Games and Play in Chinese and Sinophone Cultures by Douglas Eyman (2024, Trade Paperback)

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About this product

Product Identifiers

PublisherUniversity of Washington Press
ISBN-100295752408
ISBN-139780295752402
eBay Product ID (ePID)6065354847

Product Key Features

Number of Pages302 Pages
LanguageEnglish
Publication NameGames and Play in Chinese and Sinophone Cultures
Publication Year2024
SubjectGeneral, Asia / China
TypeTextbook
AuthorDouglas Eyman
Subject AreaSports & Recreation, Games & Activities, History
FormatTrade Paperback

Dimensions

Item Height0.9 in
Item Weight15.2 Oz
Item Length9 in
Item Width6 in

Additional Product Features

Intended AudienceScholarly & Professional
LCCN2023-050769
Reviews[T]his collection makes a valuable contribution to cross-cultural studies of games and gameplay as seen in classic Chinese literature and the contemporary evolution of digital culture., ...a critical intervention into how games occupy, symbolize, and change cultural and social practices, even at the higher order of economics and domains of human experience such as entertainment and cultural identity. This collection of work presents a multitude of complex challenges facing Chinese game history, underscoring the urgent need to recontexualize the field of game studies through interdisciplinary analyses from perspectives such as visual studies, narratology, gender, the intersection of games with leisure activities, and artisan knowledge., Games and Play in Chinese & Sinophone Cultures is a pioneering work . . . By informing readers about and interrogating ludic China, historical and contemporary, the chapters constitute a significant contribution to game studies and to Chinese studies., [A] critical intervention into how games occupy, symbolize, and change cultural and social practices, even at the higher order of economics and domains of human experience such as entertainment and cultural identity. This collection of work presents a multitude of complex challenges facing Chinese game history, underscoring the urgent need to recontexualize the field of game studies through interdisciplinary analyses from perspectives such as visual studies, narratology, gender, the intersection of games with leisure activities, and artisan knowledge.
Grade FromCollege Graduate Student
IllustratedYes
Table Of ContentAcknowledgments Timeline of Dynasties Introduction: Gameplay in Chinese and Sinophone Worlds Li Guo, Douglas Eyman, and Hongmei Sun 1. Groups on the Grid: Weiqi Cultures in Song-Yuan-Ming China Zach Berge-Becker 2. Newly Discovered Game Board Rock Carvings in Hong Kong: Apotropaic Symbolism or Ludic Culture? César Guarde-Paz 3. Splendid Journeys: The Board Games of a Late Qing Scholar Rania Huntington 4 Exclusive Pleasures on the Cheap: Yuan Dynasty Sanqu Songs on Courtesan Kickball Patricia Sieber 5. Games in Late Ming and Early Qing Erotic Literature Jie Guo 6. The Courtesans' Drinking Games in The Dream in the Green Bower Li Guo 7. Ghostly Dicing: Gambling Games and Deception in Ming-Qing Short Stories Jiayi Chen 8. Playing Journey to the West Hongmei Sun 9. How China's Young "Internet Addicts" Gamify the Disciplinary Treatment Camp Yichen Rao 10. Gaming while Aging: The Ludification of Later Life in Pokémon GO Keren He 11. The Video Game Chinese Parents and Its Political Potentials Florian Schneider 12. The Public Gaming Discourse of Honor of Kings in China Jiaqi Li 13. Translation and Chinese Culture in Video Games Douglas Eyman Glossary Bibliography List of Contributors Index
SynopsisFrom ancient gameboards to Honor of Kings , games as cultural agents Games as global and connected phenomena have been examined in the rising scholarly field of game studies, but relatively little has been published on the history of games and gaming in China. Weiqi (a.k.a. Go), one of the world?s oldest board games, originated in China; a variety of Chinese card, dice, board, sport, and performance games have been developed over the millennia; and China is quickly becoming a major player in the contemporary digital game industry. In exploring games and practices of play across social and historical contexts, this volume examines representations of gender, class, materiality, and imaginations of the nation in Chinese and Sinophone contexts, while addressing ways in which games inhabit, represent, disrupt, or transform cultural and social practices. Both analog and computer games are represented in analyses that draw connections between the traditional and the modern and between local or regional and higher-order economic, cultural, and political structures. Among the topics explored are rock carvings of board games, weiqi cultures, scholars? and courtesans? games, gambling, games based on literature, video-game politics, and appropriation of Chinese culture in video games. The open access publication of this book was made possible by a grant from the James P. Geiss and Margaret Y. Hsu Foundation., From ancient gameboards to Honor of Kings , games as cultural agents Games as global and connected phenomena have been examined in the rising scholarly field of game studies, but relatively little has been published on the history of games and gaming in China. Weiqi (a.k.a. Go), one of the world's oldest board games, originated in China; a variety of Chinese card, dice, board, sport, and performance games have been developed over the millennia; and China is quickly becoming a major player in the contemporary digital game industry. In exploring games and practices of play across social and historical contexts, this volume examines representations of gender, class, materiality, and imaginations of the nation in Chinese and Sinophone contexts, while addressing ways in which games inhabit, represent, disrupt, or transform cultural and social practices. Both analog and computer games are represented in analyses that draw connections between the traditional and the modern and between local or regional and higher-order economic, cultural, and political structures. Among the topics explored are rock carvings of board games, weiqi cultures, scholars' and courtesans' games, gambling, games based on literature, video-game politics, and appropriation of Chinese culture in video games. The open access publication of this book was made possible by a grant from the James P. Geiss and Margaret Y. Hsu Foundation.
LC Classification NumberALL
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