Games and Gaming in China


Presentation Title:

  • Games and Gaming in China



  • Panel Statement (intro):

    This panel highlights scholarship in the area of games and gaming in the Chinese-speaking world. The panel thus fits a wider pattern of increased attention to regional games and gaming. The three papers explore various “glocalized” ways in which the global and the local—or here, rather, the regional (“the Chinese”)—intersect in terms of design and production of, as well as discourses around (news media coverage, scholarship, fiction), games and gaming in China.

    Individual presentations:

    • Peichi Chung – Development and Distribution Strategies of Independent Mobile Games in China


    This paper proposes to study the development and distribution strategies of independent mobile games in China. The paper examines the alternative game culture that is different from the dominant cultural form of MMORPG (Massively Multiplayer Online Role Playing Game).

    • Ling-Yi Huang – How Active is the Audience? A Study of Chinese Game Fandom


    What is unique to fan studies in comparison to audience research in general is that the former emphasizes more on both social aspects and interpretive activities. [9] Moreover, the resistance power and textual productivity among a group of audience members is the best example of audience activism.

    • Bjarke Liboriussen: After the Gold Rush: Gold Farming in China—and in Western Academia


    Journalism, and Fiction In the mid-2000s, a new “third-party gaming services industry . . . grew rapidly . . . as MMO games grew in popularity”. According to a 2008 estimate, “China has around 80-85% of employment and output in this sub-sector”.  The production of MMO currencies, items and services is commonly known as “gold farming”, and stories about gold farming in China proliferated in western news media from 2006 to 2009.