Skip to main content

2020 | OriginalPaper | Buchkapitel

5. Carving Out a Spiritual Homeland

verfasst von : Marcella Szablewicz

Erschienen in: Mapping Digital Game Culture in China

Verlag: Springer International Publishing

Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.

search-config
loading …

Abstract

This chapter examines the perspective of gamers who reject the addiction discourse and argue that Internet games are, in fact, an important “space of one’s own.” Through the narrative lens of the 2010 machinima, War of Internet Addiction, this chapter investigates the claim that games are a spiritual homeland (jingshen jiayuan)—imagined communities with both a social and a geographical reality. Unlike the college students who spoke about games in terms of skill building, these gamers’ visions of the game space were often utopian, portraying it as a bucolic landscape of equality, camaraderie, and physical beauty. Far from being a mere form of escapism, the film demonstrates that games are also locations of potential political mobilization. It portrays government efforts to control the game space as an instance of interrupted manifest destiny and suggests that freedom of mobility, including the freedom to live, work, and play where one wishes, is a key point of tension between the state and the people.

Sie haben noch keine Lizenz? Dann Informieren Sie sich jetzt über unsere Produkte:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Fußnoten
1
See Chap. 3 for a discussion of the World of Warcraft regulatory battle between the Ministry of Culture and the General Administration of Press and Publication.
 
2
Boellstorff, Coming of Age; Hine, Virtual Ethnography, 9.
 
3
Yang, Power of the Internet, 159.
 
4
Consalvo, Cheating, 9.
 
5
He, Wo jiao MT.
 
6
Yang, Power of the Internet.
 
7
Yumi, dir. Wangyin zhanzheng.
 
8
Azeroth is the name of the fictional world in which most of World of Warcraft takes place. Battles take place between two main factions, Alliance and Horde. For more on the Green Dam software, see Chap. 3.
 
9
See https://​bbs.​nga.​cn [in Chinese]. NGA began as a BBS devoted to World of Warcraft. Today, it is a more generic forum devoted to discussions of all things game related.
 
10
Recall that Yang Yongxin, discussed in Chap. 3, is notorious for administering electroshock therapy to treat Internet addiction.
 
11
Cao, Wang, and Lan, “Moshou shijie de mohuan xianshi.”
 
12
The “Golden Tuduo” was given out by the video-sharing website Tudou.​com
 
13
In China, watching the CCTV Spring Festival Gala is ritual. According to China Daily, in 2019 aggregate viewership was 1.173 billion. As such, the decision to celebrate the New Year in the game instead of watching the broadcast is a significant indicator of how important the game space had become.
 
14
Lu, “Fenghuang weishi zhangfang.”
 
15
Cosplay, short for “costume play,” is a popular phenomenon among game enthusiasts. As a tribute to the games they love, people dress up in costume as their favorite characters and reinvent key scenes from the games. There are also competitions where people are judged with regard to how accurate their portrayals of these characters are.
 
16
Massey, “Global Sense of Place,” 154.
 
17
Each new expansion of World of Warcraft introduces players to a new continent on the World of Warcraft map. At the time War of Internet Addiction was released, Chinese government ministries had delayed the release of the new installment, entitled Wrath of the Lich King (WotLK). In the case of the WotLK expansion, this new land is a frozen one called Northrend, one that members of the Horde are able to access via zeppelin. However, zeppelin towers are only located in specific areas, one of which is Under City.
 
18
See Chap. 1, note 7.
 
19
Chan, “Chinese Hukou System,” 198.
 
20
Massey, “Global Sense of Place,” 150.
 
21
Cartier, “Regional Formations and Transnational Urbanism,” 69, emphasis in original.
 
22
Cartier, 69.
 
23
Cartier, 67.
 
24
See Chap. 1, note 5.
 
25
War of Internet Addiction is not the only instance of gamers protesting unfair treatment. For further discussion of Chinese gamers and their protests over game-related policies and injustices, see Chan, “Beyond the ‘Great Firewall.’”
 
26
Wallis, Technomobility in China.
 
27
Wallis, “Immobile Mobility,” 73.
 
28
See Fong, Only Hope, Hoffman, Patriotic Professionalism, and Kipnis, Governing Educational Desire.
 
29
Fong, Only Hope, 99.
 
30
Turkle, Life on the Screen, 239, emphasis in original.
 
31
See Jenkins, Textual Poachers; Radway, Reading the Romance.
 
32
Boym, The Future of Nostalgia, xiv.
 
33
Allison, “Precarious Sociality.”
 
34
Allison, “Precarious Sociality,” 3.
 
35
Visser, Cities Surround the Countryside.
 
36
Visser, 227.
 
37
Visser, 229.
 
38
Feng quoted in Braester, “Real Time to Virtual Reality,” 89.
 
39
Boym, Future of Nostalgia, 42.
 
Metadaten
Titel
Carving Out a Spiritual Homeland
verfasst von
Marcella Szablewicz
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-36111-2_5