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Titlebook: Mapping Digital Game Culture in China; From Internet Addict Marcella Szablewicz Book 2020 The Editor(s) (if applicable) and The Author(s),

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發(fā)表于 2025-3-21 16:44:23 | 只看該作者 |倒序?yàn)g覽 |閱讀模式
書目名稱Mapping Digital Game Culture in China
副標(biāo)題From Internet Addict
編輯Marcella Szablewicz
視頻videohttp://file.papertrans.cn/624/623753/623753.mp4
概述Demonstrates that digital leisure culture fosters affective experiences that are sometimes at odds with and sometimes aligned with dominant cultural representations.Examines how digital media is subje
叢書名稱East Asian Popular Culture
圖書封面Titlebook: Mapping Digital Game Culture in China; From Internet Addict Marcella Szablewicz Book 2020 The Editor(s) (if applicable) and The Author(s),
描述.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..
出版日期Book 2020
關(guān)鍵詞Digital gaming; Chinese digital gaming; Digital game culture; Internet addiction in China; Youth and dig
版次1
doihttps://doi.org/10.1007/978-3-030-36111-2
isbn_softcover978-3-030-36113-6
isbn_ebook978-3-030-36111-2Series ISSN 2634-5935 Series E-ISSN 2634-5943
issn_series 2634-5935
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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發(fā)表于 2025-3-21 23:06:41 | 只看該作者
978-3-030-36113-6The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
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East Asian Popular Culturehttp://image.papertrans.cn/m/image/623753.jpg
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,Introduction: Mapping China’s Digital Gaming Culture,ing culture in the popular imagination. Topography builds upon Eve Kosofsky Sedgwick’s concept of ., drawing attention to the complexity of individual agency as it operates within larger frameworks of dominant discourse and collective affect. Additionally, the introduction lays out the methodologica
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發(fā)表于 2025-3-22 18:25:27 | 只看該作者
,Internet Cafés: Nostalgia, Sociality, and Stigma,d for the Internet) about the coming-of-age experiences of post-1980 and post-1990 youth. The analysis focuses on the role that nostalgia plays in young people’s relationship to their current circumstances. Often dissatisfied with the lack of possibilities for upward mobility and faced with the drud
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發(fā)表于 2025-3-22 22:47:56 | 只看該作者
Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation,bout Internet addiction. The chapter begins with an analysis of Chinese media reports published between 2000 and 2019. Next, the chapter focuses on the argument that the Internet and digital games, in particular, constitute a dangerous form of . In equating the Internet with opium, the Chinese media
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Carving Out a Spiritual Homeland,one’s own.” Through the narrative lens of the 2010 machinima, ., this chapter investigates the claim that games are a . (.)—imagined communities with both a social and a geographical reality. Unlike the college students who spoke about games in terms of skill building, these gamers’ visions of the g
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