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.
| ISBN: | 9783030361136 |
| Publication date: | 19th February 2021 |
| Author: | Marcella Szablewicz |
| Publisher: | Springer Nature Switzerland AG |
| Format: | Paperback |
| Pagination: | 218 pages |
| Series: | East Asian Popular Culture |
| Genres: |
Media studies: internet, digital media and society Cultural studies |
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.
Mapping Digital Game Culture in China features in the following genres: Media studies: internet, digital media and society, Cultural studies
Mapping Digital Game Culture in China is available in Paperback
Mapping Digital Game Culture in China was written by Marcella Szablewicz and published by Springer Nature Switzerland AG
Mapping Digital Game Culture in China has 218 pages
Yes it is part of East Asian Popular Culture series
£71.99