In this book, Marcella Szablewicz traces what she calls the topography
of digital game culture in urban China, drawing our attention to
discourse and affect as they shape the popular imaginary surrounding
digital games. Szablewicz argues that games are not mere sites of escape
from Real Life, but rather locations around which dominant notions about
failure, success, and socioeconomic mobility are actively processed and
challenged. Covering a range of issues including nostalgia for Internet
cafés as sites of youth sociality, the media-driven Internet addiction
moral panic, the professionalization of e-sports, and the rise of the
self-proclaimed loser (diaosi), Mapping Digital Game Culture in China
uses games as a lens onto youth culture and the politics of everyday
life in contemporary China. Based on ethnographic fieldwork conducted
between 2009 and 2015 and first-hand observations spanning over two
decades, the book is also a social history of urban China's shifting
technological landscape.