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  • 1
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    edoccha_BV046452197
    Format: 1 Online-Ressource (xvii, 218 Seiten).
    ISBN: 978-3-030-36111-2
    Series Statement: East Asian popular culture
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36110-5
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36112-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36113-6
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Computerspiel ; Popkultur
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    edocfu_BV046452197
    Format: 1 Online-Ressource (xvii, 218 Seiten).
    ISBN: 978-3-030-36111-2
    Series Statement: East Asian popular culture
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36110-5
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36112-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36113-6
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Computerspiel ; Popkultur
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
  • 3
    Online Resource
    Online Resource
    Cham : Springer International Publishing | Cham : Imprint: Palgrave Macmillan
    UID:
    gbv_1691533386
    Format: 1 Online-Ressource(XVII, 218 p. 2 illus.)
    Edition: 1st ed. 2020.
    ISBN: 9783030361112
    Series Statement: East Asian Popular Culture
    Content: 1. Introduction: Mapping China's Digital Gaming Culture -- 2. Internet Cafés: Nostalgia, Sociality, and Stigma -- 3. Spiritual Opium: The Internet Addiction Panic and the Spiritually Ailing Nation -- 4. Patriotic Leisure: Games, Esports, and the Discourse of Productivity -- 5. Carving out a Spiritual Homeland -- 6. "Losers" Acting "Gay": Internet Slang, Memes, and Affective Intensities -- 7. Conclusion: Mainstreaming and Marginalizing Digital Games.
    Content: ‘Mapping Digital Game Culture in China brings refreshing cultural studies perspectives to China studies by analyzing competing narratives about digital gaming and the contested ideological forces that give rise to them. Szablewicz’s innovative approach generates unique insights into a new media and popular cultural phenomenon with latent political implications. Her rich ethnography invites us to more critically reflect on a historical period of dramatic economic, cultural, and technological changes within China and beyond.’ — Fan Yang, Associate Professor of Media and Communication Studies at the University of Maryland, Baltimore County, USA In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games. Szablewicz argues that games are not mere sites of escape from Real Life but rather locations around which dominant notions about failure, success, and socioeconomic mobility are actively processed and challenged. Covering a range of issues including nostalgia for Internet cafés as sites of youth sociality, the media-driven Internet addiction moral panic, the professionalization of e-sports, and the rise of the self-proclaimed loser (diaosi), Mapping Digital Game Culture in China uses games as a lens onto youth culture and the politics of everyday life in contemporary China. Based on ethnographic fieldwork conducted between 2009 and 2015 and first-hand observations spanning over two decades, the book is also a social history of urban China’s shifting technological landscape. Marcella Szablewicz is an Assistant Professor in the Department of Communication Studies at Pace University in New York City and a former Mellon postdoctoral fellow at the Massachusetts Institute of Technology.
    Additional Edition: ISBN 9783030361105
    Additional Edition: ISBN 9783030361129
    Additional Edition: ISBN 9783030361136
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783030361105
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783030361129
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9783030361136
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    Cham :Palgrave Macmillan,
    UID:
    almafu_BV046452197
    Format: 1 Online-Ressource (xvii, 218 Seiten).
    ISBN: 978-3-030-36111-2
    Series Statement: East Asian popular culture
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36110-5
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36112-9
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-36113-6
    Language: English
    Subjects: Computer Science , Sociology
    RVK:
    RVK:
    RVK:
    Keywords: Computerspiel ; Popkultur
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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