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2020 | OriginalPaper | Buchkapitel

4. Patriotic Leisure: Internet Games, Esports, and the Discourse of Productivity

verfasst von : Marcella Szablewicz

Erschienen in: Mapping Digital Game Culture in China

Verlag: Springer International Publishing

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Abstract

This chapter builds upon the previous chapter’s discussion of Internet addiction by closely examining the criteria used to separate healthy games from unhealthy games, arguing that such categorizations reveal competing political and ideological orientations guiding the modernizing logic of the Chinese state. Even realms of leisure often assumed to be free are assigned their proper place in the narrative of upward mobility in which China’s young middle-class urbanites are ensconced; games too are governed by a kind of neoliberal logic, coming to reflect concepts about what constitutes productive play and proper behavior in the quest to better the self. Through analysis of ethnographic interviews, this chapter also demonstrates how characterizations of games as either addictive or athletic insinuate themselves into young college students’ own narratives about game play. Far from completely resisting official efforts to control Internet games, many young college students become active agents in perpetuating the discourse of Internet addiction and stigmatization of Internet games in general. As a result, we come to see how the same segment of the population described by Lisa M. Hoffman as patriotic professionals are also cultivating, or, at the very least, paying lip service to a sort of patriot leisure.

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Fußnoten
1
Shen, “Geeks Seek Recognition.”
 
2
Thompson, “Time, Work-Discipline, and Industrial Capitalism”; Veblen, Theory of the Leisure Class; Bourdieu, Distinction; Rojek, Capitalism and Leisure Theory.
 
3
Leheny, Rules of Play, 20.
 
4
Wang, “Culture as Leisure.”
 
5
Hoffman, Patriotic Professionalism, 12–14.
 
6
Liu, “Norm of the Good Netizen.”
 
7
Given the similarity of the names, it is not surprising that they are commonly confused, and, in fact, the games do share a connection; they are both run by the same company, Blizzard entertainment, and are based upon the same mythology. Indeed, Warcraft III is often considered a precursor to World of Warcraft.
 
8
“Danji Youxi” Baidu Baike.
 
9
Salen and Zimmerman, Rules of Play, 67–69.
 
10
Adams, Fundamentals of Game Design, 591.
 
11
Adams, 591.
 
12
For further discussion of Liang and his ideas about real gamers, refer to Chap. 5.
 
13
Hoffman, Patriotic Professionalism, 89.
 
14
Ong, “Neoliberalism as Mobile Technology,” 3–4.
 
15
Ong, “Neoliberalism as Mobile Technology,” 4.
 
16
Ong, 4.
 
17
Ong, Neoliberalism as Exception.
 
18
Rojek, Labour of Leisure.
 
19
Rojek, Labour of Leisure, 2.
 
20
Szablewicz, A Space to be Your Virtual Self.
 
21
Lindtner, et al., “A Hybrid Cultural Ecology”; Lindtner and Szablewicz, “China’s Many Internets.”
 
22
Yee, “The Labor of Fun,” 68.
 
23
See Reitman et al., “Esports Research: A Literature Review.”
 
24
Taylor, Raising the Stakes, 3, 22.
 
25
Hutchins, “Signs of Meta-Change.”
 
26
Lowood, “Beyond the Game.”
 
27
World Cyber Games, “History”; The 2008 WCG competition, hosted in Cologne, Germany, holds the record for being the largest WCG event. It is worth noting, however, that while WCG posted impressive numbers in terms of country participation, its prize pool was relatively small, under $500,000.
 
28
World Cyber Games, “History”; The World Cyber Games, while once at the forefront of esports, has now taken a back seat to other, better-funded tournaments. WCG was discontinued in 2013 and revived in 2019, though the latest tournament (held in Xi’an China) pulled in 196 players representing 25 countries, far fewer than previous years.
 
29
The International, “Overview”; Note that DOTA 2 is a different game than aforementioned DOTA.
 
30
See Brownell, Training the Body for China; Xu, Olympic Dreams.
 
31
Shen, “Geeks Seek Recognition.”
 
32
See Xu, “Lingo of Games”; PK stands for “player kill” but has become common Chinese slang for “compete against.”
 
33
See Lee, Yu, and Lin, “Leaving a Never-ending Game.”
 
34
Lu, Dianjing zhi wang.
 
35
Taylor, Raising the Stakes, 17.
 
36
State Administration of Radio Film and Television, “guanyu jinzhi bochu diannao.”
 
37
Shen “Geeks Seek Recognition.”
 
38
Verberg, “Despite China’s ‘Broadcast Ban.’”
 
39
Kipnis, “Neoliberalism Reified.”
 
40
See Chan, “Negotiating Intra-Asian Games”; Heeks, “Gold Farming”; Jin, Gold Farmers; Nakamura, “Don’t Hate the Player.”
 
41
Castronova, Synthetic Worlds; Kücklich, “Precarious Playbour.”
 
42
Comaroff and Comaroff, “Millennial Capitalism,” 308.
 
43
Smythe “On the Audience Commodity,” 242.
 
44
Lim, “WCG 2012 Grand Final.”
 
45
Lim, “WCG 2013 Grand Final”; Lim, “WCG 2012 Grand Final.”
 
46
Wark, “Spectacles of Disintegration,” 1120.
 
47
Rofel, Desiring China, 95.
 
Metadaten
Titel
Patriotic Leisure: Internet Games, Esports, and the Discourse of Productivity
verfasst von
Marcella Szablewicz
Copyright-Jahr
2020
DOI
https://doi.org/10.1007/978-3-030-36111-2_4