語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Mapping Digital Game Culture in Chin...
~
Szablewicz, Marcella.
Mapping Digital Game Culture in China = From Internet Addicts to Esports Athletes /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Mapping Digital Game Culture in China/ by Marcella Szablewicz.
其他題名:
From Internet Addicts to Esports Athletes /
作者:
Szablewicz, Marcella.
面頁冊數:
XVII, 218 p. 2 illus.online resource. :
Contained By:
Springer Nature eBook
標題:
Culture and Technology. -
電子資源:
https://doi.org/10.1007/978-3-030-36111-2
ISBN:
9783030361112
Mapping Digital Game Culture in China = From Internet Addicts to Esports Athletes /
Szablewicz, Marcella.
Mapping Digital Game Culture in China
From Internet Addicts to Esports Athletes /[electronic resource] :by Marcella Szablewicz. - 1st ed. 2020. - XVII, 218 p. 2 illus.online resource. - East Asian Popular Culture,2634-5935. - East Asian Popular Culture,.
1. Introduction: Mapping China's Digital Gaming Culture -- 2. Internet Cafés: Nostalgia, Sociality, and Stigma -- 3. Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation -- 4. Patriotic Leisure: Games, Esports, and the Discourse of Productivity -- 5. Carving out a Spiritual Homeland -- 6. "Losers" Acting "Gay": Internet Slang, Memes, and Affective Intensities -- 7. Conclusion: Mainstreaming and Marginalizing Digital Games.
‘Mapping Digital Game Culture in China brings refreshing cultural studies perspectives to China studies by analyzing competing narratives about digital gaming and the contested ideological forces that give rise to them. Szablewicz’s innovative approach generates unique insights into a new media and popular cultural phenomenon with latent political implications. Her rich ethnography invites us to more critically reflect on a historical period of dramatic economic, cultural, and technological changes within China and beyond.’ — Fan Yang, Associate Professor of Media and Communication Studies at the University of Maryland, Baltimore County, USA 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. Marcella Szablewicz is an Assistant Professor in the Department of Communication Studies at Pace University in New York City and a former Mellon postdoctoral fellow at the Massachusetts Institute of Technology.
ISBN: 9783030361112
Standard No.: 10.1007/978-3-030-36111-2doiSubjects--Topical Terms:
1116470
Culture and Technology.
LC Class. No.: P87-96
Dewey Class. No.: 302.231
Mapping Digital Game Culture in China = From Internet Addicts to Esports Athletes /
LDR
:03794nam a22004095i 4500
001
1026619
003
DE-He213
005
20200930211443.0
007
cr nn 008mamaa
008
210318s2020 gw | s |||| 0|eng d
020
$a
9783030361112
$9
978-3-030-36111-2
024
7
$a
10.1007/978-3-030-36111-2
$2
doi
035
$a
978-3-030-36111-2
050
4
$a
P87-96
072
7
$a
JFD
$2
bicssc
072
7
$a
SOC052000
$2
bisacsh
072
7
$a
JBCT1
$2
thema
082
0 4
$a
302.231
$2
23
100
1
$a
Szablewicz, Marcella.
$e
author.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
1322938
245
1 0
$a
Mapping Digital Game Culture in China
$h
[electronic resource] :
$b
From Internet Addicts to Esports Athletes /
$c
by Marcella Szablewicz.
250
$a
1st ed. 2020.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Palgrave Macmillan,
$c
2020.
300
$a
XVII, 218 p. 2 illus.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
East Asian Popular Culture,
$x
2634-5935
505
0
$a
1. Introduction: Mapping China's Digital Gaming Culture -- 2. Internet Cafés: Nostalgia, Sociality, and Stigma -- 3. Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation -- 4. Patriotic Leisure: Games, Esports, and the Discourse of Productivity -- 5. Carving out a Spiritual Homeland -- 6. "Losers" Acting "Gay": Internet Slang, Memes, and Affective Intensities -- 7. Conclusion: Mainstreaming and Marginalizing Digital Games.
520
$a
‘Mapping Digital Game Culture in China brings refreshing cultural studies perspectives to China studies by analyzing competing narratives about digital gaming and the contested ideological forces that give rise to them. Szablewicz’s innovative approach generates unique insights into a new media and popular cultural phenomenon with latent political implications. Her rich ethnography invites us to more critically reflect on a historical period of dramatic economic, cultural, and technological changes within China and beyond.’ — Fan Yang, Associate Professor of Media and Communication Studies at the University of Maryland, Baltimore County, USA 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. Marcella Szablewicz is an Assistant Professor in the Department of Communication Studies at Pace University in New York City and a former Mellon postdoctoral fellow at the Massachusetts Institute of Technology.
650
2 4
$a
Culture and Technology.
$3
1116470
650
2 4
$a
Asian Culture.
$3
1107945
650
1 4
$a
Digital/New Media.
$3
1116471
650
0
$a
Technology.
$3
574163
650
0
$a
Culture.
$3
556041
650
0
$a
Ethnology—Asia.
$3
1254172
650
0
$a
Digital media.
$3
555702
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783030361105
776
0 8
$i
Printed edition:
$z
9783030361129
776
0 8
$i
Printed edition:
$z
9783030361136
830
0
$a
East Asian Popular Culture,
$x
2634-5935
$3
1266965
856
4 0
$u
https://doi.org/10.1007/978-3-030-36111-2
912
$a
ZDB-2-LCM
912
$a
ZDB-2-SXL
950
$a
Literature, Cultural and Media Studies (SpringerNature-41173)
950
$a
Literature, Cultural and Media Studies (R0) (SpringerNature-43723)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入