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Asian Popular Culture

New, Hybrid, and Alternate Media

Edited by John A. Lent and Lorna Fitzsimmons

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 War II, leading to the current otaku (fan boy) culture; and the roles that nationalism and grassroots and alternative media of expression play in contemporary Asian popular culture. This is an essential study in understanding the role of popular culture in Asia’s national and regional identity.
  • Details
  • Details
  • Author
  • Author
  • TOC
  • TOC
  • Reviews
  • Reviews
Lexington Books
Pages: 224 • Trim: 6¼ x 9⅛
978-0-7391-7961-1 • Hardback • December 2012 • $129.00 • (£99.00)
978-1-4985-0358-7 • Paperback • October 2014 • $58.99 • (£45.00)
Subjects: Social Science / Popular Culture, Language Arts & Disciplines / Communication Studies, Performing Arts / Film / General, Social Science / World / Asia, Social Science / Media Studies, Political Science / World / Asian, Literary Criticism / General, Language Arts & Disciplines / International Communication
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.
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
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 Reviews


Asian Popular Culture

New, Hybrid, and Alternate Media

Cover Image
Hardback
Paperback
Summary
Summary
  • 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 War II, leading to the current otaku (fan boy) culture; and the roles that nationalism and grassroots and alternative media of expression play in contemporary Asian popular culture. This is an essential study in understanding the role of popular culture in Asia’s national and regional identity.
Details
Details
  • Lexington Books
    Pages: 224 • Trim: 6¼ x 9⅛
    978-0-7391-7961-1 • Hardback • December 2012 • $129.00 • (£99.00)
    978-1-4985-0358-7 • Paperback • October 2014 • $58.99 • (£45.00)
    Subjects: Social Science / Popular Culture, Language Arts & Disciplines / Communication Studies, Performing Arts / Film / General, Social Science / World / Asia, Social Science / Media Studies, Political Science / World / Asian, Literary Criticism / General, Language Arts & Disciplines / International Communication
Author
Author
  • 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.
Table of Contents
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
Reviews
Reviews
  • 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 Reviews


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