Asian Popular Culture explores the evolution and intersection of popular forms (gaming, manga, anime, film, music, YouTube videos) and explicates these media's changing cultural meanings in historical and contemporary contexts. At its core is the issue of the roles popular culture plays in the construction of national and regional identity.
Asian Popular Culture explores the evolution and intersection of popular forms (gaming, manga, anime, film, music, YouTube videos) and explicates these media's changing cultural meanings in historical and contemporary contexts. At its core is the issue of the roles popular culture plays in the construction of national and regional identity.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
John A. Lent is publisher and editor of the International Journal of Comic Art and founding Chair of the Asia Pacific Animation and Comics Association. He was a university professor for fifty-one years. Lorna Fitzsimmons is associate professor and Coordinator of Humanities at California State University, Dominguez Hills in Los Angeles.
Inhaltsangabe
Introduction Chapter 1. Weiqi Legends, Then and Now: Cultural Paradigms in the Game of Go by Marc L. Moskowitz Chapter 2. Locating Play: The Situated Localities of Portable and Online Gaming in East Asia by Dean Chan Chapter 3. Regionalism in the Era of Neo-Nationalism: Japanese Landscape in the Background Art of Games and Anime from the Late-1990s to Present by Kumiko Saito Chapter 4. Otaku Evolution: Changing Views of the Fan-boy in Kon Satoshi's Perfect Blue and Paprika by Joseph Christopher Schaub Chapter 5. Breaking Records: Media, Censorship, and the Folk Song Movement of Japan's 1960s by James Dorsey Chapter 6. Mad-Cow Disease and Alternative YouTube Videos: Brechtian Politics of Aesthetics in Grassroots Media Spectacles, Voluntary Mobilization, and Collective Governance from Korea's Candlelight Movements by Gooyong Kim Chapter 7. Reaching Beyond the Manga: A Samurai to the Ends of the World and the Formation of National Identity by Michael Wert Chapter 8. Zen Dog: Lian Hearn's Hybrid Otori Pentalogy by Sheng-mei Ma
Introduction Chapter 1. Weiqi Legends, Then and Now: Cultural Paradigms in the Game of Go by Marc L. Moskowitz Chapter 2. Locating Play: The Situated Localities of Portable and Online Gaming in East Asia by Dean Chan Chapter 3. Regionalism in the Era of Neo-Nationalism: Japanese Landscape in the Background Art of Games and Anime from the Late-1990s to Present by Kumiko Saito Chapter 4. Otaku Evolution: Changing Views of the Fan-boy in Kon Satoshi's Perfect Blue and Paprika by Joseph Christopher Schaub Chapter 5. Breaking Records: Media, Censorship, and the Folk Song Movement of Japan's 1960s by James Dorsey Chapter 6. Mad-Cow Disease and Alternative YouTube Videos: Brechtian Politics of Aesthetics in Grassroots Media Spectacles, Voluntary Mobilization, and Collective Governance from Korea's Candlelight Movements by Gooyong Kim Chapter 7. Reaching Beyond the Manga: A Samurai to the Ends of the World and the Formation of National Identity by Michael Wert Chapter 8. Zen Dog: Lian Hearn's Hybrid Otori Pentalogy by Sheng-mei Ma
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