Chew_Mattew--The gamer rights protection movement in China 2

Loading...

Flash Player 9 (or above) is needed to view presentations.
We have detected that you do not have it on your computer. To install it, go here.

0 comments

Post a comment

    Post a comment
    Embed Video
    Edit your comment Cancel

    1 Event

    Chew_Mattew--The gamer rights protection movement in China 2 - Presentation Transcript

    1. THE GAMER RIGHTS PROTECTION MOVEMENT IN CHINA Matthew M. Chew Jun 14 2008
    2. Violent Confrontation at The 9, 2004
    3. A Chronology of Gamer Activism
      • 2003: PRC gamers’ commotion over the collective loss of virtual property in 金庸群侠传 in HK, Taiwan)
      • 2003 : gamers organized to fight against termination of game of 盛大
      • 2003: conflict between leading gamer Guo Lei 郭磊 and 盛大
      • 2003 litigation and protests of banning of accounts in 魔力宝贝
      • 2004: the sudden termination of 魔劍 led gamers to group together and sue publisher 天人互動
      • 2004: self-immolation incident, Luo Qi ( 罗琪 )
      • 2004: violent conflict between gamers and the staff of The 9
      • 2004: 40-gamer protest at 金山’ s office
      • 2004: gamer won the 1st virtual property dispute case against game corporation, 李宏晨 vs 北極冰
      • 2004: 游戏企业与玩家自律维权公约 proposed
    4. Virtual-World Protests
    5. A Chronology of Gamer Activism (cont’)
      • 2005: litigation instigated by virtual property dispute and theft in 熱血傳奇
      • 2005: large in-game protests in 剑侠情缘Ⅱ
      • 2005: Netease staff beat up gamers of 大话西游Ⅱ at an outdoor activity
      • 2006 : large protests and debates, 金山’ s treatment of dupes in 封神榜
      • 2006: huge debates raged across games on buying hacked virtual property
      • 2006: 6,700 gamers protested against 热血江湖
      • 2006: protest of World of Warcraft’s technical instability
      • 2007: Moliyo Incident, 摩力游事件
      • 2007: Tianqing Digital Incident, 天晴数码事件
      • 2007: mass banning of accounts, 征途
    6. The Moliyo Incident, 2007
    7. Virtual-World Grievances
      • Rent-seeking activities
      • Mistreatment of virtual property theft
      • Mistreatment of duping problems
      • Termination of individual online games
      • Technical instability (eg. game crashes, lag)
      •  Game corporations’ corrupted, authoritarian rule of virtual-worlds
    8. Formation of a Collective Action Frame
      • 玩家维权 : Gamer rights protection
      • 2003: the Warcraft 3 Competition Slot Incident
      • After 2003: the term became an increasingly recognized as a collective action frame
      • The frame offers
        • integrity and continuity across protests, turning largely NIMBY (not-in-my-backyard) protests erupted independently in different games into an incipient movement
        • collective consciousness
        • an insurgent consciousness and subversive worldview that educate and mobilize gamers
    9. First Component of the Frame: Consumer Rights
      • Consumer rights in China’s: eg. the CCTV ‘315’ night show
      • ‘ 315’ special features, debates, channels of complaint organized by major game media
      • Consumer Associations
        • an official bureau; willing to handle gamers’ anti-corporate complaints
        • individual Consumer Association websites have become defacto bases for mobilizing and coordinating activism
    10. Second Component of the Frame: Rights Protection
      • Human rights and rights-based discourses and activism
      • Rights protection movements sprouting in a wide variety of social arenas, led by different social groups: ‘Rightful resistance’
      • Rights protection lawyering
      • Rights protection movements and the Internet
    11. Theoretical Implications I: Online Games and Social Movements
      • The socio-political implications of online games
      • Game corporations
        • media businesses in the real-world
        • authoritarian states of virtual-worlds
      • Gamers
        • real-world: middle-class cultural consumers
        • virtual-world: grassroot, politically active virtual-world citizens
    12. Theoretical Implications II: The Internet and Social Movements
      • The social significance of Virtual-World-Oriented Social Movements (VSMs)
      • The social movement potential of virtual communities

    + Chinese Internet Research Conference Chinese Internet Research Conference , 2 years ago

    custom

    1168 views, 0 favs, 0 embeds more stats

    More info about this document

    © All Rights Reserved

    Go to text version

    • Total Views 1168
      • 1168 on SlideShare
      • 0 from embeds
    • Comments 0
    • Favorites 0
    • Downloads 8
    Most viewed embeds

    more

    All embeds

    less

    Flagged as inappropriate Flag as inappropriate
    Flag as inappropriate

    Select your reason for flagging this presentation as inappropriate. If needed, use the feedback form to let us know more details.

    Cancel
    File a copyright complaint
    Having problems? Go to our helpdesk?

    Categories

    Groups / Events