1) A gamer rights protection movement emerged in China in the early 2000s in response to issues like the loss of virtual property and termination of online games.
2) Gamers organized protests and lawsuits against game corporations to defend their rights as consumers and protect their virtual property.
3) The movement framed itself around ideas of consumer rights and rights protection, using discourses of human rights that were emerging in China at the time. This collective action frame helped the protests coalesce into a broader movement.
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Chew_Mattew--The gamer rights protection movement in China 2
1. THE GAMER RIGHTS PROTECTION MOVEMENT IN CHINA Matthew M. Chew Jun 14 2008
3. A Chronology of Gamer Activism 2003: PRC gamers commotion over the collective loss of virtual property in ӹȺ in HK, Taiwan) 2003 : gamers organized to fight against termination of game of ʢ 2003: conflict between leading gamer Guo Lei and ʢ 2003 litigation and protests of banning of accounts in ħ 2004: the sudden termination of ħ led gamers to group together and sue publisher ˻ 2004: self-immolation incident, Luo Qi ( ) 2004: violent conflict between gamers and the staff of The 9 2004: 40-gamer protest at ɽ s office 2004: gamer won the 1st virtual property dispute case against game corporation, 곿 vs O 2004: Ϸ˾άȨԼ proposed
5. A Chronology of Gamer Activism (cont) 2005: litigation instigated by virtual property dispute and theft in Ѫ 2005: large in-game protests in Ե 2005: Netease staff beat up gamers of at an outdoor activity 2006 : large protests and debates, ɽ s treatment of dupes in 2006: huge debates raged across games on buying hacked virtual property 2006: 6,700 gamers protested against Ѫ 2006: protest of World of Warcrafts technical instability 2007: Moliyo Incident, Ħ¼ 2007: Tianqing Digital Incident, ¼ 2007: mass banning of accounts, ;
7. Virtual-World Grievances Rent-seeking activities Mistreatment of virtual property theft Mistreatment of duping problems Termination of individual online games Technical instability (eg. game crashes, lag) ? Game corporations corrupted, authoritarian rule of virtual-worlds
8. Formation of a Collective Action Frame άȨ : Gamer rights protection 2003: the Warcraft 3 Competition Slot Incident After 2003: the term became an increasingly recognized as a collective action frame The frame offers integrity and continuity across protests, turning largely NIMBY (not-in-my-backyard) protests erupted independently in different games into an incipient movement collective consciousness an insurgent consciousness and subversive worldview that educate and mobilize gamers
9. First Component of the Frame: Consumer Rights Consumer rights in Chinas: eg. the CCTV 315 night show 315 special features, debates, channels of complaint organized by major game media Consumer Associations an official bureau; willing to handle gamers anti-corporate complaints individual Consumer Association websites have become defacto bases for mobilizing and coordinating activism
10. Second Component of the Frame: Rights Protection Human rights and rights-based discourses and activism Rights protection movements sprouting in a wide variety of social arenas, led by different social groups: Rightful resistance Rights protection lawyering Rights protection movements and the Internet
11. Theoretical Implications I: Online Games and Social Movements The socio-political implications of online games Game corporations media businesses in the real-world authoritarian states of virtual-worlds Gamers real-world: middle-class cultural consumers virtual-world: grassroot, politically active virtual-world citizens
12. Theoretical Implications II: The Internet and Social Movements The social significance of Virtual-World-Oriented Social Movements (VSMs) The social movement potential of virtual communities