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

Bibliographic Data

ID2409600
AuthorsMarcella Szablewicz (Pace University, corresponding author)
Year2016
Volume11
Issue3
Pages256-274
Publication date2016-05-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueGames and Culture (JOURNAL)
Journal identifiersISSN: 1555-4120 • E-ISSN: 1555-4139
PublisherSAGE Publications Inc (PUBLISHER)
DOI10.1177/1555412015595298
OpenAlexW2340975302
LanguageEN
Citations received16
References cited17

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 these events leads the author to argue that live e-sports events in China are less about spectatorship than they are about creating a spectacle that presents a carefully crafted vision of Chinese politics, nationalism, and capitalist consumer culture. In these cases, the participants and audience members are not only commodities to be sold but also a means of masking contradictory and highly ambivalent discourses about China's role in technological production, digital game culture, and the promotion of the discourse of Internet addiction

Advertising · Aesthetics · Art · Beijing · Celebrity culture · Champion · China · Cyberculture · League · Media studies · Political science · Realm · Sociology · Spectacle · The Internet · Asian Culture and Media Studies · Cinema and Media Studies · Digital Games and Media · Law

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Unique citing works16
Citations per year1,78
Citation span2017 - 2026 (10)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 16

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