[图书][B] Childhood and Nation in Contemporary World Cinema: Borders and Encounters

SH Donald, E Wilson, S Wright - 2017 - books.google.com
The child has existed in cinema since the Lumière Brothers filmed their babies having
messy meals in Lyons, but it is only quite recently that scholars have paid serious attention …

FROM" GAME-LIFE REALISM" TO THE" IMAGINATION-ORIENTED AESTHETIC": Reconsidering Bourdieu's Contribution to Fan Studies in the Light of Japanese …

Z Kacsuk - Kritika Kultura, 2016 - search.ebscohost.com
Abstract Following Casey Brienza's call for drawing on Japanese" otaku theory" in order to
further comics studies, the present article demonstrates how the wider interrelated discourse …

[图书][B] Medium als vermittlung

F Schäfer - 2017 - Springer
Kulturen sind heute nicht mehr jenseits von Medien vorstellbar: Ob wir an unsere eigene
Kultur oder, fremde'Kulturen denken, diese sind umfassend mit Prozessen der …

[PDF][PDF] Play across cultural borders: An explorative cross-cultural study of digital game player experience by analyzing user reviews and think-aloud protocols

S Brückner - Games, Play and Societal Debates View project, 2020 - researchgate.net
Digital games are the fastest growing medium of our time. Their proliferation and prominent
role in society have sparked public debates and led to the development of “game studies” …

Darwin's antithesis revisited–a zoosemiotic perspective on expressing emotions in animals and animal cartoon characters

JM Dydynski, N Mäekivi - Sign Systems Studies, 2019 - ceeol.com
In the animation and design of cartoon characters, animators have often turned to the study
of biological theories and observation of human actors and animals to capture lifelike …

[PDF][PDF] Meta-narrative Knotenpunkte der Medienkonvergenz: Zu den medienwissenschaftlichen Potenzialen des japanischen kyara-Begriffs

LRA Wilde - 2018 - mediarep.org
Im Zentrum des Beitrags steht die Konturierung eines spezifischen Figurenbegriffs aus dem
japanologischen Diskurs, der in weiten Medienbereichen zur Anwendung kommen kann …

Transmedia as environment: Sekai-kei and the social in Japan's neoliberal convergence

B Hack - Transmedia Storytelling in East Asia, 2020 - taylorfrancis.com
This chapter situates the subgenre of anime-based transmedia fiction called sekai-kei
(“world-type”) against Japan's sociocultural shifts during the late 1990s and early 2000s …

[PDF][PDF] 2. Play it Again, Hideaki

I Kirkegaard - Anime Studies - stockholmuniversitypress.se
The control room shakes dramatically. Makoto Hyūga looks over his shoulder to relay the
newest information to his superiors in a hurried voice. Data flashes on multiple screens in …

The impact of exposure to storytelling elements of “Bad Genius” on chinese young adults' movie viewing motives and their perceived reality

W Yueting - 2019 - dspace.bu.ac.th
This survey research aimed to examine the relationship among Chinese young adults'
exposure to storytelling elements, viewing film motives, and their perceived reality. Two …

Working Worlds in Neoliberal Japan: Precarity, Imagination, and the “Other-World” Trope

B Hack - positions, 2023 - read.dukeupress.edu
This article analyzes depictions of work in postmillennial Japanese media, particularly
anime and manga, in order to theorize the function of imaginative responses to the social …