Abstract
The rise of the gaming industry and the concerns related to its harms serve to reveal elements of the Chinese moral model of the entertainment and cultural market. This model includes an effort to channel creation in a morally virtuous sense: promotion of eSport, censorship on game contents, prevention of addiction by controlling children’s uses, and the medicalization of overconsumption. The patterns of the Chinese digital culture are thus shaped by a complex interplay of actors defining market norms. In this context, the issue of player protection takes on great importance, all the more so when the players are young and the gaming devices take on more and more immersive forms. However, the “gamblification” of gaming, including the monetization of games through gambling-like features (loot boxes, skins, etc.) and illegal betting on eSport matches, contributes to a high prevalence of gambling disorders. Paradoxically, China’s policy framework for gaming has contributed to the emergence of commercial practices and profit-driven game designs that are more harmful. Youth gaming is caught up in contradictions linked to government and business objectives that are difficult to reconcile with mental health concerns for young users.
This chapter has been presented and benefitted from comments at the 13th Congress of the European Sociological Association.
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Notes
- 1.
A scientific journal such as Games and Cultures illustrates such a perspective.
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Amadieu, T. (2022). Addictive Technologies? The Moral and Normative Dynamics Shaping the Chinese Gaming Culture. In: Chrétien-Ichikawa, S., Pawlik, K. (eds) Creative Industries and Digital Transformation in China. Palgrave Macmillan, Singapore. https://doi.org/10.1007/978-981-19-3049-2_4
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