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In recent years, digital games have experienced a popularization process in China.

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High quality indie games and AAA games developed by Chinese companies are still rare.

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1.contrast: the large game population / sparse academic researches + creation of the ninth art.
2.media: shaping the formation of this ideology, which in turn continues to influence broader social practices around games
3.purpose: investigate changing discourse in offical coverages of Chinese digital game industry.

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Previous studies:some reserachers has studied digital game coverage from a historical perspective. (Williams, D., 2003) (McKernan, B., 2013) (Kirkpatyick, 2012)

Limitations: only focusing the time period far away from present, their empirical experiences are at risk of obsolescence; based on Western media, not entirely applicable in Chinese media environment; lack of time and media comparisons.

Different frameworks of digital game news(e.g. economy, social problems)

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complementary co-exists with contradictory in propaganda//
while a rigorous reporting framework

examples:

information control, technonationalism and social fears/pragmatic nationalism (Ernkvist, M., & Ström, P., 2008)
creating spectacles and myths to mask contradictory and highly ambivalent discourses(Szablewicz, M., 2016)

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How was the discourse change in mainstream media (China Daily) when reporting digital games in 20 years?

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Why choose Critical Discourse Analysis?
To discover hidden ideologies and myths behind media discourses.

How to conduct this survey?

Sample source: China Daily

Reasons: a national mainstream media, the weathervane of Chinese politics, huge influences on public opinion, an authorized English version

Procedures: (1) use keywords (digital games, computer games, mobile games, video games, e-sports) to retrieve data. (2) select and reading (3)manual coding and defining coding categories (4) reliability testing (second coder using random digits to choose ten percent of reports to test reliability)

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Trending:

proportion of negative reports are decreasing, proportion of positive reports are increasing.

incorporating subculture into mainstream culture, recognizing games as an industry instead of drugs.

ideological transformation behind coverages: from tough propaganda to soft propaganda.(reason: change in audiences' attitude)

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This research focuses on the question of discourse and ideology changes in Chinese digital games coverages during last 20 years. By critical discourse analysis in coding category, this essay reveals that texts of such reports becoming more and more positive, with the development of soft propaganda and adjustment to audiences of younger generations.

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Ernkvist, M., & Ström, P. (2008). Enmeshed in games with the  government: Governmental policies and the development of the Chinese online game industry. Games and Culture, 3(1), 98-126.

Kirkpatrick, G. (2012). Constitutive Tensions of Gaming’s Field: UK gaming magazines and the formation of gaming culture 1981-1995. Game Studies, 12(1), 3.

McKernan, B. (2013). The morality of play: Video game coverage in The New York Times from 1980 to 2010. Games and Culture, 8(5), 307-329.

Szablewicz, M. (2016). A realm of mere representation?“Live” e-sports spectacles and the crafting of China’s digital gaming image. Games and Culture, 11(3), 256-274.

Williams, D. (2003). The video game lightning rod. Information Communication & Society, 6(4), 523-550.