LEADER 04401nam 2200997 a 450 001 9910790594103321 005 20230126203300.0 010 $a0-520-27631-0 010 $a0-520-95693-1 024 7 $a10.1525/9780520956933 035 $a(CKB)2550000001110730 035 $a(EBL)1350171 035 $a(OCoLC)858659866 035 $a(SSID)ssj0001000858 035 $a(PQKBManifestationID)11537850 035 $a(PQKBTitleCode)TC0001000858 035 $a(PQKBWorkID)10961680 035 $a(PQKB)11207642 035 $a(StDuBDS)EDZ0000889923 035 $a(MiAaPQ)EBC1350171 035 $a(DE-B1597)520933 035 $a(DE-B1597)9780520956933 035 $a(Au-PeEL)EBL1350171 035 $a(CaPaEBR)ebr10746265 035 $a(CaONFJC)MIL510655 035 $a(EXLCZ)992550000001110730 100 $a20130828d2013 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aGo nation$b[electronic resource] $eChinese masculinities and the game of weiqi in China /$fMarc L. Moskowitz 210 $aBerkeley, Calif. $cUniversity of California Press$d2013 215 $a1 online resource (207 p.) 225 1 $aAsia: local studies/global themes ;$vv.28 300 $aDescription based upon print version of record. 311 $a0-520-27632-9 311 $a1-299-79404-1 320 $aIncludes bibliographical references and index. 327 $tFrontmatter -- $tContents -- $tList of illustrations -- $tPreface -- $tAcknowledgments -- $t1, Introduction -- $t2. Multiple Metaphors and Mystical Imaginaries: A Cultural History of Weiqi -- $t3. Nation, Race, and Man -- $t4. Becoming Men: Children's Training in Contemporary China -- $t5. A Certain Man: University Students, Amateurs, and Professionals -- $t6. Retirement and Constructions of Masculinity among Working-Class Weiqi Players -- $t7. Conclusion: Looking Forward to a Bygone Age -- $tNotes -- $tGlossary of Terms -- $tBibliography -- $tIndex 330 $aGo (Weiqi in Chinese) is one of the most popular games in East Asia, with a steadily increasing fan base around the world. Like chess, Go is a logic game but it is much older, with written records mentioning the game that date back to the 4th century BC. As Chinese politics have changed over the last two millennia, so too has the imagery of the game. In Imperial times it was seen as a tool to seek religious enlightenment and was one of the four noble arts that were a requisite to becoming a cultured gentleman. During the Cultural Revolution it was a stigmatized emblem of the lasting effects of feudalism. Today, it marks the reemergence of cultured gentlemen as an idealized model of manhood. Marc L. Moskowitz explores the fascinating history of the game, as well as providing a vivid snapshot of Chinese Go players today. Go Nation uses this game to come to a better understanding of Chinese masculinity, nationalism, and class, as the PRC reconfigures its history and traditions to meet the future. 410 0$aAsia--local studies/global themes ;$v28. 606 $aGo (Game)$zChina 606 $aGames$xSocial aspects$zChina 610 $aasia scholars. 610 $aasian studies. 610 $aboard games. 610 $achina. 610 $achinese culture. 610 $achinese games. 610 $achinese nationalism. 610 $achinese traditions. 610 $aclass differences. 610 $acompetitive culture. 610 $acultural revolution. 610 $aculture and politics. 610 $aeast asia. 610 $afeudalism. 610 $afour noble arts. 610 $agame historians. 610 $agame history. 610 $agames and sports. 610 $agentlemen. 610 $ago players. 610 $ago. 610 $aimperial times. 610 $alogic games. 610 $amanhood. 610 $amasculinity. 610 $apopular games. 610 $arecreation and games. 610 $areligious enlightenment. 610 $atraditional games. 610 $aweiqi. 615 0$aGo (Game) 615 0$aGames$xSocial aspects 676 $a794.4 700 $aMoskowitz$b Marc L$01544744 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910790594103321 996 $aGo nation$93799190 997 $aUNINA