Following decades of significant economic and political reform, a once-closed China has emerged as the world’s fastest growing and arguably most interconnected political economic system. In the context of what has been termed a “post-socialist” transition, China’s sport system has similarly undergone rapid marketization (bringing in market actors and action). In this article, we examine the changing state and function of football (soccer) within this period of post-socialist transition. We provide a critical analysis of recent (c. 2010–2017) private and state-based initiatives to develop the commercial viability, international interconnectivity, and cultural significance of football (soccer). Drawing upon theories of cultural economy as developed by the globalization theorist Arjun Appadurai, we provide an historical and conceptual investigation of the strategic efforts to nationally imagine football culture as, and within, transitioning China. To do this, we examine how state actors and private intermediaries have leveraged increases in high-profile player transfers, domestic franchise valuations, investment in foreign teams, development of player academies, overall youth and adult participation, and expanded media rights agreements to simultaneously economize Chinese football culture and culturalize the logics of commercial sport and free market capitalism more generally. In so doing, we map the various “scapes” through which people, capital, images, technologies, and ideologies have been set aflow and thereby frame new imaginings of mass privatization, mediation, and consumerism for a national football consuming public.
Purpose With the available technological tools, fans are able to access sport products regardless of geographic proximity. Through technology, fans can follow sports teams from other countries. In contrast to previous research focused on the local fan, in this paper we report on a study of a group of distant fans – Chinese National Basketball Association (NBA) fans – as the focal object. The study was guided by three questions: RQ1: what motives drive a distant fan’s involvement with their favorite NBA team? RQ2: are there differences in the motives associated with the different stages of psychological connection among distant fans? RQ3: are there differences in the amount of media consumption at the different stages of psychological connection? The paper aims to discuss these issues. Design/methodology/approach An online survey was distributed to consumers of a Chinese sports message board to assess the motives of distant fans (n=281) following teams in the NBA, and strength of psychological connection to the NBA based on the psychological continuum model (PCM). Findings There were significant differences in the motives for following a distant NBA team among the respondents at different stages of psychological connection. Significant differences were also found among Chinese NBA fans at the respective stages regarding media consumption. Originality/value This study contributes to the advancement of knowledge regarding sport fandom. It is one of the first studies to include an assessment of the sport consumption motives of distant fans, more specifically, motives influencing Chinese fans’ consumption of the NBA. Utilizing the PCM allows for the segmentation of a specific fan population and to ascertain whether there are differences in the motives and behaviors associated with different stages of an individual’s psychological connection with a team.
During the 2008 Olympic Games, after years of environmental regulations, two months of short-term measures, and opportune weather, Beijing measured a record number of “blue sky days,” at the same time reassuring international athletes and journalists the air was safe for competition and Beijing residents. We use this case to understand how environmental objectives are achieved in sport. Using Bruno Latour’s object-oriented political ecology, we describe the events leading to, during, and after the Games. We argue environmental objectives are possible when environments are made public; this means environmental objects—such as skies and particulate matter—must be assembled and then articulated or, in other words, brought forward and made capable of speech.
In this article, we examine the local–global celebrity politics of former Chinese professional tennis player Li Na. We locate Li Na as representative of a growing class of Chinese celebrities who display both extraordinary popularity and enormous marketability. At the same time, Li Na’s noted “rebelliousness”—most especially her “fiery” personality and overt public repudiation of the Chinese communist state—has made her a deeply politicized if not polarizing figure. In this study, we position Li Na as a symbolic body characterized by professionalism, individualism, and commercialism within Chinese media. Further, we investigate the representation, mediation, and consumption of her unique celebrity identity and the cultural politics of the danfei (the “fly solo”) policy in resonance to the decentralization of state power in China. We conclude by suggesting that Li Na’s rebelliousness symbolizes the core values of a growing consensus for neoliberalism in China; that is, it is her rejection of being Chinese (state) that reestablishes herself as Chinese (autonomous), which signifies fundamental social transitions in China intertwined with the embracement of the global economy and a reimagination of the nation.
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This research examines the various ways that video games, particularly esports, have been leveraged for content production and fan engagement (i.e., gamification) in traditional sports during the COVID-19 pandemic, as well as sports fans’ reactions in relation to their motives, points of attachment, and other consumer behavior. The study presents a sports–gaming convergence framework and identifies six popular gamification modes where video games and traditional sports converge during the pandemic. The survey results further reveal that gamification content is not consumed as simply a “substitute” for traditional sports, but instead a complementary yet unique product. In conclusion, we suggest that it is critical to recognize the differences between fans of video games and fans of traditional sports concerning market segmentation. Nevertheless, esports could effectively bridge these two industries and their consumers by enriching the content offering and extending distribution channels.
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