A Realm of Mere Representation? "Live" E-Sports Spectacles and the Crafting of China's Digital Gaming Image
Bibliographic Data
| ID | 2409600 |
|---|---|
| Authors | Marcella Szablewicz (Pace University, corresponding author) |
| Year | 2016 |
| Volume | 11 |
| Issue | 3 |
| Pages | 256-274 |
| Publication date | 2016-05-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412015595298 |
| OpenAlex | W2340975302 |
| Language | EN |
| Citations received | 16 |
| References cited | 17 |
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
Tools of the game. Qualitative digital methodologies for the e-sports research
Shifting the Focus to East and Southeast Asia
Exploring the use of technology among newly arrived children in Hong Kong
Bidirectional Relationships Between Family Communication Patterns of Adolescents' Negative Emotions and Problematic Technology Use
The show must go on
Operating and localising online games in Vietnam
Politics of fun and participatory censorship
(Re)creating the Nation Online
Constructing Authentic Spectatorship at an Esports Bar
Esports Gambling
Esports y ciencia
Exclusion in the Name of Dissuasion
Reconsidering Esport
The Social Construction of Internet Addiction in China
Professional Gaming and Pro-Gamers
Spiritual opium and the spiritual opium war
Olympic Dreams
Media and Cultural Studies
Raising the Stakes
Signs of meta-change in second modernity
Conceptualizing an East Asian popular culture
The realities of virtual play
Gaming Cultures and Place in Asia-Pacific
Media Spectacle
Patriotic professionalism in urban China
"The ill effects of "opium for the spirit
Beyond the Sunan Model
Spectacles of Disintegration
The 'losers' of China's Internet
Age of New Media Empires
Just Like the Qing Empire
Spectacular Productions
| Unique citing works | 16 |
|---|---|
| Citations per year | 1,78 |
| Citation span | 2017 - 2026 (10) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 16 |