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    Greater China
     Jul 10, 2007
Page 1 of 2
SPEAKING FREELY
Cracking China's Great Firewall
By Richard Daniel Ewing

Speaking Freely is an Asia Times Online feature that allows guest writers to have their say. Please click here if you are interested in contributing.

Late last year, anti-Japanese demonstrations rocked the Chinese provincial capital of Jianye after a Japanese flag was displayed inside a government building. Thousands of angry Chinese



stormed the government complex, then poured into the main city streets where they chanted anti-Japanese slogans and demanded redress for the national insult that they had suffered.

Authorities were tense - poised to take action to shut down the fast moving protests. After the key agitators were jailed, their organizations disbanded, and the offending flag was removed, the mass movement eventually subsided.

Never heard of the protests or Jianye city? That's because the demonstrations happened in the virtual world of Fantasy Westward Journey instead of on the streets of Beijing or Shanghai. While the event is easy to dismiss because it occurred in a video game, the incident encapsulates technological, social and political issues facing China that are being driven by the next-generation Internet, social-networking communities and user-generated content.

How China's government, companies, and citizens respond to these trends will have far reaching impact for both China's socio-political evolution and the global evolution of new Internet technologies.

In a country where tens of millions of people play online video games, Fantasy Westward Journey is one of China's most popular titles, with hundreds of thousands of concurrent users. The game is set in a mythological version of the Tang Dynasty's famous Journey West era when the monk Tang Sanzang and the Monkey King traveled across China in search of sacred Buddhist texts.

Last July, players thought they noticed a Japanese flag erected inside a government office in the game and were incensed by the notion of Japanese presence in their midst. News swept the online gaming community, bringing thousands of virtual protesters on to the streets of the virtual town. These protests, in fact, were feeding off real-world anti-Japanese feelings that were running high among China's youth, as evidenced by the demonstrations and boycotts that broke out in April 2005.

Despite being the world's most populous country, China has historically been a relatively small player in the global Internet. That is changing quickly. In 1996, China had only half a million Internet users (0.3% of the population) and trailed far behind the United States, Japan and other countries. Today, China has more than 130 million people online and will soon become the largest Internet-using country in the world.

If China's Internet penetration reaches the levels in advanced nations, its hundreds of millions of users will dwarf the United States' users, making it the most influential Internet market in the world. In short, given the sheer size and growth of the China market, how the country chooses to develop this technology will have global ramifications for the Internet in general and Web 2.0 in particular.

What is Web 2.0? It's tough to put a finger on exactly but, as a US Supreme Court justice famously said of pornography, "I know it when I see it." In general, Web 2.0 refers to the growing trend of user-generated content, peer-to-peer exchanges and social networking (think Wikipedia, YouTube, MySpace, Flickr). By putting creative power in the hands of individual users, it represents a major shift in the Internet (or perhaps a return to its roots) and it is a powerful new force in the evolution of the Internet.
Web 2.0 is coming to China in a big way and starting to change the Internet landscape there already. Media mogul Rupert Murdoch, for example, is working to take MySpace to China, Intel is investing in 51.com - China's largest social-networking site, with 60 million registered users - and there are scores of local competitors. In fact, every successful Web 2.0 company has an aspiring counterpart in China.

For example, Mop.com is an equivalent to MySpace, Xiaonei approximates FaceBook and Tudou.com and YoQoo.com are Chinese-versions of YouTube, with millions people sharing amusing home-made videos every day. Finally, Entropia (a Swedish maker of virtual worlds) has announced a deal with the Beijing municipal government to develop the world's largest virtual world, capable of accommodating 7 million concurrent users from across China and abroad. Designed to be similar to Second Life and focused on commercial applications, users will be able to build and explore a vast alternate universe.

Web 2.0's leading edge in China, however, is already well established in the form of online video games. As the Jianye incident demonstrated, online multi-player games are really part arcade game and part social network. They bring together hundreds of thousands of people with similar interests and characteristics (eg, access to and familiarity with computers).

Moreover, the guild system - groups of characters within many games that band together to form a community and perform group activities together - can be a powerful social force. The World of Warcraft, for example, has millions of users in China exploring a land of orcs, dragons, and trolls. At the same time, it connects a diverse group of users from across China into a coherent online community.

These capabilities raise important new questions for China. Is Entropia constructing the virtual equivalent of a massive Tiananmen Square that could house virtual protests with millions of demonstrators? What are the implications of that capability for socio-political change in China?

Enter the party. Above all else, the Chinese Communist Party (CCP) prizes control and social stability. The party, in essence, has made a pact with Chinese citizens that it will deliver economic growth in exchange for retaining political power. Despite decades of fast economic growth and rising prosperity, however, the government is managing a country with widening economic inequality and serious environmental issues.

These challenges could spark civil unrest. If the CCP has a raw nerve then, it is organized social and political protest. That is why

Continued 1 2 


A quantum leap in censorship (Sep 22, '06)

Vietnam targets bad Internet connections (Aug 18, '05)


1. Pakistan's mosque fire spreads

2. For Putin, little but a lobster dinner 

3. India races for the world's cheapest car

4. Iraq, the new Israel  

5. What they didn't say at Kennebunkport

6. Iran's moment of nuclear scrutiny

7. Faith is part of the problem

8. Net closes on mosque - and Pakistan


(July 6-8, 2007)

 
 



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