TY - JOUR
T1 - The Significance and Complexities of Anti-Corporate Gamer Activism
T2 - Struggles Against the Exploitation and Control of Game-Worlds in 2000s China
AU - Chew, Matthew M.
N1 - Funding Information:
The author(s) disclosed receipt of the following financial support for the research, authorship, and/or publication of this article: This study was supported by Strategic Public Policy Grant, University Grants Committee, Hong Kong SAR (Grant/Award Number: “4001-SPPR-09”) and Faculty Research Grant, Hong Kong Baptist University (Grant/Award Number: “FRG1/09-10/003”).
Publisher Copyright:
© The Author(s) 2022.
PY - 2022/6/1
Y1 - 2022/6/1
N2 - Few studies explore the progressive sociopolitical relevance of gamers. This study contributes to this exploration by investigating a common yet neglected type of gamer activism: struggles against the exploitation and control of game-worlds by game publishers. I analyze it with anti-corporate Chinese gamer activism between 2003 and 2010. I found seven recurring battlefronts on which gamers carried out violent protests, clicktivism, media campaigns, connective action, political consumerism, and litigation. They involved technical problems, publisher staff’s rent-seeking, termination of game-worlds, abusive game design, and the mishandling of the problems of duping, bots, and virtual property theft. Numerous groups including gold farmers and consumer associations were involved in these complex struggles. This study’s core dataset was collected between 2007 and 2011 from media reports on gamer activism, game industry reports, in-game observation, and documentary and video records of gamer mobilization. Supplementary data were collected between 2012 and 2015 and again in 2018 and 2019.
AB - Few studies explore the progressive sociopolitical relevance of gamers. This study contributes to this exploration by investigating a common yet neglected type of gamer activism: struggles against the exploitation and control of game-worlds by game publishers. I analyze it with anti-corporate Chinese gamer activism between 2003 and 2010. I found seven recurring battlefronts on which gamers carried out violent protests, clicktivism, media campaigns, connective action, political consumerism, and litigation. They involved technical problems, publisher staff’s rent-seeking, termination of game-worlds, abusive game design, and the mishandling of the problems of duping, bots, and virtual property theft. Numerous groups including gold farmers and consumer associations were involved in these complex struggles. This study’s core dataset was collected between 2007 and 2011 from media reports on gamer activism, game industry reports, in-game observation, and documentary and video records of gamer mobilization. Supplementary data were collected between 2012 and 2015 and again in 2018 and 2019.
KW - Chinese video game
KW - game world
KW - gamer activism
KW - pay-to-win
KW - political consumerism
KW - right to play
UR - http://www.scopus.com/inward/record.url?scp=85125364532&partnerID=8YFLogxK
U2 - 10.1177/15554120211042259
DO - 10.1177/15554120211042259
M3 - Journal article
AN - SCOPUS:85125364532
SN - 1555-4120
VL - 17
SP - 487
EP - 508
JO - Games and Culture
JF - Games and Culture
IS - 4
ER -