2018
DOI: 10.1163/22142312-12340095
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(Re)creating the Nation Online: Nationalism in Chinese Dota 2 Fandom

Abstract: In August 2016, Wings Gaming won the sixth edition of the International, a tournament for the videogame Dota 2. Wings Gaming, a team consisting of five Chinese players, was praised for bringing honour to China. This article explores various ways in which this Chinese Dota 2 community frames its fandom using nationalistic rhetoric. Teams identified as Chinese represent the country, honouring or disappointing the nation when they square off in tournaments. This article focusses on the everyday experience in this… Show more

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Cited by 10 publications
(5 citation statements)
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“…Hapsari et al, 2018) and this is the language usually used in heterogeneous teams (some exceptions here are Asian squads; see e.g. Ismangil, 2018; hence continuing to be the most mono-national ones). This however is not problematic, as knowing English becomes the basic competency of professional MOBA players.…”
Section: National Diversity In Moba Teamsmentioning
confidence: 99%
“…Hapsari et al, 2018) and this is the language usually used in heterogeneous teams (some exceptions here are Asian squads; see e.g. Ismangil, 2018; hence continuing to be the most mono-national ones). This however is not problematic, as knowing English becomes the basic competency of professional MOBA players.…”
Section: National Diversity In Moba Teamsmentioning
confidence: 99%
“…Consequently, China's game industry largely rests upon the profitability of free-to-play mobile games and related eSports events (Ismangil, 2018;Szablewicz, 2016), with their annual growth significantly outpacing other gaming products. The social and competitive nature of online games has given rise to a whole gamut of lucrative businesses that are the brick and mortar of the gigantic gaming ecosystem.…”
Section: Context: An Overview Of Platform Game Work In Chinamentioning
confidence: 99%
“…When the Chinese Dota 2 team Wings won The International 6 in 2016, it was widely celebrated as a victory for the Chinese nation. Here, the century of humiliation narrative was reproduced to generate shared sentiments among players and game fans, in which the Chinese (game) victory brushed off former discrimination that Chinese players endured (Ismangil, 2018).…”
Section: Youth Cyber Nationalismmentioning
confidence: 99%