ݺߣ

ݺߣShare a Scribd company logo
THE GAMER RIGHTS PROTECTION MOVEMENT IN CHINA Matthew M. Chew Jun 14 2008
Violent Confrontation at The 9, 2004
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
Virtual-World Protests
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,  ;
The Moliyo Incident, 2007
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
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
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
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
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
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

More Related Content

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