アニメはいかにしてオタクのものになったか:日本・米国・中国を越えるファン文化<br>Anime's Knowledge Cultures : Geek, Otaku, Zhai

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アニメはいかにしてオタクのものになったか:日本・米国・中国を越えるファン文化
Anime's Knowledge Cultures : Geek, Otaku, Zhai

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 344 p.
  • 言語 ENG
  • 商品コード 9781517916282
  • DDC分類 791.4334

Full Description

Unlocking the technosocial implications of global geek cultures

Why has anime, a "low-tech" medium from last century, suddenly become the cultural "new cool" in the information age? Through the lens of anime and its transnational fandom, Jinying Li explores the meanings and logics of "geekdom" as one of the most significant sociocultural groups of our time. In Anime's Knowledge Cultures, Li shifts the center of global geography in knowledge culture from the computer boys in Silicon Valley to the anime fandom in East Asia. 

 

Drawing from film studies, animation studies, media theories, fan studies, and area studies, she provides broad cultural and theoretical explanations of anime's appeal to a new body of tech-savvy knowledge workers and consumers commonly known as geeks, otaku, or zhai. Examining the forms, techniques, and aesthetics of anime, as well as the organization, practices, and sensibilities of its fandom, Anime's Knowledge Cultures is at once a theorization of anime as a media environment as well as a historical and cultural study of transnational geekdom as a knowledge culture. Li analyzes anime culture beyond the national and subcultural frameworks of Japan or Japanese otaku, instead theorizing anime's transnational, transmedial network as the epitome of the postindustrial knowledge culture of global geekdom.

 

By interrogating the connection between the anime boom and global geekdom, Li reshapes how we understand the meanings and significance of anime culture in relation to changing social and technological environments.

Contents

Contents

Introduction

Part I. The Knowledge Culture of Geekdom

1. Knowledge Is Power: From Astro Boy to China's Zhai Generation

2. Fansub: Language, Knowledge, and Communication Labor

3. Danmaku: The Interface Affect of a Contact Zone

Part II. The Media Environment of Anime

4. The Mecha-Child: Myth, Innervation, and Techno-Intimacy

5. Cybernetic Play: Seeking the "True End" in a Database Complex

6. The Framing Field: From Superflat Windows to Facebook Walls

Conclusion

Acknowledgments

Notes

Bibliography

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