Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

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Author :
Publisher : Springer
ISBN 13 : 3319438174
Total Pages : 223 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by : Alexis Pulos

Download or read book Transnational Contexts of Culture, Gender, Class, and Colonialism in Play written by Alexis Pulos and published by Springer. This book was released on 2016-12-24 with total page 223 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

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Author :
Publisher : Palgrave Macmillan
ISBN 13 : 9783319438160
Total Pages : 218 pages
Book Rating : 4.4/5 (381 download)

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Book Synopsis Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by : Alexis Pulos

Download or read book Transnational Contexts of Culture, Gender, Class, and Colonialism in Play written by Alexis Pulos and published by Palgrave Macmillan. This book was released on 2017-01-04 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Transnational Contexts of Development History, Sociality, and Society of Play

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Author :
Publisher : Springer
ISBN 13 : 3319438204
Total Pages : 243 pages
Book Rating : 4.3/5 (194 download)

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Book Synopsis Transnational Contexts of Development History, Sociality, and Society of Play by : S. Austin Lee

Download or read book Transnational Contexts of Development History, Sociality, and Society of Play written by S. Austin Lee and published by Springer. This book was released on 2017-01-21 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the historical background of game development, offline and online gamer interactions, and presents a method to study the health impacts of digital games in East Asia. Focusing on examinations of how video games shape external interactions with the world as well as internal spaces, Lee and Pulos' volume brings together a range of approaches and regions to understand the impact of video games in East Asia and beyond. Contributions range from assessments of Nintendo's lasting technological impact in Japan and globally to analyses of mobile social gaming among teenage girls in Korea, with qualitative and quantitative methodologies set in contact with one another to offer a full spectrum of perspectives on video gaming and its profound cultural impact.

Japanese Role-Playing Games

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Publisher : Rowman & Littlefield
ISBN 13 : 1793643555
Total Pages : 337 pages
Book Rating : 4.7/5 (936 download)

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Book Synopsis Japanese Role-Playing Games by : Rachael Hutchinson

Download or read book Japanese Role-Playing Games written by Rachael Hutchinson and published by Rowman & Littlefield. This book was released on 2022-04-11 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Japanese Culture Through Videogames

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Publisher : Routledge
ISBN 13 : 0429655940
Total Pages : 534 pages
Book Rating : 4.4/5 (296 download)

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Book Synopsis Japanese Culture Through Videogames by : Rachael Hutchinson

Download or read book Japanese Culture Through Videogames written by Rachael Hutchinson and published by Routledge. This book was released on 2019-05-28 with total page 534 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

The Representation of Japanese Politics in Manga

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Author :
Publisher : Routledge
ISBN 13 : 1000217450
Total Pages : 452 pages
Book Rating : 4.0/5 (2 download)

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Book Synopsis The Representation of Japanese Politics in Manga by : Roman Rosenbaum

Download or read book The Representation of Japanese Politics in Manga written by Roman Rosenbaum and published by Routledge. This book was released on 2020-10-29 with total page 452 pages. Available in PDF, EPUB and Kindle. Book excerpt: This edited volume explores political motives, discourses and agendas in Japanese manga and graphic art with the objective of highlighting the agency of Japanese and wider Asian story-telling traditions within the context of global political traditions. Highly illustrated chapters presented here investigate the multifaceted relationship between Japan’s political storytelling practices, media and bureaucratic discourse, as played out between both the visual arts and modern pop-cultural authors. From pioneering cartoonist Tezuka Osamu, contemporary manga artists such as Kotobuki Shiriagari and Fumiyo Kōno, to videogames and everyday merchandise, a wealth of source material is analysed using cross-genre techniques. Furthermore, the book resists claims that manga, unlike the bandes dessinées and American superhero comic traditions, is apolitical. On the contrary, contributors demonstrate that manga and the mediality of graphic arts have begun to actively incorporate political discourses, undermining hegemonic cultural constructs that support either the status quo, or emerging brands of neonationalism in Japanese society. The Representation of Politics in Manga will be a dynamic resource for students and scholars of Japanese studies, media and popular cultural studies, as well as practitioners in the graphic arts.

Space and Play in Japanese Videogame Arcades

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1040029140
Total Pages : 195 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Space and Play in Japanese Videogame Arcades by : Jérémie Pelletier-Gagnon

Download or read book Space and Play in Japanese Videogame Arcades written by Jérémie Pelletier-Gagnon and published by Taylor & Francis. This book was released on 2024-05-07 with total page 195 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

Slavery, Colonialism and Connoisseurship

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Publisher : Routledge
ISBN 13 : 135114894X
Total Pages : 328 pages
Book Rating : 4.3/5 (511 download)

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Book Synopsis Slavery, Colonialism and Connoisseurship by : Nandini Bhattacharya

Download or read book Slavery, Colonialism and Connoisseurship written by Nandini Bhattacharya and published by Routledge. This book was released on 2017-11-28 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: Colonization, slavery, traffic in women, and connoisseurship seem to have particularly captured the imaginations of circumatlantic writers of the later eighteenth century. In this book, Nandini Bhattacharya examines the works of such writers as Richard Brinsley Sheridan, George Colman Jr., James Cobb and Phillis Wheatley, who redefined ideas about Value and Taste. Writers re-presented the ethical debate on Value and trade through aesthetic metaphors and discourse, thus disguising the distasteful nature of the ownership and exchange of human beings and mitigating the guilt associated with that traffic. Bhattacharya explores the circumatlantic redefinition of Taste and Value as cultural and moral concepts in gender and racial discourses in slave-owning, colonizing, and connoisseurial Britain, and demonstrates how Value and aesthetics were redefined in late eighteenth-century circumatlantic discourses with particular focus on the language of slavery, trade and connoisseurship. She also delineates the workings of transnational consciousness and experience of race, class, gender, slavery, colonialism and connoisseurship in the late eighteenth-century circumatlantic rim. Throughout the study, Bhattacharya rereads late eighteenth-century British literature as a stage for the articulation of theories of difference and domination.

Manifestations of Queerness in Video Games

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Author :
Publisher : Taylor & Francis
ISBN 13 : 1000625257
Total Pages : 133 pages
Book Rating : 4.0/5 (6 download)

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Book Synopsis Manifestations of Queerness in Video Games by : Gaspard Pelurson

Download or read book Manifestations of Queerness in Video Games written by Gaspard Pelurson and published by Taylor & Francis. This book was released on 2022-07-29 with total page 133 pages. Available in PDF, EPUB and Kindle. Book excerpt: Taking the reader on a journey through queer manifestations in games, this book advocates for video games as a rich, political and cultural medium, which provides us with tools to navigate the future of gaming. Situated at the intersection of New Media, Game, Cultural and Queer Studies, the book navigates diverse interspecies relationships, queer villains from the past, Pokémon memes on border politics, flânerie in post-industrial cities and one-sided erotic fights. It provides new critical engagements with the works of Jose Esteban Muñoz, Bonnie Ruberg, Guy Debord and Jack Halberstam, examining queer representation, gaming subcultures and dissident play practices. Making the bold claim that video games might be the queerest medium today, this book provides organic, self-reflective and, ultimately, thought-provoking thinking in which both games and gamers are queered. This book will be of interest to scholars researching game studies, sex, gender and sexuality in new media, but also readers interested in literature, digital media, society, participatory culture and queer studies.

Esports in the Asia-Pacific

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Publisher : Springer Nature
ISBN 13 : 9819937965
Total Pages : 281 pages
Book Rating : 4.8/5 (199 download)

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Book Synopsis Esports in the Asia-Pacific by : Filippo Gilardi

Download or read book Esports in the Asia-Pacific written by Filippo Gilardi and published by Springer Nature. This book was released on 2023-10-24 with total page 281 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an edited book that fills a gap in knowledge by providing a comprehensive view of esports practice from the Asia and Pacific region. The volume looks at the development of esports through the interconnections between institutions, industries, players, and society, across the Asia-Pacific. Over the last two decades, the Asia-Pacific region has been central to the growth and development of esports. The value of this book lies in its ability to provide a view of esport from countries that are currently underrepresented in the literature such as Vietnam, Malaysia, Taiwan, Hong Kong, Singapore, Philippines and Australia while still integrating chapters looking at more well-researched countries such as China, Korea, and Japan. Through its diverse case studies, the book serves as a resource for scholars and educators worldwide who seek diverse examples with which to improve understanding of the esports phenomenon and the inclusiveness of media and communication curricula. chapters “Introduction to Esports in the Asia-Pacific” and “Conclusions to Esports in the Asia–Pacific” are available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

The Chinese Video Game Industry

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Publisher : Springer Nature
ISBN 13 : 3031415043
Total Pages : 296 pages
Book Rating : 4.0/5 (314 download)

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Book Synopsis The Chinese Video Game Industry by : Feng Chen

Download or read book The Chinese Video Game Industry written by Feng Chen and published by Springer Nature. This book was released on 2024-02-03 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: ​ The recent and dramatic development of China’s economy and international political muscle is especially pronounced in the country’s video game industry. Now the largest of its kind in the world by gross revenue, the Chinese video game industry impacts every player in the global game market and has begun to directly influence the nature of the video game medium itself. From its conceptualization of the player as a category and commodity, to its approach to the design, development, and marketing of products and services, the Chinese game industry is engaging in a complex, innovative, and fascinating reimagining of the video game as a cultural and industrial force. The purpose of The Chinese Video Game Industry is to help introduce and investigate this industrial and cultural powerhouse. The book’s contributors array the industry across its history, economics, organization, politics, and cultures, documenting its rise, exploring its operational, cultural, and aesthetic characteristics, and capturing its context vis-à-vis the global media landscape. In so doing, the contributors provide a robust resource for anyone interested in studying, building, or even simply appreciating games.

Exploring the Rise of Fandom in Contemporary Consumer Culture

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Publisher : IGI Global
ISBN 13 : 1522532218
Total Pages : 300 pages
Book Rating : 4.5/5 (225 download)

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Book Synopsis Exploring the Rise of Fandom in Contemporary Consumer Culture by : Lu Wang, Cheng

Download or read book Exploring the Rise of Fandom in Contemporary Consumer Culture written by Lu Wang, Cheng and published by IGI Global. This book was released on 2017-10-31 with total page 300 pages. Available in PDF, EPUB and Kindle. Book excerpt: Every company wants their business to have a strong, loyal following, but achieving this feat can be a challenge. Examining the growth of fandom popularity in modern culture can provide insights into consumer trends and patterns. Exploring the Rise of Fandom in Contemporary Consumer Culture is an innovative scholarly resource that offers an in-depth discussion on the soaring popularity of fan communities and how these followers serve a larger purpose in a consumer-driven society. Highlighting applicable topics that include brand loyalty, fan perceptions, social media, and virtual realities, this publication is ideal for business managers, academicians, students, professionals, and researchers that are interested in learning more about how fan behavior can impact the economic environment.

The SAGE Handbook of Contemporary China

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Publisher : SAGE
ISBN 13 : 1526455595
Total Pages : 1639 pages
Book Rating : 4.5/5 (264 download)

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Book Synopsis The SAGE Handbook of Contemporary China by : Weiping Wu

Download or read book The SAGE Handbook of Contemporary China written by Weiping Wu and published by SAGE. This book was released on 2018-07-09 with total page 1639 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contemporary China is dynamic and complex. Recent dramatic changes in the Chinese economy, society, and environment pose numerous challenges for scholars of China. This Handbook will define contemporary China Studies for the social sciences: investigating how we can best study China; exploring the transformations of contemporary China that inform how we study China; presenting the breadth and depth of the China Studies field; and identify future directions for China Studies. In two volumes, the Handbook situates China Studies in history and context. Each chapter in Part One provides an overview and historiography of how scholars have conceptualized the Chinese state, nation, economy and environment, and analyzes trends in terms of different research approaches, types of sources, and trends in the study of these broad concepts. The next five parts cover substantive themes in China Studies, including economic transformations; politics and government; China as a global actor; urbanization and urban development; and Chinese society. In conclusion, the Handbook draws together critical discussions of emerging issues of transdisciplinary approaches to China Studies, the future of Chinese historical Studies, and the future of China in comparative contexts.

Virtual Influencers

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Publisher : Taylor & Francis
ISBN 13 : 1040097944
Total Pages : 207 pages
Book Rating : 4.0/5 (4 download)

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Book Synopsis Virtual Influencers by : Esperanza Miyake

Download or read book Virtual Influencers written by Esperanza Miyake and published by Taylor & Francis. This book was released on 2024-08-01 with total page 207 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book identifies the converging socio- cultural, economic, and technological conditions that have shaped, informed, and realised the identity of the contemporary virtual influencer, situating them at the intersection of social media, consumer culture, Artificial Intelligence (AI), and digital technologies. Through a critical analysis of virtual influencers and related media practices and discourses in an international context, each chapter investigates different themes relating to digitality and identity: virtual place and nationhood; virtual emotions and intimacy; im/ materialities of virtual everyday life; the biopolitics of virtual human-production; the necropolitics of pandemic virtuality; transmedial and mimetic virtualities; and the political economy of virtual influencers. The book argues that the virtual influencer represents the various ways in which contemporary identities have increasingly become naturalised with questions of virtuality, mediated by digital technologies across multiple realities. From practices relating to AI- driven, invasive data profiling needed for virtual influencer production to problematic online practices such as buying digital skin colour, the author examines how the virtual influencer’s aesthetic, social, and economic value obfuscates some of the darker aspects of their role as an extractivist technology of virtuality: one which regulates, oppresses, and/ or classifies bodies and datafied bodies that serve the visual, (bio)political, and digital economies of virtual capitalism. In the process, the book simultaneously offers a critique of the virtual influencer as a representational figure existing across multiple digital platforms, spaces, and times, and of how they may challenge, complicate, and reinforce normative ideologies surrounding gender, race, class, sexuality, age, and ableism. As such, the book sheds light on some of the more troubling realities of the virtual influencer’s existence, inasmuch as it celebrates their transformational potential, exploring the implications of both within an increasingly AI- driven, digital culture, society, and economy. Drawing from a wide range of disciplines, this book will appeal to scholars, researchers, and students working in the area(s) of: Popular Culture and Media; Internet, Digital and Social Media Studies; Data justice and Governance; Japanese Media Studies; Celebrity Studies; Fan Studies; Marketing and Consumer Studies; Sociology; Human– Computer Studies; and AI and Technology Studies.

Handmade Pixels

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Publisher : MIT Press
ISBN 13 : 0262042797
Total Pages : 328 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Handmade Pixels by : Jesper Juul

Download or read book Handmade Pixels written by Jesper Juul and published by MIT Press. This book was released on 2019-10-08 with total page 328 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of independent video games—creative, personal, strange, and experimental—and their claims to handcrafted authenticity in a purely digital medium. Video games are often dismissed as mere entertainment products created by faceless corporations. The last twenty years, however, have seen the rise of independent, or “indie,” video games: a wave of small, cheaply developed, experimental, and personal video games that react against mainstream video game development and culture. In Handmade Pixels, Jesper Juul examine the paradoxical claims of developers, players, and festivals that portray independent games as unique and hand-crafted objects in a globally distributed digital medium. Juul explains that independent video games are presented not as mass market products, but as cultural works created by people, and are promoted as authentic alternatives to mainstream games. Writing as a game player, scholar, developer, and educator, Juul tells the story of how independent games—creative, personal, strange, and experimental—became a historical movement that borrowed the term “independent” from film and music while finding its own kind of independence. Juul describes how the visual style of independent games signals their authenticity—often by referring to older video games or analog visual styles. He shows how developers use strategies for creating games with financial, aesthetic, and cultural independence; discusses the aesthetic innovations of “walking simulator” games; and explains the controversies over what is and what isn't a game. Juul offers examples from independent games ranging from Dys4ia to Firewatch; the text is richly illustrated with many color images.

Handbook of Research on the Impact of Fandom in Society and Consumerism

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Author :
Publisher : IGI Global
ISBN 13 : 1799810496
Total Pages : 605 pages
Book Rating : 4.7/5 (998 download)

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Book Synopsis Handbook of Research on the Impact of Fandom in Society and Consumerism by : Wang, Cheng Lu

Download or read book Handbook of Research on the Impact of Fandom in Society and Consumerism written by Wang, Cheng Lu and published by IGI Global. This book was released on 2019-10-25 with total page 605 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fans of specific sports teams, television series, and video games, to name a few, often create subcultures in which to discuss and celebrate their loyalty and enthusiasm for a particular object or person. Due to their strong emotional attachments, members of these fandoms are often quick to voluntarily invest their time, money, and energy into a related product or brand, thereby creating a group of faithful and passionate consumers that play a significant role in multiple domains of contemporary culture. The Handbook of Research on the Impact of Fandom in Society and Consumerism is an essential reference source that examines the cultural and economic effects of the fandom phenomenon through a multidisciplinary lens and shapes an understanding of the impact of fandom on brand building. Featuring coverage on a wide range of topics such as religiosity, cosplay, and event marketing, this publication is ideally designed for marketers, managers, advertisers, brand managers, consumer behavior analysts, product developers, psychologists, entertainment managers, event coordinators, political scientists, anthropologists, academicians, researchers, and students seeking current studies on the global impact of this particularly devoted community.

Routledge Handbook of Japanese Cinema

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Author :
Publisher : Routledge
ISBN 13 : 1315534355
Total Pages : 776 pages
Book Rating : 4.3/5 (155 download)

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Book Synopsis Routledge Handbook of Japanese Cinema by : Joanne Bernardi

Download or read book Routledge Handbook of Japanese Cinema written by Joanne Bernardi and published by Routledge. This book was released on 2020-08-09 with total page 776 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Routledge Handbook of Japanese Cinema provides a timely and expansive overview of Japanese cinema today, through cutting-edge scholarship that reflects the hybridity of approaches defining the field. The volume’s twenty-one chapters represent work by authors with diverse backgrounds and expertise, recasting traditional questions of authorship, genre, and industry in broad conceptual frameworks such as gender, media theory, archive studies, and neoliberalism. The volume is divided into four parts, each representing an emergent area of inquiry: "Decentring Classical Cinema" "Questions of Industry" "Intermedia as an Approach" "The Object Life of Film" This is the first anthology of Japanese cinema scholarship to span the temporal framework of 200 years, from the vibrant magic lantern culture of the nineteenth century, through to the formation of the film industry in the twentieth century, and culminating in cinema’s migration to gaming, surveillance video, and other new media platforms of the twenty-first century. This handbook will prove a useful resource to students and scholars of Japanese studies, film studies, and cultural studies more broadly.