Hongmei Sun – författare
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4 produkter
4 produkter
1 942 kr
Skickas inom 3-6 vardagar
Able to shape-shift and ride the clouds, wielding a magic cudgel and playing tricks, Sun Wukong (aka Monkey or the Monkey King) first attained superstar status as the protagonist of the sixteenth-century novel Journey to the West (Xiyou ji) and lives on in literature and popular culture internationally. In this far-ranging study Hongmei Sun discusses the thousand-year evolution of this figure in imperial China and multimedia adaptations in Republican, Maoist, and post-socialist China and the United States, including the film Princess Iron Fan (1941), Maoist revolutionary operas, online creative writings influenced by Hong Kong film A Chinese Odyssey (1995), and Gene Luen Yang’s graphic novel American Born Chinese.At the intersection of Chinese studies, Asian American studies, film studies, and translation and adaptation studies, Transforming Monkey provides a renewed understanding of the Monkey King character as a rebel and trickster, and demonstrates his impact on the Chinese self-conception of national identity as he travels through time and across borders.
579 kr
Skickas inom 7-10 vardagar
Able to shape-shift and ride the clouds, wielding a magic cudgel and playing tricks, Sun Wukong (aka Monkey or the Monkey King) first attained superstar status as the protagonist of the sixteenth-century novel Journey to the West (Xiyou ji) and lives on in literature and popular culture internationally. In this far-ranging study Hongmei Sun discusses the thousand-year evolution of this figure in imperial China and multimedia adaptations in Republican, Maoist, and post-socialist China and the United States, including the film Princess Iron Fan (1941), Maoist revolutionary operas, online creative writings influenced by Hong Kong film A Chinese Odyssey (1995), and Gene Luen Yang’s graphic novel American Born Chinese.At the intersection of Chinese studies, Asian American studies, film studies, and translation and adaptation studies, Transforming Monkey provides a renewed understanding of the Monkey King character as a rebel and trickster, and demonstrates his impact on the Chinese self-conception of national identity as he travels through time and across borders.
1 739 kr
Skickas inom 3-6 vardagar
From ancient gameboards to Honor of Kings, games as cultural agentsGames as global and connected phenomena have been examined in the rising scholarly field of game studies, but relatively little has been published on the history of games and gaming in China. Weiqi (a.k.a. Go), one of the world’s oldest board games, originated in China; a variety of Chinese card, dice, board, sport, and performance games have been developed over the millennia; and China is quickly becoming a major player in the contemporary digital game industry. In exploring games and practices of play across social and historical contexts, this volume examines representations of gender, class, materiality, and imaginations of the nation in Chinese and Sinophone contexts, while addressing ways in which games inhabit, represent, disrupt, or transform cultural and social practices. Both analog and computer games are represented in analyses that draw connections between the traditional and the modern and between local or regional and higher-order economic, cultural, and political structures. Among the topics explored are rock carvings of board games, weiqi cultures, scholars’ and courtesans’ games, gambling, games based on literature, video-game politics, and appropriation of Chinese culture in video games.The open access publication of this book was made possible by a grant from the James P. Geiss and Margaret Y. Hsu Foundation.
454 kr
Skickas inom 7-10 vardagar
From ancient gameboards to Honor of Kings, games as cultural agentsGames as global and connected phenomena have been examined in the rising scholarly field of game studies, but relatively little has been published on the history of games and gaming in China. Weiqi (a.k.a. Go), one of the world’s oldest board games, originated in China; a variety of Chinese card, dice, board, sport, and performance games have been developed over the millennia; and China is quickly becoming a major player in the contemporary digital game industry. In exploring games and practices of play across social and historical contexts, this volume examines representations of gender, class, materiality, and imaginations of the nation in Chinese and Sinophone contexts, while addressing ways in which games inhabit, represent, disrupt, or transform cultural and social practices. Both analog and computer games are represented in analyses that draw connections between the traditional and the modern and between local or regional and higher-order economic, cultural, and political structures. Among the topics explored are rock carvings of board games, weiqi cultures, scholars’ and courtesans’ games, gambling, games based on literature, video-game politics, and appropriation of Chinese culture in video games.The open access publication of this book was made possible by a grant from the James P. Geiss and Margaret Y. Hsu Foundation.