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Faculty and Staff

Leveling-Up in China: A Look into Chinese Gaming Culture

By
Julia Kennedy 鈥24
Posted
February 24, 2022
man holding a gaming controller

As part of 91视频鈥檚 commitment to invest in and encourage scholarly work, many of our faculty at are conducting essential research alongside their usual instructing. Marcella Szablewicz, PhD, a Communications Studies professor at 91视频鈥檚 NYC Campus, is one of them. Szablewicz has been studying a phenomenon since the early 2000s that may catch the attention of anyone who turns to the internet for relaxation or escapism. Her emphasis? The culture and stigma surrounding recreational internet usage in China.

鈥淲hat would the internet mean for China, being an authoritarian country and one that represses a lot of personal freedoms? Many people speculated that the internet would be a democratizing force in China鈥 she says, 鈥淗owever, there was also a lot of emphasis placed upon how people were going to use the internet to resist the government or engage in politics.鈥 This generalized perspective about the Internet in China sparked Szablewicz鈥 interest as an undergraduate, motivating her to move away from western bias and dive deeper into how Chinese youth were actually using the internet in everyday life.

鈥淚 liken it to American bar culture because it was illegal for these teenagers to be going into internet cafes, so they would have to use fake IDs. Once they got in, it was a social party with everyone playing digital games.鈥

As the creator of New Communication Technologies and Moral Panic, a communications course at 91视频, Szablewicz is well-versed in the concerns that come with new forms of communication technology and the fact that these fears have been consistent throughout history. In this particular case, it鈥檚 the Chinese government鈥檚 strong concerns about digital gaming leading to . Concerns that are strong enough for China鈥檚 government to implement heavy internet restrictions for teenagers. Concerned parents have even resorted to sending their children to internet addiction 鈥渂ootcamps,鈥 where young people participate in military style drills or electroshock treatment to cure their addiction.

Ever since her frequent travels to China for field work, Szablewicz has made insightful discoveries about the youths鈥 reaction to the fear and stigma surrounding gaming.

鈥淎 lot of teenagers were rebelling against the pressure of intense schoolwork and academics, so they would escape to internet cafes to play digital games as a kind of pastime. It was a really interesting phenomenon.鈥 She laughs, 鈥淚 liken it to American bar culture because it was illegal for these teenagers to be going into internet cafes, so they would have to use fake IDs. Once they got in, it was a social party with everyone playing digital games.鈥

Though Szablewicz set out to observe trends in recreational internet use, she has also noticed a correlation with the simultaneous rise of esports, a professional competitive form of digital gameplay. Though this trend of elevating video gaming from a casual hobby to a competitive sport is worldwide. In fact, 91视频 just announced their own esports program, making these digital competitors part of 91视频鈥檚 15th varsity sport鈥擟hina was actually one of the very first countries to deem esports a legitimate sport. What began as a form of escape for Chinese youth has now become a means of earning income. 鈥淪ome teenagers were rising through the ranks of gaming to become competitive gamers and earning huge amounts of prize money from playing games,鈥 she says. 鈥淣ow there鈥檚 this tension between games as a source of rebellion and games as a potential career path.鈥

She also noticed that many young people had to maneuver their way around the 鈥渋nternet gaming鈥 stigma: 鈥淎 lot of the college students were going out of their way to distance themselves from being identified as an internet gamer because they鈥檇 be labeled as an addict, so instead they would align themselves closely with esports,鈥 she recalls.

Throughout all her research, Szablewicz has discerned a societal significance to the stigmas and paradoxes surrounding gaming in China. 鈥淭he thing that I find most significant is how ideas about what constitutes productive leisure tend to tell us a lot about a societies鈥 values and where those values are placed,鈥 says Szablewicz.

鈥淚鈥檓 really fascinated by ways in which youth leisure choices are often controlled by those in power, who are often older generations who don鈥檛 necessarily understand the leisure choices of youth. The idea of high culture is seen as worthwhile, but when it comes to popular culture among young people, it is denigrated and seen as useless or time wasting,鈥 she says. 鈥淧eople who are in power are trying to keep young people from taking up their position in places of power and it鈥檚 kind of a repetitive pattern.鈥

However, Szablewicz鈥檚 research reveals that no matter what barriers are placed, younger generations tend to find a way to innovate. Whether it is through sneaking into internet cafes after school, or carving out their own career paths, the focus on gaming in China reveals the resilience of these young gamers.

Interested in learning more about China鈥檚 gaming culture? Check out Marcella Szablewicz鈥檚 new book .

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