scholarly journals From Print Texts to Online Gaming: The Cross-Cultural History of Wuxia Fictions in Vietnam

SAGE Open ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 215824402110213
Author(s):  
Phan Anh Quang

The popularization of online gaming in Vietnam, including PC and mobile gaming, has witnessed the contribution of wuxia fictions as an essential aspect of digital content production. This article shows an attempt in tracing the cultural history of wuxia works in Vietnam. East-West differences have also been taken into consideration as a way to explain reading and playing preferences. By using life course approach along with the concepts of nostalgia and cultural proximity, this study tries to historically portray the wuxia readership in Vietnam and its vestige found in wuxia online games. The findings indicate that wuxia novels serve as a crucial factor representing the literary relationship between the Sinosphere and Vietnam. Its presence has enriched the content of Vietnamese literature, adding a new genre that has been widely accepted by many generations of Vietnamese readers. Because wuxia online games could be seen as the digital continuation of wuxia fictions, the author argues that prior experience drawn from interacting with wuxia novels affects the game selection-making process of players, and gaming companies in Vietnam also acknowledge that and deploy appropriate business strategies.

2016 ◽  
Vol 14 (3) ◽  
pp. 195-215 ◽  
Author(s):  
Matthew M. Chew

This study critically assesses the Chinese online games industry through problematizing the creativity of Chinese games. I find that between 1995 and 2001, Chinese online games were mostly developed by amateurs, noncommercial, and considerably creative. Between 2002 and 2005, industrial growth allowed some room for local creativity despite commercialization and dominance of imported games. Current scholarly, business, and media discourses unfairly ignore creativity in these first two periods and yet praise the Chinese game industry’s commercial success since the late 2000s. I challenge these discourses by illustrating that between 2006 and early 2009, a new, ethically dubious, and uniquely Chinese business model emerged, became domestically dominant, and quietly and profoundly impacted on global online game design. From mid-2009 to 2015, there is ongoing corporatization based on the dubious Chinese business model on the one hand, and a reemphasis on creativity motivated by browser and mobile game formats on the other.


Prospects ◽  
1993 ◽  
Vol 18 ◽  
pp. 507-515
Author(s):  
Betty E. M. Ch'maj

The straightforward account by Tao Jie of the history of Uncle Tom's Cabin in China raises questions of great interest to contemporary American Studies scholarship. To the old question - how shall we represent America's “usable past?” - is added another: “Usable to whom?” This question, now being asked by a wide variety of multiculturalists reexamining our literature and history from revisionist perspectives, is the central issue raised by Tao's essay. Here we are given a specific case study for cross-cultural comparison that allows us to contrast the America we imagine we have been exporting to the America other cultures reinvent. Equally important, Tao provides us with the opportunity to examine one of the most compelling of our cultural documents from the perspective of 20th-century Chinese history and see how, stage by stage, the translators interpreted the story to respond to changing forces in Chinese cultural history.


2018 ◽  
Vol 23 (3) ◽  
pp. 344-367
Author(s):  
Luciana Martins

This article focuses on the global traffic in images relating to Kadiwéu culture in South America, analysing the extent to which they are entangled in the group’s continuing sense of presence. It begins with Kadiwéu designs as they appeared in the sketchbook of the artist–explorer Guido Boggiani in the late 19th century. It then explores the mapping of Kadiwéu territory and the practices and protocols informing a politics of land rights, cultural property and economic survival, looking in particular at the commissioning of Kadiwéu designs for a housing estate and an associated exhibition in Berlin early in the 21st century. By developing a cross-cultural history of Kadiwéu art that considers the transnational networks across different times and spaces, including the case of a transcultural history of copyright, the article seeks to contribute to the ongoing re-thinking of the colonial visual archive and its afterlife.


2019 ◽  
Vol 26 (01) ◽  
pp. 25-37
Author(s):  
Yannis Hamilakis ◽  
Felipe Rojas

On 13 November 2017, Yannis Hamilakis, Felipe Rojas, and several other archaeologists at Brown University engaged in a conversation with Alain Schnapp about his life and career. Hamilakis and Rojas were interested in learning about how Schnapp’s early academic and political interests intersected with the history of Classics and classical archaeology in France, Europe and elsewhere in the world, and also about the origins and current aims of Schnapp’s work on the history of archaeology and antiquarianism and the cross-cultural history of ruins. Schnapp and his interlocutors began by discussing Schnapp’s formative years and the intersections between archaeology and politics in mid-20th-century France. Their conversation turns to the role of individual scholars, specifically classicists and archaeologists, in the momentous social events in Paris in 1968. The final part of the dialogue concerns Schnapp’s contributions to the history of archaeology and the possibilities of engaging in the comparison of antiquarian traditions.


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