Asian Popular Culture

Asian Popular Culture

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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.qDeveloped by Blizzard Entertainment, an American games company based in Irvine, California, this PC game was released ... This game plays out in real-time and requires quick reflexes, manual dexterity, and strategic thinking that combine skillful ... the original Korean owner LG Soft, a division of LG Electronics, when the latter underwent severe operational downsizing because of the financial crisis.

Title:Asian Popular Culture
Author:John A. Lent, Lorna Fitzsimmons
Publisher:Rowman & Littlefield - 2013


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