Abstract

We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraft in China. We examine the interplay of collaborative practices across the physical environment of China's Internet cafes and the virtual game space of World of Warcraft. Our findings suggest that it may be fruitful to broaden existing notions of physical-digital hybridity by considering the nuanced interplay between the digital and physical as a multi-dimensional environment or "ecology". We illustrate how socio-economics, government regulations and cultural value systems shaped a hybrid cultural ecology of online gaming in China.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.