Abstract

This ethnographic study examines the interplay of work, play, and new media in contemporary China, particularly the effects of the neoliberal ethos of hard work on the Chinese urban middle-class’s preference for indoor socializing and the influence of the ideal of productivity on online and offline gameplay. The case study centers on the recent transnational popularity of the party game Werewolf (狼人杀, langren sha) among China’s urban middle-class. The resurgence of Werewolf started on local live video streaming game shows, which are made, released, and consumed on Chinese-language, video-sharing social media platforms. This article draws on Foucault’s ideas about technologies of the self to explain the ethnographic data. The findings suggest that gameplay is not only a form of entertainment but also a way of self-regulation through which the influence of neoliberalism redefines leisure activities.

Full Text
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