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This book studies how the increase of visual representation of mixed-race Koreans formulates a particular racial project in contemporary South Korean media.
The female gaze is used by writers and readers to examine narratives from a perspective that sees women as subjects instead of objects, and the application of a female gaze to male-dominated discourses can open new avenues of interpretation.
Taking a transnational approach to the study of film culture, this book draws on ethnographic fieldwork in a South Korean university film club to explore a cosmopolitan cinephile subculture that thrived in an ironic unevenness between the highly nationalistic mood of commercial film culture and the intense neoliberal milieu of the 2000s. As these time-poor students devoted themselves to the study of film that is unlikely to help them in the job market, they experienced what a student described as 'a different kind of fun', while they appreciated their voracious consumption of international art films as a very private matter at a time of unprecedented boom in the domestic film industry. This unexpectedly vibrant cosmopolitan subculture of student cinephiles in neoliberal South Korea makes the nation's film culture more complex and interesting than a simple nationalistic affair.
The comic novel, The Adventures of Ma Suzhen, was written during a highpoint in the popularity of xia "knight-errant" fiction.
In this book, Marcella Szablewicz traces what she calls the topography of digital game culture in urban China, drawing our attention to discourse and affect as they shape the popular imaginary surrounding digital games.
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design.
How has Hanguk (South Korean) hip hop developed over the last two decades as a musical, cultural, and artistic entity?
Since the 2000s, the Japanese word shojo has gained global currency, accompanying the transcultural spread of other popular Japanese media such as manga and anime. The term refers to both a character type specifically, as well as commercial genres marketed to female audiences more generally. Through its diverse chapters this edited collection introduces the two main currents of shojo research: on the one hand, historical investigations of Japan's modern girl culture and its representations, informed by Japanese-studies and gender-studies concerns; on the other hand, explorations of the transcultural performativity of shojo as a crafted concept and affect-prone code, shaped by media studies, genre theory, and fan-culture research. While acknowledging that shojo has mediated multiple discourses throughout the twentieth century-discourses on Japan and its modernity, consumption and consumerism, non-hegemonic gender, and also technology-this volume shifts the focus to shojo mediations, stretching from media by and for actual girls, to shojo as media. As a result, the Japan-derived concept, while still situated, begins to offer possibilities for broader conceptualizations of girlness within the contemporary global digital mediascape.
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia.
Japanese Horror and the Transnational Cinema of Sensations undertakes a critical reassessment of Japanese horror cinema by attending to its intermediality and transnational hybridity in relation to world horror cinema.
Furthermore, Entertainment and Politics in Contemporary China is the first book to apply the theoretical innovation of an aesthetic public sphere in examining closely the linkages between China's political life and activities in the country's culture sphere.
This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia.
This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design.
This book analyzes the role of manga in contemporary Japanese political expression and debate, and explores its role in propagating new perceptions regarding Japanese history.
This book examines Hong Kong's struggle against the disappearance of its unique identity under the historical challenges of colonialism, in addition to the more recent reimposition of Chinese authoritarian government control, as reflected in three under-researched forms of visual media: comics, advertising and graphic design.
The book focuses on several iterations of the monstrous-feminine in contemporary Japan: the self-replicating shojo in horror, monstrous mothers in science fiction, female ghosts and suburban hauntings in cinema, female monsters and public violence in survival horror games, and the rebellious female body in mytho-fiction.
This edited volume on radical dress reforms in East Asia takes a fresh look at the symbols and languages of modernity in dress and body. Dress reform movements around the turn of the twentieth century in the region have received little critical attention as a multicultural discourse of labor, body, gender identity, colonialism, and government authority. With contributions by leading experts of costume/textile history of China, Korea, and Japan, this book presents up-to-date scholarship using diverse methodologies in costume history, history of consumption, and international trade. Thematically organized into sections exploring the garments and uniforms, accessories, fabrics, and fashion styles of Asia, this edited volume offers case studies for students and scholars in an ever-expanding field of material culture including, but not limited to, economic history, visual culture, art history, history of journalism, and popular culture. Fashion, Identity, and Power in Modern Asia stimulates further research on the impact of modernity and imperialism in neglected areas such as military uniform, school uniform, women's accessories, hairstyles, and textile trade.
The book focuses on several iterations of the monstrous-feminine in contemporary Japan: the self-replicating shojo in horror, monstrous mothers in science fiction, female ghosts and suburban hauntings in cinema, female monsters and public violence in survival horror games, and the rebellious female body in mytho-fiction.
This book examines Hong Kong's struggle against the disappearance of its unique identity under the historical challenges of colonialism, in addition to the more recent reimposition of Chinese authoritarian government control, as reflected in three under-researched forms of visual media: comics, advertising and graphic design.
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