語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Embodied Fate: The Character Economy...
~
Huang, Sihao,
FindBook
Google Book
Amazon
博客來
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games // Sihao Huang.
作者:
Huang, Sihao,
面頁冊數:
1 electronic resource (110 pages)
附註:
Source: Masters Abstracts International, Volume: 84-11.
Contained By:
Masters Abstracts International84-11.
標題:
Asian studies. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30312697
ISBN:
9798379577117
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games /
Huang, Sihao,
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games /
Sihao Huang. - 1 electronic resource (110 pages)
Source: Masters Abstracts International, Volume: 84-11.
Gacha game is a new type of video game that gained popularity in the 2010s and the 20s. In popular gacha games such as Genshin Impact, Fate/Grand Order, and Blue Archive, like a video game version of lottery, players pay virtual or real currencies to obtain random valuable items or playable characters. In Embodied Fate, the author conducts a symptomatic reading of the gacha game: to analyze the desire structure of gacha gaming from the perspectives of media studies, ludology, psychoanalysis, and cultural studies. Numerous theoretical frameworks and critical categories are used for the analysis, including database consumption, character merchandising, psychoanalysis, avatar theory and action theory of ludology, neoliberalism, and precarity. By contextualizing gacha games in the anime media mix, it is shown that the production and consumption of virtual characters are the foundation of gacha games' desire structure. Also, the author purposes that over-possession, the sophisticated dynamics between the player and the character, boost the desire for repetitive gacha gaming. Last, the author puts gacha games in the wider context of late capitalism and shows that neoliberalism creates gacha games and gacha players develop parasociality with characters to resist the insecurity of their precarious lived experience.
English
ISBN: 9798379577117Subjects--Topical Terms:
1571829
Asian studies.
Subjects--Index Terms:
Character economy
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games /
LDR
:02729nmm a22004453i 4500
001
2397757
005
20250522101500.5
006
m o d
007
cr|nu||||||||
008
251215s2023 miu||||||m |||||||eng d
020
$a
9798379577117
035
$a
(MiAaPQD)AAI30312697
035
$a
AAI30312697
040
$a
MiAaPQD
$b
eng
$c
MiAaPQD
$e
rda
100
1
$a
Huang, Sihao,
$e
author.
$3
3767601
245
1 0
$a
Embodied Fate: The Character Economy and the Neoliberal Subjectivity in Gacha Games /
$c
Sihao Huang.
264
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2023
300
$a
1 electronic resource (110 pages)
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
500
$a
Source: Masters Abstracts International, Volume: 84-11.
500
$a
Advisors: Chow, Eileen Committee members: Rojas, Carlos; Ching, Leo.
502
$b
M.A.
$c
Duke University
$d
2023.
520
$a
Gacha game is a new type of video game that gained popularity in the 2010s and the 20s. In popular gacha games such as Genshin Impact, Fate/Grand Order, and Blue Archive, like a video game version of lottery, players pay virtual or real currencies to obtain random valuable items or playable characters. In Embodied Fate, the author conducts a symptomatic reading of the gacha game: to analyze the desire structure of gacha gaming from the perspectives of media studies, ludology, psychoanalysis, and cultural studies. Numerous theoretical frameworks and critical categories are used for the analysis, including database consumption, character merchandising, psychoanalysis, avatar theory and action theory of ludology, neoliberalism, and precarity. By contextualizing gacha games in the anime media mix, it is shown that the production and consumption of virtual characters are the foundation of gacha games' desire structure. Also, the author purposes that over-possession, the sophisticated dynamics between the player and the character, boost the desire for repetitive gacha gaming. Last, the author puts gacha games in the wider context of late capitalism and shows that neoliberalism creates gacha games and gacha players develop parasociality with characters to resist the insecurity of their precarious lived experience.
546
$a
English
590
$a
School code: 0066
650
4
$a
Asian studies.
$3
1571829
650
4
$a
Mass communications.
$3
3422380
650
4
$a
Information science.
$3
554358
653
$a
Character economy
653
$a
Gacha games
653
$a
Neoliberalism
653
$a
Precarity
653
$a
Video games
653
$a
Virtual character
690
$a
0342
690
$a
0723
690
$a
0708
710
2
$a
Duke University.
$b
East Asian Studies.
$e
degree granting institution.
$3
3767602
720
1
$a
Chow, Eileen
$e
degree supervisor.
773
0
$t
Masters Abstracts International
$g
84-11.
790
$a
0066
791
$a
M.A.
792
$a
2023
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=30312697
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9506077
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入