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August 2, 2006
National Politics within Virtual Game Worlds: The Case of China
NetEase and FWJ The Incident I began playing this game two years ago. When I first applied to Netease, you did not say that my alias was unacceptable! But now you come and lock up my ID. This is obviously depriving me of my private assets. Over these two years, I have spent more than 30,000 RMB on game point cards, and I have also spent more than 10,000 RMB on equipment trading.(10,000 RenMinBi equals US$1,250) The following day, admins announced that the guild ("The Alliance To Resist Japan") founded by the player - with 700 members, one of the top 5 in the game - would be dissolved by July 10. Netease offered the following explanation of its actions:
The Rising Sun? Rumors were circulating around this time (unclear whether they start before or after the jailing/guild banning announcement) that NetEase, which runs the game in question, is being taken over by a Japanese company who are making changes to the game e.g. Chinese lion statues (a historic patriotic symbol) in the game will be turned into pigs. According to the initial reports in the Beijing Evening News, many Chinese gamers were angered by a particular "Jianye city government office" represented in the game because of an icon on one of the walls which some felt bore too close a resemblance to the Japanese "rising sun" flag.
The Beijing Evening News cites some telling comments from local gamers angered by the icon:
The game company later explained that the rising sun motif was based on a classic Chinese painting, "Sunrise in the East," and was intended to reflect aspects of traditional Chinese culture. Philips reproduces the original painting and notes that the icon on the wall in the game was significantly altered from both the Japanese and Chinese images of the rising sun, further adding confusion to the discussion. NetEase has denied rumors that it is being bought by a Japanese company or that the game content included pro-Japanese propaganda. The company responded to suggestions that they had turned the Lions into pigs: "This is a cartoon-style game and some images may have exaggerated shapes; that don't mean their meaning has changed," the message said. They also seemed to blame The Alliance to Resist Japan for circulating these rumors and further enflaming the situation. The Protest March To place this incident in its proper context, it may be useful to take a few steps back and look at the current state of online gaming in China and its historic relationship to struggles over national culture. Much of this gaming -- and indeed, most of Chinese digital culture more generally -- takes place in internet cafes. Recent estimates project the number of internet users in the PRC to rise from as many as 111mm in 2005 to 130mm in 2006. (Total PRC pop. estimate as of July 2006 is approx. 1,314mm). Of these internet users, as many as 33mm in 2005 were estimated to be online gamers (35mm in 2006). About 20-25mm play MMORPGs. Some estimates suggest that there are 5mm under 18 year olds who play online games. There is also a growing market for mobile phone games, but Chinese gamers appear to have little appetite for game consoles (a recent attempt by Shanda, one of the big 3 Chinese game companies, to a launch a domestically designed and produced home entertainment system/IPTV/online/ game console platform (the "EZ" ) has been a major flop). Fantasy MMORPGs are still the most important genre, but online casual games are expected to take over in importance soon.
In subsequent years, the Chinese government has both sought to regulate game-playing and to promote the use of computer games for cultural education -- in a sense seeing the growth of gaming in their country as both a social problem and a pedagogical opportunity. Regulating Game Play In mid-2005, the national government took a much more forceful stance on video game regulation, as part of a general tightening of entertainment media policy. The government's regulations included a "fatigue system" designed to limit the amount of continuous time that players could spend within game worlds. Initially, the regulations applied to all citizens but were later revised to apply only to players under the age of 16. Moreover, new Internet cafés were banned from 200m radius of schools and apartment buildings; registration of new internet cafes was suspended for time being; café curfews for under 18s introduced in July 2006 The government justified its video game regulations by citing concerns about youth addiction, corruption, and health issues related to games. Games, according to an official statement, "break the constitution, threaten national unity, sovereignty and territorial integrity will be banned. Anything which threatens state security, damaging the nation's glory, disturbing social order and infringing on other's legitimate rights will also be banned." This formalized a stance that had already banned games for politically contentious content. An example of a problematic issue would be the representation of Taiwan, Hong Kong, Macau, Tibet as independent nations Those familiar with long-term Chinese regulation of internet access saw the policies also as a back door effort to restrict youth access and participation in cyberspace more generally. In the all night cybercafes described earlier, especially those which are not legally registered, youth would spend the night playing games, chatting with friends, reading porn, and consuming forbidden news sites. Setting limits on the amount of time that could be spent playing games would, in effect, limit these all night policies. Players initially sought to get around such restrictions by adopting multiple accounts and using multiple aliases but the government responded in June 2006 by requiring that all online game accounts be registered with real names and ID card numbers. Link -- The All China Sports Federation has recognized video games as an official competitive sport While some western observers have suggested that government sponsored patriotic games would likely be boring, patriotic games can embrace the latest in video gameplay. In August 2005 reports that a Chinese game company, PowerNet Technology, was developing a new MMOPRG called "Anti-Japan War Online" in cooperation with the China Communist Youth League (the main youth organization of the PRC Communist Party). Estimates put the development costs at over $6mm (in comparison with the U.S. Army's official online game, America's Army, cost around $7.7mm for its initial development). The game depicts key battles during the Second Sino-Japanese war, whilst avoiding graphic depictions of combat. While they cannot play on the Japanese side (keep in mind that everyone plays on the U.S. side in America's Army), players can choose from 17 professions on the Chinese side such as peasant, student, factory worker or soldier. The game project manager at PowerNet Technology was reported to remark, "Our game designers hate Japan so they want to make the game very provocative," while at the same time he was quick to reassure readers that "the team leaders have tried to tone down the violence." Like many other countries around the world, China sees games as a key growth sector within the digital economy -- especially with online gaming being identified as a particularly East Asian phenomenon. But China also is serious about the cultural and political impact of games, seeing the medium as key for winning the hearts and minds of a growing generation of young citizens. Games thus become the focus of censorship and regulation, economic development, and struggles over national culture. Protest in Game Worlds Around the world, multiplayer games are emerging as new public spheres where issues of national pride get played out. There has been strong backlash within the United States, for example, against the rising phenomenon of "gold farming," that is, the development and sell of in game assets for money, a practice closely associated in American discourse with China, where it is estimated that as many as 500,000 people make at least some of their living through playing computer games. (Of course, this debate about "gold farming" also plays itself out in a context of a national debate about immigration policy and a renewed nationalism following September 11.) At the same time, there have been a variety of political gatherings within multiplayer game worlds, mostly protesting various corporate policies, and in the wake of what some saw as homophobic policies in the World of Warcraft, in support of gay rights. One could argue, though, that even the gay rights march centered as much around issues of consumer rights as around any larger political agenda. There has been a fair amount of discussion of game worlds as sites for economic and political experiments but in the west, there has not been this kind of spillover between ingame and real world politics. And there certainly has been nothing on the scale of what happened in FWJ. Zhan Li, my former student who did a Masters Thesis on whether we could consider the U.S. government-sponsored military game, America's Army to be a public sphere for political debate, explains, As far as I know, and can tell from my searching around on the web and on news databases, there have been no mass-scale "real world" political protests of this kind on US MMORPGs. There have been small scale protests about in-game policies (this happens on Chinese MMORPGs too of course - there was a in-game "mass suicide" protest against the government fatigue system on World of Warcraft for instance) such as the tax revolt on Second Life and in-game identities (LBGT rights etc. ) . As far as I can tell, the largest incident about real-world politics within a MMORPG / virtual world was a 2003 dispute about Iraq involving an influx of WWII Online gamers onto Second Life (attracted by an IGN article about a small group of establish WWII gamers on SL, not by intent to protest) , which perhaps involving "nearly 130" WWII Online gamers (a figure which Wired called "large") and perhaps a couple of hundred regular Second Lifers. And in that dispute, Iraq seems to have been secondary - a backdrop which players referred to when working through their primary concerns about the WWII gamers wanting to see if they could conquer and own a piece of territory through violence, and that the new WWII gamers rivalled the largest established clan in size. Arguably, the Chinese government's efforts to regulate game playing -- and to promote games as part of the national culture -- have transformed what might have been a mere passtime into a more politically charged environment. What's striking about the protest march in FWJ and the company's response to the protest is the degree to which all involved saw issues of national honor and patriotism as at stake in this dispute. This wasn't a struggle over an in-game asset: it was a struggle about how the game fit within larger debates about Chinese nationalism and about the country's relations to Japan. CommentsHenry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |