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.qThe games offer a straightforward game play premise: player-avatars go on quests to hunt monsters with the aim of collecting the prizes and ... and producer, observed, aAfter creating two titles on PS2 we realized that there was a barrier in network gaming of that type. ... At issue here are the magnitudes of online-offline copresence, namely the complex intertwining of online and offline social practices.
|Title||:||Asian Popular Culture|
|Author||:||John A. Lent, Lorna Fitzsimmons|
|Publisher||:||Rowman & Littlefield - 2013|