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Genshin Impact: Soft Power and Video...
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Skora, Piotr Pawel,
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Genshin Impact: Soft Power and Video Games in the People's Republic of China = = 原神:中華人民共和國的軟實力與線上遊戲 /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Genshin Impact: Soft Power and Video Games in the People's Republic of China =/ Piotr Pawel Skora.
其他題名:
原神:中華人民共和國的軟實力與線上遊戲 /
作者:
Skora, Piotr Pawel,
面頁冊數:
1 electronic resource (69 pages)
附註:
Source: Masters Abstracts International, Volume: 86-05.
Contained By:
Masters Abstracts International86-05.
標題:
Computer & video games. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31599432
ISBN:
9798383655535
Genshin Impact: Soft Power and Video Games in the People's Republic of China = = 原神:中華人民共和國的軟實力與線上遊戲 /
Skora, Piotr Pawel,
Genshin Impact: Soft Power and Video Games in the People's Republic of China =
原神:中華人民共和國的軟實力與線上遊戲 /Piotr Pawel Skora. - 1 electronic resource (69 pages)
Source: Masters Abstracts International, Volume: 86-05.
The concept of cultural soft power has attracted the attention of scholars and politicians in the People's Republic of China in the last 20 years, resulting in multiple initiatives aimed at boosting China's international image. The role of popular culture, while initially stressed as crucial in the development of soft power, is undermined by the tight control exerted by China's Communist Party over the production of cultural works in the PRC. The present study examines the Chinese cultural industry and its role in the exertion of soft power in the PRC. Specifically, the research will attempt to depict the relationship between the recently growing video game industry and the specific limitations that game developers face in the PRC, namely the censorship of video game production and consumption. The methods employed are based on the concept of big rhetoric, defined by Paul (2012), to account for the discourses that surround, permeate, and compose video games. The research focuses on the official and extraofficial narratives concerning China and Chineseness expressed within the space of video game production and consumption. The video game chosen as an example of the problem at hand is Genshin Impact, due to its development in a PRC-based company, and its international success. The research concludes that the specificities of cultural soft power "with Chinese characteristics", including the targeting of domestic audiences through soft power initiatives, have a great influence on the video game industry. Genshin Impact exemplifies how the video game industry can be a powerful ally in exerting cultural soft power, boosting the image of Chinese culture and touristic appeal. Simultaneously, the analysis of the game shows the precarity of the space designated by censorship for expressing narratives about China and the world and the presence of extraofficial narratives which do not actively support the official CCP discourse.
English
ISBN: 9798383655535Subjects--Topical Terms:
3548317
Computer & video games.
Subjects--Index Terms:
軟實力
Genshin Impact: Soft Power and Video Games in the People's Republic of China = = 原神:中華人民共和國的軟實力與線上遊戲 /
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The concept of cultural soft power has attracted the attention of scholars and politicians in the People's Republic of China in the last 20 years, resulting in multiple initiatives aimed at boosting China's international image. The role of popular culture, while initially stressed as crucial in the development of soft power, is undermined by the tight control exerted by China's Communist Party over the production of cultural works in the PRC. The present study examines the Chinese cultural industry and its role in the exertion of soft power in the PRC. Specifically, the research will attempt to depict the relationship between the recently growing video game industry and the specific limitations that game developers face in the PRC, namely the censorship of video game production and consumption. The methods employed are based on the concept of big rhetoric, defined by Paul (2012), to account for the discourses that surround, permeate, and compose video games. The research focuses on the official and extraofficial narratives concerning China and Chineseness expressed within the space of video game production and consumption. The video game chosen as an example of the problem at hand is Genshin Impact, due to its development in a PRC-based company, and its international success. The research concludes that the specificities of cultural soft power "with Chinese characteristics", including the targeting of domestic audiences through soft power initiatives, have a great influence on the video game industry. Genshin Impact exemplifies how the video game industry can be a powerful ally in exerting cultural soft power, boosting the image of Chinese culture and touristic appeal. Simultaneously, the analysis of the game shows the precarity of the space designated by censorship for expressing narratives about China and the world and the presence of extraofficial narratives which do not actively support the official CCP discourse.
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在過去的 20 年裡,文化軟實力的概念引起了中華人民共和國學者和政治家的關注,產生了旨在提升中國國際形象的多項舉措。 大眾文化的作用雖然最初被強調為軟實力發展的關鍵,但由於中國共產黨對中國文化作品生產的嚴格控製而受到削弱。 本研究考察了中國文化產業及其在中國發揮軟實力方面的作用。 具體而言,該研究將試圖描述最近發展的視頻遊戲行業與遊戲開發商在中國面臨的具體限制之間的關係,即視頻遊戲生產和消費的審查制度。 所採用的方法基於 Paul (2012) 定義的大修辭概念,以解釋圍繞、滲透和構成視頻遊戲的話語。 該研究重點關注在視頻遊戲生產和消費空間中表達的有關中國和中國性的官方和非官方敘事。 選擇作為手頭問題示例的視頻遊戲是 原神,因為它是在一家中國公司開發的,並且在國際上取得了成功。 該研究得出結論,"具有中國特色"的文化軟實力的特殊性,包括通過軟實力舉措瞄準國內觀眾,對視頻遊戲行業產生了重大影響。 原神 展示了視頻遊戲產業如何成為發揮文化軟實力、提升中國文化形象和旅遊吸引力的強大盟友。 同時,對遊戲的分析表明,審查制度指定用於表達關於中國和世界的敘事的空間是不穩定的,並且存在不積極支持中共官方話語的非官方敘事。.
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https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=31599432
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