Boredom, Shanzhai, and Digitisation in the Time of Creative China
Title | Boredom, Shanzhai, and Digitisation in the Time of Creative China PDF eBook |
Author | Jeroen de Kloet |
Publisher | Amsterdam University Press |
Total Pages | |
Release | 2019-10-04 |
Genre | Business & Economics |
ISBN | 9048535530 |
With its emergence as a global power, China aspires to transform from "made in China" to "created in China". Mobilised as a crucial source for solid growth and "soft power," creativity has become part of the new China Dream. This anthology engages with the imperative of creativity by aligning it to three interrelated phenomena: boredom, shanzhai, and digitisation. How does creativity help mitigate boredom? Does boredom incubate creativity? How do shanzhai practices and the omnipresence of fake stuffs challenge notions of the original and authentic? Which spaces for expressions and contestations has China's fast-developing digital world of Weixin, Taobao, Youku and Internet Plus Policy opened up? Are new technologies serving old interests? Essays, dialogues, audio-visual documents and field notes, from thinkers, researchers, practitioners and policy-makers, contribute to explore, examine and problematize what is going on in China now, ultimately to tease out its implication to our understanding of "creativity".
Chinas Digital Presence in the Asia-Pacific
Title | Chinas Digital Presence in the Asia-Pacific PDF eBook |
Author | Michael Keane |
Publisher | Anthem Press |
Total Pages | 212 |
Release | 2020-12-15 |
Genre | Social Science |
ISBN | 1785276239 |
China’s Digital Presence in the Asia-Pacific explores China’s digital presence in the Asia-Pacific region. Drawing on political economy of the media, industry analysis, platform studies and cultural policy studies, the book shows that China’s commercial digital platforms are increasingly recognized outside China and can disseminate Chinese culture more effectively than government supported media. It illustrates how these platforms are contributing to Chinese cultural influence, their perceived reputation and obstacles in the region while pursuing a combined approach of culture+, industry+, internet+, and platform+. In considering the multi-layered rise of the China argument, the book considers its growing technological status as an innovative nation through four policy approaches: culture+, industry+, Internet+ and platform+. Other + characterizations include intelligent+ and social+. These + characterizations show how China is rejuvenating, drawing technological knowhow from the region and adding to its cultural (and soft) power. The book focuses on six locations: Hong Kong, Taiwan, Singapore, Malaysia, Australia and New Zealand. The authors analyse Beijing’s changing policies towards the governance of culture, Internet technologies and digital platforms, as well as examining consumer perceptions of China and Chinese products in the Asia-Pacific region. In using the + characterizations, the authors provide a comprehensive analysis of how Chinese cultural and creative industries became digital, as well as investigating the key players and the leading platforms including Alibaba, Tencent, ByteDance, TikTok, Baidu, iQiyi and Meituan.
Wanghong as Social Media Entertainment in China
Title | Wanghong as Social Media Entertainment in China PDF eBook |
Author | David Craig |
Publisher | Springer Nature |
Total Pages | 204 |
Release | 2021-02-25 |
Genre | Social Science |
ISBN | 3030653765 |
In Chinese, the term wanghong refers to creators, social media entrepreneurs alternatively known as KOLs (key opinion leaders) and zhubo (showroom hosts), influencers and micro-celebrities. Wanghong also refers to an emerging media ecology in which these creators cultivate online communities for cultural and commercial value by harnessing Chinese social media platforms, like Weibo, WeChat, Douyu, Huya, Bilibili, Douyin, and Kuaishuo. Framed by the concepts of cultural, creative, and social industries, the book maps the development of wanghong policies and platforms, labor and management, content and culture, as they operate in contrast to its non-Chinese counterpart, social media entertainment, driven by platforms like YouTube, Facebook, Instagram, and Twitch. As evidenced by the backlash to TikTok, the threat of competition from global wanghong signals advancing platform nationalism.
The Conformed Body: Contemporary Art in China
Title | The Conformed Body: Contemporary Art in China PDF eBook |
Author | Jiehong Jiang |
Publisher | BRILL |
Total Pages | 272 |
Release | 2024-07-01 |
Genre | Social Science |
ISBN | 9004703608 |
Through the perspective of the ‘conformed body’, this groundbreaking book examines the role in art of everyday conformist practices in the People’s Republic of China, such as mass assemblies and bodily trainings and exercises, as well as their impact on people’s perceptions and collective memories. It identifies related artworks, reassesses artistic interpretations with critical reflections, and explores a key origin of artistic productions in post-Mao China. Featuring 200 colour illustrations, the book discusses works by more than 30 internationally acclaimed Chinese contemporary artists, including Ai Weiwei, Geng Jianyi, Song Dong, Xu Bing, Zhang Peili and Zhang Xiaogang.
Apps
Title | Apps PDF eBook |
Author | Gerard Goggin |
Publisher | John Wiley & Sons |
Total Pages | 154 |
Release | 2021-05-20 |
Genre | Social Science |
ISBN | 150953850X |
Since the rise of the smartphone, apps have become entrenched in billions of users' daily lives. Accessible across phones and tablets, watches and wearables, connected cars, sensors, and cities, they are an inescapable feature of our current culture. In this book, Gerard Goggin provides a comprehensive and authoritative guide to the development of apps as a digital media technology. Covering the technological, social, cultural, and policy dynamics of apps, Goggin ultimately considers what a post-app world might look like. He argues that apps represent a pivowtal moment in the development of digital media, acting as a hinge between the visions and realities of the “mobile,” “cyber,” and “online” societies envisaged since the late 1980s and the imaginaries and materialities of the digital societies that emerged from 2010. Apps offer frames, construct tools, and constitute “small worlds” for users to reorient themselves in digital media settings. This fascinating book will reframe the conversation about the software that underwrites our digital worlds. It is essential reading for students and scholars of media and communication, as well as for anyone interested in this ubiquitous technology.
Freedom of the Press in China Hb
Title | Freedom of the Press in China Hb PDF eBook |
Author | GUO |
Publisher | |
Total Pages | 268 |
Release | 2020-10-15 |
Genre | |
ISBN | 9789463726115 |
Western commentators have often criticized the state of press freedom in China, arguing that individual speech still suffers from arbitrary restrictions and that its mass media remains under an authoritarian mode. Yet the history of press freedom in the Chinese context has received little examination. Unlike conventional historical accounts which narrate the institutional development of censorship and people's resistance to arbitrary repression, this book is the first comprehensive study presenting the intellectual trajectory of press freedom. It sheds light on the transcultural transference and localization of the concept in modern Chinese history, spanning from its initial introduction in 1831 to the establishment of the People's Republic of China in 1949. By examining intellectuals' thoughts, common people's attitudes, and official opinions, along with the social-cultural factors that were involved in negotiating Chinese interpretations and practices in history, this book uncovers the dynamic and changing meanings of press freedom in modern China.
Gaming, Simulation and Innovations: Challenges and Opportunities
Title | Gaming, Simulation and Innovations: Challenges and Opportunities PDF eBook |
Author | Upinder Dhar |
Publisher | Springer Nature |
Total Pages | 305 |
Release | 2022-07-26 |
Genre | Computers |
ISBN | 3031099591 |
This book constitutes the refereed proceedings of the 52nd International Simulation and Gaming Association Conference, ISAGA 2021, held in Indore, India, during September 6–10, 2021. The 24 full papers included in this book were carefully reviewed and selected from 58 submissions. They were organized in topical sections as follows: game design and facilitation; gaming in education; player experience in simulations; and policy formulation and serious games.