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

-15% su kodu: ENG15
134,62 
Įprasta kaina: 158,38 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
134,62 
Įprasta kaina: 158,38 
-15% su kodu: ENG15
Kupono kodas: ENG15
Akcija baigiasi: 2025-03-03
-15% su kodu: ENG15
2025-02-28 158.3800 InStock
Nemokamas pristatymas į paštomatus per 11-15 darbo dienų užsakymams nuo 20,00 

Knygos aprašymas

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 Chinäs shifting technological landscape.

Informacija

Autorius: Marcella Szablewicz
Serija: East Asian Popular Culture
Leidėjas: Springer Nature Switzerland
Išleidimo metai: 2020
Knygos puslapių skaičius: 236
ISBN-10: 3030361101
ISBN-13: 9783030361105
Formatas: 216 x 153 x 18 mm. Knyga kietu viršeliu
Kalba: Anglų

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