2017
DOI: 10.1177/1527476417736614
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Video Games as Dating Platforms: Exploring Digital Intimacies through a Chinese Online Dancing Video Game

Abstract: In the relatively young field of new media studies, both video games and online dating platforms are identified as being important and popular genres of digital products, which are often discussed separately. This article argues that these two genres of digital products are not so much separate but entangled elements of the same processes of technological shifts in media industry, development of people’s online leisure activities, and the convergence of digital genres. To provide empirical evidence, this artic… Show more

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Cited by 18 publications
(21 citation statements)
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“…In the methodology of teaching dance in China, the use of new technologies, such as online training [44][45][46], a departure from the authoritarian style in teaching dance [47,48] is currently traced. These technologies cause controversy regarding their effectiveness, but the authors who investigated this problem [44][45][46][47][48] point to the relevance of these technologies to the present. In Ukraine, there is also a tendency towards the use of modern technologies in teaching dance.…”
Section: Dance Teaching Methodsmentioning
confidence: 99%
“…In the methodology of teaching dance in China, the use of new technologies, such as online training [44][45][46], a departure from the authoritarian style in teaching dance [47,48] is currently traced. These technologies cause controversy regarding their effectiveness, but the authors who investigated this problem [44][45][46][47][48] point to the relevance of these technologies to the present. In Ukraine, there is also a tendency towards the use of modern technologies in teaching dance.…”
Section: Dance Teaching Methodsmentioning
confidence: 99%
“…We argue that three social processes are working in tandem, shaping social movement actors' acquisition of gaming capital. The first is the speed with which the Chinese gaming industry is developing, as well as the recent platformization of that industry (Cheung & Fung, 2016;Liu, 2019). Acting as technological architects, local emerging game platforms, such as Tencent Games, NetEase Inc, Orange Light Game, and NetEase Ease Dimension, are capable of bringing technological knowhow, ordinary users, corporate entities, and public bodies together to create a new economic and political model, as well as more flexible and cost-efficient game development processes (Plantin, Lagoze, Edwards, & Sandvig, 2018).…”
Section: The Acquisition Of Gaming Capitalmentioning
confidence: 99%
“…Most Chinese people are accustomed to viewing gameplay as a leisure activity, and the country's centuries-old game culture has shaped Chinese people's pastimes and social lives (Oxfeld, 1993), even their superstitious beliefs (Ohtsuka & Chan, 2010). Since the establishment of internet infrastructure in 1993, the development of new media technologies and local digital games has given rise to a wide range of digital games (Chew, 2016;Liu, 2019;Wirman & Leino, 2017).…”
Section: Negotiating Playful Politics In a Nondemocratic Contextmentioning
confidence: 99%
“…To follow and add to this research strand, this article will focus on the specific issue of creative video commercialization. This issue has already been examined by several scholars, with a focus on China's changing ICT context (Li 2012(Li , 2017Liu 2019;Zhao 2016). For example, some scholars have explored how Chinese video platforms generate business opportunities for amateur video producer enthusiasts and form a new "creativity business" (Li 2012, 158), with the potential of commercializing User-Generated Content (UGC; Zhao and Keane 2013, 735).…”
Section: Creative Video Commercialization In Chinamentioning
confidence: 99%