Bibliographie complète
A Critical Cultural History of Online Games in China, 1995–2015
Type de ressource
Article de revue
Auteur/contributeur
- Chew, Matthew M. (Auteur)
Titre
A Critical Cultural History of Online Games in China, 1995–2015
Résumé
This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.
Publication
Games and Culture
Volume
14
Numéro
3
Pages
195-215
Date
1 mai 2016
Abrév. de revue
Games and Culture
Langue
Anglais
ISSN
1555-4120
Consulté le
23/12/2021 15:13
Catalogue de bibl.
SAGE Journals
Extra
Publisher: SAGE Publications
Référence
Chew, M. M. (2016). A Critical Cultural History of Online Games in China, 1995–2015. Games and Culture, 14(3), 195‑215. https://doi.org/10.1177/1555412016661457
2. Auteur.rice.s et créateur.rice.s
4. Corpus analysé
4. Lieu de production du savoir
5. Pratiques médiatiques
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