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This book represents an ambitious effort to bring leading Yijing scholars together to examine the globalisation and localisation of the 'Book of Changes' from cross-cultural and comparative perspectives. It focuses on how the Yijing has been used to support ideologies, converted into knowledge, and assimilated into global cultures in the modern period, transported from the Sinosphere to British, American and French cultural traditions, travelling from East Asia to Europe and the United States. The book provides conceptualised narratives and cross-cultural analyses of the global popularisation and local assimilation of the Yijing, highlighting the transformation and application of the Yijing in different cultural traditions, and demonstrating how it acquired different meanings and took on different roles in the context of a global setting. In presenting a novel contribution to understandings of the multifaceted nature of the Yijing, this book is essential reading for scholars and students interested in the 'Classic of Changes'. It is also a useful reference for those studying Chinese culture, Asian philosophy, East Asian studies, and translation studies.
Benebell Wen’s (Holistic Tarot and The Tao of Craft) historic new translation of the I Ching brings the power and mysticism of The Book of Changes to contemporary readers. Now in a beautiful hardcover format with a ribbon bookmark. Through in-depth annotations, cultural and historical references, and magical practices, Wen amplifies the wisdom—both profound and practical—of the 3,000-year old text. She includes aspects of the I Ching that have never before been translated into English, offering fresh perspectives on a classic work. Rooted in her experience and knowledge as a Taiwanese-American occultist and Buddhist with deep family ties to Taoist mysticism, Wen's groundbreaking transl...
This edited collection explores how graphic art and in particular Japanese manga represent Japanese history. The articles explore the representation of history in manga from disciplines that include such diverse fields as literary studies, politics, history, cultural studies, linguistics, narratology, and semiotics. Despite this diversity of approaches all academics from these respective fields of study agree that manga pose a peculiarly contemporary appeal that transcends the limitation imposed by traditional approaches to the study and teaching of history. The representation of history via manga in Japan has a long and controversial historiographical dimension. Thereby manga and by extensi...
This collection of essays describes adaptations of minority ethnic groups to cross-cultural situations in Hong Kong from the 1840s through the 1950s. It aims to portray Hong Kong history through the perspectives of foreign communities - the British, Germans, Americans, Indians and Japanese - and to understand how they perceived the economic situation, political administration and culture of the colony.
Tourism in Asia is growing faster than anywhere else in the world. Despite the significance of the tourism industry in this area it is under researched. This book addresses this imbalance by providing an edited collection of chapters which explore the domestic and intraregional tourism in Asia.
This collection explores the relationship between digital gaming and its cultural context by focusing on the burgeoning Asia-Pacific region. Encompassing key locations for global gaming production and consumption such as Japan, China, and South Korea, as well as increasingly significant sites including Australia and Singapore, the region provides a wealth of divergent examples of the role of gaming as a socio-cultural phenomenon. Drawing from micro ethnographic studies of specific games and gaming locales to macro political economy analyses of techno-nationalisms and trans-cultural flows, this collection provides an interdisciplinary model for thinking through the politics of gaming production, representation, and consumption in the region.
This volume investigates the horror genre across national boundaries (including locations such as Africa, Turkey, and post-Soviet Russia) and different media forms, illustrating the ways that horror can be theorized through the circulation, reception, and production of transnational media texts. Perhaps more than any other genre, horror is characterized by its ability to be simultaneously aware of the local while able to permeate national boundaries, to function on both regional and international registers. The essays here explore political models and allegories, questions of cult or subcultural media and their distribution practices, the relationship between regional or cultural networks, and the legibility of international horror iconography across distinct media. The book underscores how a discussion of contemporary international horror is not only about genre but about how genre can inform theories of visual cultures and the increasing permeability of their borders.
This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.
The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.
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