1B | Games and E-sports
Day 1: 25 June 2021
Melbourne, AEST ) (UTC +10) | 13:00 – 14:00
Beijing, CST (UTC +8) | 11:00 – 12:00
London, BST (UTC +1) | 04:00 – 05:00
New York, EDT (UTC -4) | (24 June) 23:00 – 00:00
Los Angeles, PDT (UTC -7) | (24 June) 20:00 – 21:00
Hugh Davies | RMIT University
Junyi Lv | USC Annenberg
Yizhou Xu | UW-Madison
Gejun Huang | Soochow University
Zixue Tai | University of Kentucky
Fengbin Hu | University of Kentucky
This panel brings together five papers to examine the politics, cultural logic, and economic paradigm of games, gaming, and games production in and beyond China. It highlights the roles of Chinese internet and game companies, entrepreneurs, individual players in participating, disturbing, transforming, and reshaping the Chinese gaming culture. This in turn has significant impact on the global gaming industry and culture.
- “From Electronic Heroin to Functional Games: Perceptions of Videogames and Play in China”, by Hugh Davies
- “Strategies of globalization among China’s digital game entrepreneurs”, by Gejun Huang
- “Dislocating Chineseness: Paratexuality of Chinese mobile game production in going abroad”, by Yizhou Xu
- “Gaming Power on the Global Stage: The Case of Tencent in China”, by Zixue Tai & Fengbin Hu
- “Frictions: Fragmented Authoritarianism in China’s Esports”, by Junyi Lv
Hugh Davies is a postdoctoral research fellow at RMIT in Melbourne, Australia. His research explores histories of media devices and cultures of games in the Asia Pacific Region. Awarded a PhD in Art, Design and Architecture from Monash University in 2014, Hugh’s studies in game cultures have been supported with fellowships from Tokyo Art and Space, M+ Museum of Visual Culture and the Hong Kong Design Trust. He has delivered policy presentations on games and technology to ACMI Melbourne, M+ Hong Kong, Design Society Shenzhen, and Zhi Museum Chengdu, and has delivered conference presentations across the Asia Pacific region.
Dr. Gejun Huang is a lecturer in the School of Communication at Soochow University, China. His research has focused on digital game industry, media entrepreneurship, cultural policy, as well as digital divide and inclusion. He has published in Chinese Journal of Communication, American Behavioral Scientists, Information, Communication & Society, and other peer-reviewed journals.
Zixue Tai (Ph.D., Minnesota) is an associate professor and head of the Media Arts and Studies program in the College of Communication and Information at the University of Kentucky. His research interests primarily relate new media and video games in China. He is the author of The Internet in China: Cyberspace and Civil Society (Routledge, hardback in 2006; paperback released in 2013), and his research has published with journals such as International Communication Gazette, Journalism & Mass Communication Quarterly, New Media & Society, Journal of Communication, Sociology of Health & Illness, and Psychology & Marketing.
Fengbin Hu (Ph.D., Shanghai University) is currently a research assistant professor in the Institute of China Studies at Shanghai Academy of Social Sciences and a research fellow with the Lab for Big Data and Communication in Jinan University. He was a visiting scholar at the University of Kentucky as well as a postdoctoral fellow at Fudan University. His research interests mostly focus on video games, and social media theory and practice, particularly as they relate to Chinese culture and society.
Junyi Lv is a Ph.D. student at the Annenberg School for Communication and Journalism, University of Southern California. She holds a Master degree of Communication Management also from USC Annenberg, and a Bachelor degree in Broadcasting Journalism from China. Her research interests lie in the intersection of public spheres, social media entertainment, and environmental communication. Currently, she is working on a project about China’s esports industry.