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Gaming, Nationalism, and Ideological Work in Contemporary China

Online games based on the War of Resistance against Japan

Datos Bibliográficos

ID7540705
AutoresHongping Annie Nie (University of Oxford, autor de correspondencia)
Año2013
Volumen22
Número81
Páginas499-517
Fecha de publicación2013-01-02
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaJournal of Contemporary China (JOURNAL)
Identificadores de la revistaISSN: 1067-0564 • E-ISSN: 1469-9400
EditorialRoutledge (PUBLISHER • GB)
DOI10.1080/10670564.2012.748968
OpenAlexW1984609838
IdiomaEN
Citas recibidas19
Referencias citadas1

The development of China's online game industry provides an example of the interaction of new technologies and politics in the commercialization and globalization of China's cultural economy. The analysis of online games about China's Resistance War against Japan (1937–1945) highlights the interplay of the state's political agenda, business interests, and nationalistic sentiments as online games are planned, designed, and consumed in contemporary China. It reveals that the Party-state has candidly integrated online game technology into its expanding propaganda domain and utilized it for propagating official ideology and sustaining economic growth

China · Commercialization · Economic globalization · Globalization · Ideology · Nationalism · Political economy · Political science · Politics · Resistance (ecology · Sociology · State (computer science · Work (physics · Asian Culture and Media Studies · Digital Games and Media · Engineering · Law

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Obras citantes distintas19
Citas por año1,46
Intervalo de citas2013 - 2025 (13)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 18
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