2020
DOI: 10.1080/1369118x.2020.1791217
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From non-player characters to othered participants: Chinese women's gaming experience in the ‘free’ digital market

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Cited by 36 publications
(29 citation statements)
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“…We recognize that wide diversity exists relating to the term "game." The translation of gamerelated terms between the English and Mandarin languages also presents inaccuracies and interpretive openness (Liu & Lai, 2020). Throughout this study, we use "game" as an umbrella term to refer to the fun-led structured form of playful activities, containing roles of players, objectives, rules, and sequencing.…”
Section: Declaration Of Conflicting Interestsmentioning
confidence: 99%
“…We recognize that wide diversity exists relating to the term "game." The translation of gamerelated terms between the English and Mandarin languages also presents inaccuracies and interpretive openness (Liu & Lai, 2020). Throughout this study, we use "game" as an umbrella term to refer to the fun-led structured form of playful activities, containing roles of players, objectives, rules, and sequencing.…”
Section: Declaration Of Conflicting Interestsmentioning
confidence: 99%
“…Turkle’s (2011) ‘cold intimacies’ and ‘alone together’ and Azuma’s (2009) ‘animalised Otaku’ are just some examples frequently amplified by mainstream media in China for regulatory purposes and ethical concerns (Chen, 2018). Following the ‘agentic fan’ theorem, scholars have demonstrated online virtuality, such as Bilibili, can work as alternative spaces (Chen, 2018), function as a shield against interpellation and control (Yin & Fung, 2017) and serve as a field to negotiate with ‘gamified patriarchal order and normative romantic ideals’ (Liu & Lai, 2020, p. 14). Furthermore, Zhang and Cassany (2018) identified language learning participation on Bilibili as having great potential for intercultural competence through collective intelligence and re-contextualisation.…”
Section: Fans’ Multiple and Contested Identitiesmentioning
confidence: 99%
“…MOBA gamessuch as DotA, League of Legends and Smitefocus on strategy and reaction, where a player controls a character and plays with a team of other players to achieve victory, mainly through killing players of the opposite team and taking objectives. MOBA often features 'powerful audiovisual designs, visually appealing characters with hypermasculine and hyperfeminine physical traits, dynamic background music, stunning lighting, and a central theme of group fighting' [3]. 'The game is marked by obvious depictions of violence and expressions of anger, callousness, and aggression, traits closely linked to 'hegemonic masculinity'' [4,5], exaggerating the glory of warfare to appeal to the stereotypical male audience.…”
mentioning
confidence: 99%
“…MOBA often features 'powerful audiovisual designs, visually appealing characters with hypermasculine and hyperfeminine physical traits, dynamic background music, stunning lighting, and a central theme of group fighting' [3]. 'The game is marked by obvious depictions of violence and expressions of anger, callousness, and aggression, traits closely linked to 'hegemonic masculinity'' [4,5], exaggerating the glory of warfare to appeal to the stereotypical male audience. However, MOBA games are important to analyse due to their large female player base.…”
mentioning
confidence: 99%