Playing with Being in Digital Asia: Gamic Orientalism and the Virtual Dōjō

2015; Brill; Volume: 2; Issue: 1-2 Linguagem: Inglês

10.1163/22142312-12340019

ISSN

2214-2312

Autores

Chris Goto-Jones,

Tópico(s)

Asian Culture and Media Studies

Resumo

Seeking to address the general question, ‘Where is Digital Asia?’, this paper explores the various ways in which the digital and virtual realm interacts with the problematic and contested category of Asia. Beginning with a discussion of the relationship between Asia and Digital Asia, as both cartographic and ideological sites, it moves on to connect Digital Asia with the discourse of techno-Orientalism. Using the example of the videogame as an instance of a digital location that can be visited and explored, this article suggests that the gamic quality of interactivity adds a new, experiential dimension to the ideological structure of (techno-)Orientalism, hence positing the utility of a new form of ‘Gamic Orientalism’. Focussing on the ‘digital dōjō ’ as the site of Gamic Orientalism and Digital Asia par excellence , this paper concludes with a discussion of the ways in which gamers represent their engagement with this site in a manner that echoes the way martial artists talk about the significance of their art as self-cultivation. Illustrated with texts from the bushidō canon and interviews with gamers, this playful and experimental piece posits the possibility of ‘virtual bushidō ’ as the ultimate expression of Gamic Orientalism, suggesting that Digital Asia is finally located in an ideologically conditioned mode of engagement with the digital medium rather than in any cartographically defined space.

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