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Masculinities in the Online Gaming Culture in Mainland ChinaTRANSCRIPT
MASCULINITIES IN THE ONLINE GAMING CULTURE IN MAINLAND CHINA
YEO KAIQI (UID: 2012529058)CLIT2069: THE MAKING OF MODERN MASCULINITIES
FINAL COURSE PORTFOLIO PRESENTATION
INTRODUCTION TO THE TOPIC
WHY ONLINE GAMING?
Have you ever wondered:
• Why do men (especially teenagers
and young adults) love gaming?
• Why are some of these men
addicted to gaming?
• Why is gaming a ‘boys’ thing’?
INTRODUCTION TO THE CULTURE
SITUATION IN MAINLAND CHINA
• Online gaming revenue takes up about 20% of mainland China’s
overall revenue
• 1 out of 10 people in China is an online gamer (10% of mainland
China’s population)
• 7 out of 10 gamers are men (7% of mainland China’s population)
• More than half of the gamers are between ages 19 - 25
THE ANALYSIS
RESEARCH QUESTIONS
• What features are considered ‘masculine’ to these men?
• How do these men view the concept of masculinity and how does a
virtual world and identity help them realize this?
• How does the culture and society that these men live in shape and
influence their desire to be ‘masculine’, and more importantly, the way
they think about the concept of masculinity?
THE ANALYSIS
INTENTION OF RESEARCH QUESTIONS
With this analysis, we can better understand:
• Why men like and engage in gaming
• What is violence and why men
engage in virtual violence
• Virtual reality and its relationship to
the concept of masculinity
THE METHODOLOGY
PROPOSED APPROACH
PLURALITY OF MASCULINITIES AS MULTIPLE IDENTITIES
From the vantage point of these
multiple identities, we can thus understand
the escapism and expression of
masculinities that is in the form of gaming violence
and fantasy.
In today’s digital age, one is not just an
individual himself, but also a social creature, a market consumer, and
an entirely different person online in the world of cyberspace.
THE METHODOLOGY
PROPOSED APPROACH
From the vantage point of these
multiple identities, we can thus understand
the escapism and expression of
masculinities that is in the form of gaming violence
and fantasy.
Plurality of masculinities present in male online gamer’s identities:
• Virtual identity – the characters used in the online game
• Gamer identity – the social identity presented to the public
• Consumer identity – the market’s intended target audience
• Citizen identity – the identity of men and men’s image shaped by
the society
THE METHODOLOGY
PROPOSED APPROACH
HEGEMONIC DESIRES WITHIN MULTIPLE IDENTITIES
From the vantage point of the plurality of masculinities as
multiple identities, we can thus understand the hegemonic
desires that are presented in the form of online gaming.
THE METHODOLOGY
PROPOSED APPROACH
From the vantage point of these
multiple identities, we can thus understand
the escapism and expression of
masculinities that is in the form of gaming violence
and fantasy.
Hegemonic desires within multiple identities:
• Virtual desires – the desire for character development
• Gamer’s desires – the escapism (fantasy) and expression
(violence) through online gaming
• Market’s desires – the market’s intended creation of masculinity
• Society’s desires – the society’s version and vision of masculinity
THE BIBLIOGRAPHY
LIST OF REFERENCES
From the vantage point of these
multiple identities, we can thus understand
the escapism and expression of
masculinities that is in the form of gaming violence
and fantasy.
Millward, Steven. “Techinasia” Let’s take a look at China’s $13.5 billion online gaming
industry. Josh Horwitz, published on 21 January 2014. Accessed on 24 April 2014:
http://www.techinasia.com/china-online-gaming-industry-2013-2014-infographic/.
Sophia Abiom, Plural Masculinities: The Remaking of the Self in Private Life, Surrey: Ashgate,
2010, chp. 1, “From Dualism to Pluralism: The Power of Categories and the making
of Gender,” p.13-36 & chp 2, “Domination, Hegemony and Hybrid Selves: Rethinking
the Plural Dynamics of Masculinity,” p., 37-60.
Connell, R.W. & Messerschmidt, J.W. (2005) “Hegemonic Masculinity: Rethinking the
Concept,” Gender and Society, 9(6): 829-859.