語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Programmed Moves: Race and Embodimen...
~
Chien, Irene Yi-Jiun.
FindBook
Google Book
Amazon
博客來
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames./
作者:
Chien, Irene Yi-Jiun.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2015,
面頁冊數:
138 p.
附註:
Source: Dissertation Abstracts International, Volume: 78-11(E), Section: A.
Contained By:
Dissertation Abstracts International78-11A(E).
標題:
Film studies. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10186676
ISBN:
9781369878134
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames.
Chien, Irene Yi-Jiun.
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames.
- Ann Arbor : ProQuest Dissertations & Theses, 2015 - 138 p.
Source: Dissertation Abstracts International, Volume: 78-11(E), Section: A.
Thesis (Ph.D.)--University of California, Berkeley, 2015.
Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. Games make bodily habituation to new forms of digital technology both intelligible and pleasurable by investing players in familiar racial, sexual, and national identifications.
ISBN: 9781369878134Subjects--Topical Terms:
2122736
Film studies.
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames.
LDR
:03104nmm a2200301 4500
001
2126109
005
20171115071442.5
008
180830s2015 ||||||||||||||||| ||eng d
020
$a
9781369878134
035
$a
(MiAaPQ)AAI10186676
035
$a
AAI10186676
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Chien, Irene Yi-Jiun.
$3
3288186
245
1 0
$a
Programmed Moves: Race and Embodiment in Fighting and Dancing Videogames.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2015
300
$a
138 p.
500
$a
Source: Dissertation Abstracts International, Volume: 78-11(E), Section: A.
500
$a
Adviser: Linda Williams.
502
$a
Thesis (Ph.D.)--University of California, Berkeley, 2015.
520
$a
Programmed Moves examines the intertwined history and transnational circulation of two major videogame genres, martial arts fighting games and rhythm dancing games. Fighting and dancing games both emerge from Asia, and they both foreground the body. They strip down bodily movement into elemental actions like stepping, kicking, leaping, and tapping, and make these the form and content of the game. I argue that fighting and dancing games point to a key dynamic in videogame play: the programming of the body into the algorithmic logic of the game, a logic that increasingly organizes the informatic structure of everyday work and leisure in a globally interconnected information economy. Games make bodily habituation to new forms of digital technology both intelligible and pleasurable by investing players in familiar racial, sexual, and national identifications.
520
$a
Programmed Moves explores how the bodily mastery cultivated in fighting and dancing videogames relies on and reproduces figurations of gendered and racialized technological mastery. The first half focuses on fighting games, beginning with how the earliest martial arts videogames emerge in the 1980s with the rise of Japan as a global economic power and game industry giant. I proceed in the next chapter to examine how videogames featuring transnational kung fu star Bruce Lee ambivalently figure Asian/Asian-American masculinity. In the second half of my dissertation, the focus shifts to dancing games. I critique how dance games that discard traditional game controllers in favor of full-body interfaces propel players into racialized physical motion. I end by showing how mobile, touchscreen rhythm games for the iPhone both recall and disavow the Chinese female factory laborers who touch each device before it is offered up for western consumption. My investigation of how racial difference becomes embodied in gameplay goes beyond critiques of racial stereotypes to understand how videogames produce politically urgent racial formations through actions and processes rather than just images. Programmed Moves thus points to the connections between technological and racial coding in videogames.
590
$a
School code: 0028.
650
4
$a
Film studies.
$3
2122736
650
4
$a
Mass communication.
$3
2144804
690
$a
0900
690
$a
0708
710
2
$a
University of California, Berkeley.
$b
Rhetoric.
$3
1684179
773
0
$t
Dissertation Abstracts International
$g
78-11A(E).
790
$a
0028
791
$a
Ph.D.
792
$a
2015
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10186676
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9336721
電子資源
01.外借(書)_YB
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入