2017
DOI: 10.1177/1555412017737636
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Games With a Continuum: Globalization, Regionalization, and the Nation-State in the Development of China’s Online Game Industry

Abstract: As a case study, this article examines the development of China’s online game industry and how China responds to the forces of globalization. Based on in-depth interviews, ethnographic research, and the analysis of archive documents from the past few years, this study identifies China’s evolving strategy of neo-techno-nationalism. In the Chinese context, this national strategy manipulates technology to create a version of popular nationalism that is both acceptable to and easily censored by the authorities. Th… Show more

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Cited by 29 publications
(18 citation statements)
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“…Storz et al ( 2015 ), Schneider ( 2018 ), as well as Jiang and Fung ( 2019 ), indicated that although the government of China has endorsed online game industries as a driving force that helps foster economic development, bring economic benefits, and create job opportunities, it is undeniable that the state wants to open a window for determining how the creative industries in general and gaming, in particular, can be used to strengthen the central role of the governing bodies, empower the national image, and promote positive social connections among the youth. Thus, the regulatory landscape is always the highest barrier to China's video games market.…”
Section: Why East and Southeast Asia Matter?mentioning
confidence: 96%
See 3 more Smart Citations
“…Storz et al ( 2015 ), Schneider ( 2018 ), as well as Jiang and Fung ( 2019 ), indicated that although the government of China has endorsed online game industries as a driving force that helps foster economic development, bring economic benefits, and create job opportunities, it is undeniable that the state wants to open a window for determining how the creative industries in general and gaming, in particular, can be used to strengthen the central role of the governing bodies, empower the national image, and promote positive social connections among the youth. Thus, the regulatory landscape is always the highest barrier to China's video games market.…”
Section: Why East and Southeast Asia Matter?mentioning
confidence: 96%
“…Jiang and Fung ( 2019 ) conducted an extensive analysis of the game development agenda in China, with the state lying at its heart, playing the role of the main engine. According to these two authors, the development of China's online game industry is not driven by capitalist forces but ignited by state power.…”
Section: Why East and Southeast Asia Matter?mentioning
confidence: 99%
See 2 more Smart Citations
“…Additionally, in the United States 65% of the population spends three or more hours playing video games (Entertainment Software Association 2017). In China, it is estimated that from 751 million active Internet users, about 422 million are online players (Jiang and Fung 2019). Therefore, Seiffert and Nothhaft (2015) stated that the video games market exceeds other entertainment industries such as cinema and music in audience, growth, and income.…”
Section: Introductionmentioning
confidence: 99%