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A Chinese way of seeing the world
Part 1
8 March 2001
THE
GAME OF GO: A CHINESE WAY OF SEEING THE WORLD
Introduction
Weiqi is better known in the West under its Japanese name of game of go. Indeed the Japanese are often wrongly credited with its invention. It is true that on its official introduction inJapan , in the
8th century, weiqi was given the highest consideration, first by courtiers and
courtesans, then by the bourgeoisie, before becoming popular with the
population at large. These circumstances allowed the strategy and the
organizational aspects of the game to be refined to the point where the
Japanese were able to claim supremacy.
Weiqi inChina
has not benefited from such constant support from the authorities, and,
historically, it did not become as widespread among the common people as in Japan .
Nevertheless, since the Cultural Revolution, the growth of leisure and the
political will to make the game the symbol of a certain Chinese
prestige, have contributed to a remarkable renaissance in its practice. East
Asia is estimated to have a total of 50 million weiqi players, 10 million in
Japan, and 8 million in Korea (where the game is known as baduk)[1].
No estimate has, to our knowledge, been made of the number of Chinese players,
but observers believe that the numbers are growing constantly, perhaps
precisely because of the prestige associated with weiqi. We will therefore, in
this article, deal with this growth, as well as with status and the meaning of
play in contemporary Chinese society.
Games are eloquent... Sociologists and anthropologists have sought since the beginning of the century to extrapolate more or less successfully on the identity of various societies, on the basis of the games they play. In his work of synthesis on games, Roger Caillois states the following:
Introduction
Weiqi is better known in the West under its Japanese name of game of go. Indeed the Japanese are often wrongly credited with its invention. It is true that on its official introduction in
Weiqi in
Games are eloquent... Sociologists and anthropologists have sought since the beginning of the century to extrapolate more or less successfully on the identity of various societies, on the basis of the games they play. In his work of synthesis on games, Roger Caillois states the following:
"Along
with music, calligraphy and painting, the Chinese place the game of draughts
and the game of chess among the four disciplines that a learned man must
practice. They believe that these games train the intellect to take pleasure in
the multiple answers, combinations and surprises which spring forth
continuously from constantly new situations. Aggression is said to be calmed,
while the soul learns serenity, harmony, and the joy of contemplating
possibilities. Without any doubt, this is a mark of civilization [...].
Societies which are full of hustle and bustle, whether they be Australian,
American or African, are societies which are also dominated by the mask and by
possession, which is to say by mimicry and the ilinx: conversely, the Incas, the
Assyrians, the Chinese and the Romans present ordered societies, with offices
and careers, with codes and scales, with controlled and hierarchical
privileges, where competition and chance, which is to say in this context,
merit and birth, appear as the primary and complementary elements of social
interplay."[2]
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