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Showing results for "patrick w galbraith"

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Moe Manifesto

An Insider's Look at the Worlds of Manga, Anime, and Gaming


2014

EN

Moe is a huge cultural phenomenon and one of the driving forces behind the enormous success of Japanese anime and manga—not just in Japan but now throughout the world.In Japan, avid fans of manga comics, anime films and videogames use the term Moe to refer to the strong sense of emotional attachment they feel for their favorite characters. These fans have a powerful desire to protect and nurture the youthful, beautiful and innocent characters they adore—like Sagisa...

PHP504.69

2019

EN

Accessible

From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Pat...

PHP1,215.09

Idology in Transcultural Perspective

Anthropological Investigations of Popular Idolatry

2021

EN

This edited volume expands on what Aoyagi Hiroshi intended in the first decade of the new millennium to establish as a subfield of symbolic anthropology called “idology.” It brings together case studies of popular idolatry in Japan, but goes further to provide a transcultural perspective to guide anthropological investigations in different places and times. In proposing an integrated paradigm for the growing body of literature on idols, the volume redirects recurrent questions to more fund...

PHP8,726.49

2019

EN

Since its formation as a girl group in 2005, AKB48 has become a phenomenal success and institution in Japan. Having originally recruited fans with photocopied fliers and daily performances in the Akihabara area of Tokyo, AKB48 now saturates Japan. Its members--nearly 800 of them, including five sister groups and four so-called "rival groups" across Japan, as well as six sister groups in other Asian cities--appear in print, broadcast, online, and social media; in advertisements and on produ...

PHP1,286.19

Debating Otaku in Contemporary Japan

Historical Perspectives and New Horizons

2015

EN

With the spread of manga (Japanese comics) and anime (Japanese cartoons) around the world, many have adopted the Japanese term 'otaku' to identify fans of such media. The connection to manga and anime may seem straightforward, but, when taken for granted, often serves to obscure the debates within and around media fandom in Japan since the term 'otaku' appeared in the niche publication Manga Burikko in 1983.Debating Otaku in Contemporary Japan disrupts the naturalization a...

PHP2,499.89

Media Technologies for Work and Play in East Asia

Critical Perspectives on Japan and the Two Koreas

2021

EN

Accessible

Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play.The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Dr...

PHP1,616.49

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A Theory of Everything

An Integral Vision for Business, Politics, Science and Spirituality


2001

EN

A concise, comprehensive overview of the “M Theory” and its application in today’s world, by a renowned American philosopherKen Wilber has long been hailed as one of the most important thinkers of our time, but his work has seemed inaccessible to readers who lack a background in consciousness studies or evolutionary theory—until now. In A Theory of Everything, Wilber uses clear, non-technical language to present complex, cutting-edge theories that integrat...

PHP795.39

Raising the Stakes

E-Sports and the Professionalization of Computer Gaming

2012

EN

How a form of play becomes a sport: players, agents, referees, leagues, tournaments, sponsorships, and spectators, and the culture of professional computer game play.Competitive video and computer game play is nothing new: the documentary King of Kong memorably portrays a Donkey Kong player's attempts to achieve the all-time highest score; the television show Starcade (1982–1984) featured competitions among arcade game players; and first-person shooter gam...

PHP753.39

Dying for an iPhone

Apple, Foxconn, and The Lives of China's Workers


2020

EN

Suicides, excessive overtime, and hostility and violence on the factory floor in China. Drawing on vivid testimonies from rural migrant workers, student interns, managers and trade union staff, Dying for an iPhone is a devastating expose of two of the world’s most powerful companies: Foxconn and Apple.As the leading manufacturer of iPhones, iPads, and Kindles, and employing one million workers in China alone, Taiwanese-invested Foxconn’s drive to dominate global electronics...

PHP837.39

Anime and Philosophy

Wide Eyed Wonder

2010

EN

Anime and Philosophy focuses on some of the most-loved, most-intriguing anime films and series, as well as lesser-known works, to find what lies at their core. Astro Boy, Dragon Ball Z, Ghost in the Shell, and Spirited Away are just a few of the films analyzed in this book. In these stories about monsters, robots, children, and spirits who grapple with the important questions in life we find insight crucial to our times: lessons on morality, justice, and heroism...

PHP842.19

Television Studies After TV

Understanding Television in the Post-Broadcast Era

2009

EN

Television studies must now address a complex environment where change has been vigorous but uneven, and where local and national conditions vary significantly. Globalizing media industries, deregulatory policy regimes, the multiplication, convergence and trade in media formats, the emergence of new content production industries outside the US/UK umbrella, and the fragmentation of media audiences are all changing the nature of television today: its content, its industrial structure and how...

PHP3,263.78

Otaku

Japan's Database Animals


2013

EN

In Japan, obsessive adult fans and collectors of manga and anime are known as otaku. When the underground otaku subculture first emerged in the 1970s, participants were looked down on within mainstream Japanese society as strange, antisocial loners. Today otaku have had a huge impact on popular culture not only in Japan but also throughout Asia, Europe, and the United States.Hiroki Azuma’s Otaku offers a critical, philosophical, and historical inquiry into the cha...

PHP753.39