Description

Book Synopsis
Asian Popular Culture: New, Hybrid, and Alternate Media, edited by John A. Lent and Lorna Fitzsimmons, is an interdisciplinary study of popular culture practices in Asia, including regional and national studies of Japan, China, South Korea, and Australia. The contributors explore the evolution and intersection of popular forms (gaming, manga, anime, film, music, fiction, YouTube videos) and explicate the changing cultural meanings of these media in historical and contemporary contexts. At this study's core are the roles popular culture plays in the construction of national and regional identity. Common themes in this text include the impact of new information technology, whether it be on gaming in East Asia, music in 1960s' Japan, or candlelight vigils in South Korea; hybridity, of old and new versions of the Chinese game Weiqi, of online and hand-held gaming in South Korea and Japan that developed localized expressions, or of United States culture transplanted to Japan in post-World W

Trade Review
Emerging popular cultural and new media forms which have tended to evade historical and critical attention, now get thorough analyses by a diverse set of critics who create points of cogent analysis on the vast and diverse global map in Lent and Fitzsimmons' book. Clarity in these particular views creates a sense of the enormous change emerging in the cultures of Asia. -- Frenchy Lunning, Minneapolis College of Art and Design
This volume, an eclectic set of eight essays by an array of scholars and popular media specialists, covers Japan, China, South Korea, and Australia. What links these essays methodologically is the claim of interdisciplinarity with a focus on, to quote from the publisher's website, "the roles popular culture plays in the construction of national and regional identity." In actuality, the majority of these essays foreground Japan. For that reason, this collection will be of most interest to Japanophiles. Two essays explicitly cover regionality and globalization: one through a discussion of the history and diffusion of the board game Weiqi (Go), the other by examining online/handheld gaming in East Asia. The remaining essays are mostly "country specific," delving into the power of popular culture--from vinyl records in the 1960s to YouTube videos in the 2010s—in the re/formation of national identity. Summing Up: Recommended. * CHOICE *

Table of Contents
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

Asian Popular Culture

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    A Paperback by Lorna Fitzsimmons

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      Publisher: Lexington Books
      Publication Date: 1/14/2014 12:10:00 AM
      ISBN13: 9781498503587, 978-1498503587
      ISBN10: 1498503586

      Description

      Book Synopsis
      Asian Popular Culture: New, Hybrid, and Alternate Media, edited by John A. Lent and Lorna Fitzsimmons, is an interdisciplinary study of popular culture practices in Asia, including regional and national studies of Japan, China, South Korea, and Australia. The contributors explore the evolution and intersection of popular forms (gaming, manga, anime, film, music, fiction, YouTube videos) and explicate the changing cultural meanings of these media in historical and contemporary contexts. At this study's core are the roles popular culture plays in the construction of national and regional identity. Common themes in this text include the impact of new information technology, whether it be on gaming in East Asia, music in 1960s' Japan, or candlelight vigils in South Korea; hybridity, of old and new versions of the Chinese game Weiqi, of online and hand-held gaming in South Korea and Japan that developed localized expressions, or of United States culture transplanted to Japan in post-World W

      Trade Review
      Emerging popular cultural and new media forms which have tended to evade historical and critical attention, now get thorough analyses by a diverse set of critics who create points of cogent analysis on the vast and diverse global map in Lent and Fitzsimmons' book. Clarity in these particular views creates a sense of the enormous change emerging in the cultures of Asia. -- Frenchy Lunning, Minneapolis College of Art and Design
      This volume, an eclectic set of eight essays by an array of scholars and popular media specialists, covers Japan, China, South Korea, and Australia. What links these essays methodologically is the claim of interdisciplinarity with a focus on, to quote from the publisher's website, "the roles popular culture plays in the construction of national and regional identity." In actuality, the majority of these essays foreground Japan. For that reason, this collection will be of most interest to Japanophiles. Two essays explicitly cover regionality and globalization: one through a discussion of the history and diffusion of the board game Weiqi (Go), the other by examining online/handheld gaming in East Asia. The remaining essays are mostly "country specific," delving into the power of popular culture--from vinyl records in the 1960s to YouTube videos in the 2010s—in the re/formation of national identity. Summing Up: Recommended. * CHOICE *

      Table of Contents
      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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