I have added some articles to my bibliography of research on online games in China. See the original list in its entirety here: Lee, YH and Lin, H. (2005). An Irrational Black Market? Boundary Work Perspective on the Stigma of in-game Asset Transactions. Proceedings of DiGRA 2005 Conference: Changing Views – Worlds in Play. (Taiwan) Lin, H. (2005). Gendered […]Continue Reading...
(updated March 18th 2011) A chunk of my Masters research dealt with online games in China. In my thesis I examined how particular mixtures of material infrastructure, software platforms and the desires of gamers creates uniquely ‘gamic’ spatial distributions of social networks. By focusing specifically on the variable ‘need for speed’ in video games (think […]Continue Reading...
A new report was released recently giving some hard data on the most popular casual online games in China, something we hear little about in our news about gaming in China. These data thus excludes a whole set of extremely popular games in China like魔兽世界/World of Warcraft. This data comes from client software that is […]Continue Reading...
While reading an article by Silvia Lindtner et al., a part struck me about the relationship between crowded urban spaces and the popularity of LAN cafes. Lindtner (reinforcing Thomas and Lang) suggests that overcrowded school dormitories, living at home in close contact with parents who are disapproving of game play and the pressures of the […]Continue Reading...
A topic of interest for games researchers on multiple levels is the massive economic downturn that began in 2008. Many are wondering how the crisis is affecting online gaming revenue both in terms of how many people are heading to places like LAN centres to play as well as how the crisis is affecting the RMT (real money […]Continue Reading...