Games and Play in Chinese and Sinophone Cultures
From ancient gameboards to Honor of Kings, games as cultural agentsGames 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 old...
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University of Washington Press
2024
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=4125141&site=ehost-live header: @attributes: shortDbName: nlebk uiTerm: 4125141 longDbName: eBook Collection (EBSCOhost) uiTag: AN controlInfo: bkinfo: btl: Games and Play in Chinese and Sinophone Cultures aug: au: Li Guo Douglas Eyman Hongmei Sun isbn: 9780295752396 9780295752419 imageinfo: pubinfo: dt: @attributes: year: 2024 month: 01 day: 01 dtAvail: @attributes: year: 2025 month: 03 day: 28 pub: University of Washington Press pubContract: Lightning Source (Tier 4) place: Seattle price: 0.01 limitsGroup: maxCheckoutDays: 1500 copyPages: 100 pda: N printPagesOffline: 100 printPagesOnline: 100 previewPages: 0 prePubGroup: dewey: @attributes: class: 306.4870951 item: 306 .4870951 lc: @attributes: class: GV1201.38 .G365 2024 item: GV 1201 .38 .G365 2024 artinfo: ui: 4125141 1449547948 formats: fmt: @attributes: type: EK doid: NL$4125141$EPUB caption: EPUB download: Y tig: atl: Games and Play in Chinese and Sinophone Cultures ptl: Games and Play in Chinese and Sinophone Cultures aug: au: Li Guo Douglas Eyman Hongmei Sun su: Sports--Social aspects--China Games--Social aspects--China Games--China--History Video games--Social aspects--China sug: subj: SOCIAL SCIENCE / Cultural & Ethnic Studies / Asian Studies GAMES & ACTIVITIES / General HISTORY / Asia / China Sports--Social aspects--China Games--Social aspects--China Games--China--History Video games--Social aspects--China ab: From ancient gameboards to Honor of Kings, games as cultural agentsGames 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. pubtype: eBook doctype: Book ougenre: Book language: English copyright: @attributes: flag: N copyrightText: holdings: @attributes: islocal: N |
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