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)
978-0-7391-7962-8 • eBook • November 2012 • $56.00 • (£43.00)
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