie, Maxwell Foxman, Shuo Xu
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引用次数: 1

摘要

摘要本文通过汉学和ludology之间的对话,重新评估了中国在线网络与哈贝马斯公共领域的比较。长期以来,游戏一直被认为是公共活动和中国互联网不可或缺的组成部分。研究人员强调了有趣的行为和创造性的自我表达的重要性,包括社区关系和身份的形成。然而,研究倾向于审视游戏的社会政治影响,而不是游戏与文化生活之间的基本联系。本文调查了在公共领域的理性批判框架和话语中缺失或未开发的游戏的潜在文化元素。基于这一游戏学传统,并特别关注游戏的自私自利、情境化和占有性,我们对引起国内外重大关注的三个案例进行了探索性、归纳性的主题分析——中国废除任期限制、#MeToo运动和2019冠状病毒病大流行——以了解游戏在公共传播中的作用。我们的分析揭示了支撑中国互联网的创造性结构动态——规则、互惠和非理性——这三个方面扩大了对在线活动和参与的讨论。本文以三个独立的历史线索——公共领域辩论、游戏学和中国互联网——的联系为中心,这三个历史线索很少相互对话,通过这样做,研究和解释了中国网络世界的当前形成。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
From public sphere to magic circle: playful publics on the Chinese internet
Abstract This paper reassesses comparisons of online Chinese networks to the Habermasian public sphere through a dialogue between sinology and ludology. Play has long been considered an integral component of public activity and of the Chinese internet. Researchers emphasised the importance of playful behavior and creative self-expressions for various purposes, including the formation of community ties and identities. However, studies tend to scrutinise the socio-political effects of playing rather than the fundamental connections between play and cultural life. This paper investigates the underlying cultural elements of play that are absent from or underdeveloped in the rational-critical framework and discourses of the public sphere. Building upon this ludological tradition, and specifically focusing on the autotelic, contextual, and appropriative nature of play, we conduct an exploratory, inductive thematic analysis of three case studies that garnered significant domestic and international attention – the abolishment of term limits in China, the #MeToo movement, and the COVID-19 pandemic – to understand the role of play in public communication. Our analysis reveals insights into the creative structural dynamics that underpin the Chinese internet – rules, reciprocity, and irrationality – three aspects that broaden discussions of online activity and engagement. The paper centers itself at the nexus of three separate strands of histories – the public sphere debate, ludology, and the Chinese internet – that have rarely been in dialogue with one another and, in doing so, examines and explains the Chinese cybersphere’s current formation.
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来源期刊
Internet Histories
Internet Histories Arts and Humanities-History
CiteScore
1.90
自引率
23.10%
发文量
24
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