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Marcella Szablewicz

Biographic Data

ID197933
NAMEMarcella Szablewicz
GIVEN NAMESMarcella
FAMILY NAMESzablewicz
SIGNATURESZABLEWICZ M
AFFILIATIONSPace University
VERIFIEDNo
TOTAL WORKS4
TOTAL CITATIONS92
AUTHOR COUNT4
EDITOR COUNT0
FIRST PUBLICATION YEAR2010
LATEST PUBLICATION YEAR2020
H-INDEX4
  • Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes

    Open Access•Marcella Szablewicz•BOOK•Mapping Digital Game Culture in…•2020•Cited by: 7

  • A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image

    Open Access•Marcella Szablewicz•ARTICLE•Games and Culture•2016•Cited by: 4•References: 15

    This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author's findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of thes…

  • The 'losers' of China's Internet: Memes as 'structures of feeling' for disillusioned young netizens

    Open Access•Marcella Szablewicz•ARTICLE•China Information•2014•Cited by: 58•References: 19

    Diaosi (屌丝) ranked as one of the most popular Internet memes of 2012, and it continues to be popular to this day. This article analyses the origins and nature of the diaosi meme and the young men (and women) who self-mockingly describe themselves as 'losers'. The meme has led to ample speculation in the media and among Chinese academics, and while some see the meme as a relevant form of political critique, others dismiss it as indicative of a psy…

  • "The ill effects of "opium for the spirit: A critical cultural analysis of China's Internet addiction moral panic

    Marcella Szablewicz•ARTICLE•Chinese Journal of Communication•2010•Cited by: 23•References: 7

    This article examines the crisis over Internet gaming and Internet addiction in China through the lens of moral panic theory. In addition to comparing the Chinese situation to other crises over youth and technology, the uniquely Chinese attributes of this crisis are discussed. As will be shown, the emphasis on moral culture in China provides particularly fertile breeding ground for panics of this sort. Furthermore, the rhetoric employed by the me…

  • The 'losers' of China's Internet: Memes as 'structures of feeling' for disillusioned young netizens

    Open Access•Marcella Szablewicz•ARTICLE•China Information•2014•Cited by: 58•References: 19

    Diaosi (屌丝) ranked as one of the most popular Internet memes of 2012, and it continues to be popular to this day. This article analyses the origins and nature of the diaosi meme and the young men (and women) who self-mockingly describe themselves as 'losers'. The meme has led to ample speculation in the media and among Chinese academics, and while some see the meme as a relevant form of political critique, others dismiss it as indicative of a psy…

  • "The ill effects of "opium for the spirit: A critical cultural analysis of China's Internet addiction moral panic

    Marcella Szablewicz•ARTICLE•Chinese Journal of Communication•2010•Cited by: 23•References: 7

    This article examines the crisis over Internet gaming and Internet addiction in China through the lens of moral panic theory. In addition to comparing the Chinese situation to other crises over youth and technology, the uniquely Chinese attributes of this crisis are discussed. As will be shown, the emphasis on moral culture in China provides particularly fertile breeding ground for panics of this sort. Furthermore, the rhetoric employed by the me…

  • Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes

    Open Access•Marcella Szablewicz•BOOK•Mapping Digital Game Culture in…•2020•Cited by: 7

  • A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image

    Open Access•Marcella Szablewicz•ARTICLE•Games and Culture•2016•Cited by: 4•References: 15

    This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author's findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of thes…

  • "The ill effects of "opium for the spirit: A critical cultural analysis of China's Internet addiction moral panic

    Marcella Szablewicz•ARTICLE•Chinese Journal of Communication•2010•Cited by: 23•References: 7

    This article examines the crisis over Internet gaming and Internet addiction in China through the lens of moral panic theory. In addition to comparing the Chinese situation to other crises over youth and technology, the uniquely Chinese attributes of this crisis are discussed. As will be shown, the emphasis on moral culture in China provides particularly fertile breeding ground for panics of this sort. Furthermore, the rhetoric employed by the me…

  • The 'losers' of China's Internet: Memes as 'structures of feeling' for disillusioned young netizens

    Open Access•Marcella Szablewicz•ARTICLE•China Information•2014•Cited by: 58•References: 19

    Diaosi (屌丝) ranked as one of the most popular Internet memes of 2012, and it continues to be popular to this day. This article analyses the origins and nature of the diaosi meme and the young men (and women) who self-mockingly describe themselves as 'losers'. The meme has led to ample speculation in the media and among Chinese academics, and while some see the meme as a relevant form of political critique, others dismiss it as indicative of a psy…

  • A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image

    Open Access•Marcella Szablewicz•ARTICLE•Games and Culture•2016•Cited by: 4•References: 15

    This article addresses the proliferation of images and appearances in the realm of e-sports culture in urban China. The author's findings are based upon ethnographic research and participant observation of e-sports audience members, teams, and tournaments, including the 2010 E-sports Champion League tournament in Beijing, the 2012 and 2013 World Cyber Games Festivals in Kunshan, and a 2014 Starcraft II tournament in Shanghai. A comparison of thes…

  • Mapping Digital Game Culture in China: From Internet Addicts to Esports Athletes

    Open Access•Marcella Szablewicz•BOOK•Mapping Digital Game Culture in…•2020•Cited by: 7

China (3 works) · Digital Games and Media (3 works) · Media studies (3 works) · Political science (3 works) · Sociology (3 works) · The Internet (3 works) · Advertising (2 works) · Aesthetics (2 works) · Art (2 works) · Asian Culture and Media Studies (2 works)

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