Gaming, Nationalism, and Ideological Work in Contemporary China
Online games based on the War of Resistance against Japan
Datos Bibliográficos
| ID | 7540705 |
|---|---|
| Autores | Hongping Annie Nie (University of Oxford, autor de correspondencia) |
| Año | 2013 |
| Volumen | 22 |
| Número | 81 |
| Páginas | 499-517 |
| Fecha de publicación | 2013-01-02 |
| Peer Reviewed | Sí |
| Open Access | No |
| Tipo | ARTICLE |
| Revista | Journal of Contemporary China (JOURNAL) |
| Identificadores de la revista | ISSN: 1067-0564 • E-ISSN: 1469-9400 |
| Editorial | Routledge (PUBLISHER • GB) |
| DOI | 10.1080/10670564.2012.748968 |
| OpenAlex | W1984609838 |
| Idioma | EN |
| Citas recibidas | 19 |
| Referencias citadas | 1 |
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 distintas | 19 |
|---|---|
| Citas por año | 1,46 |
| Intervalo de citas | 2013 - 2025 (13) |
| Velocidad de citación | recent |
| Altamente citado | No |
| Tipos de cita | Neutras: 18 |