THE GAMER RIGHTS PROTECTION MOVEMENT IN CHINA Matthew M. Chew Jun 14 2008
Violent Confrontation at The 9, 2004
A Chronology of Gamer Activism <ul><li>2003: PRC gamers’ commotion over the collective loss of virtual property in  金庸群侠传 ...
Virtual-World Protests
A Chronology of Gamer Activism (cont’) <ul><li>2005: litigation instigated by virtual property dispute and theft in  熱血傳奇 ...
The Moliyo Incident, 2007
Virtual-World Grievances <ul><li>Rent-seeking activities </li></ul><ul><li>Mistreatment of virtual property theft </li></u...
Formation of a Collective Action Frame <ul><li>玩家维权 : Gamer rights protection </li></ul><ul><li>2003: the Warcraft 3 Compe...
First Component of the Frame: Consumer Rights <ul><li>Consumer rights in China’s: eg. the CCTV ‘315’ night show </li></ul>...
Second Component of the Frame: Rights Protection <ul><li>Human rights and rights-based discourses and activism </li></ul><...
Theoretical Implications I: Online Games and Social Movements <ul><li>The socio-political implications of online games </l...
Theoretical Implications II: The Internet and Social Movements <ul><li>The social significance of Virtual-World-Oriented S...
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Chew_Mattew--The gamer rights protection movement in China 2

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Chew_Mattew--The gamer rights protection movement in China 2

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