Introduction

2020 ◽  
pp. 1-34
Author(s):  
Christopher B. Patterson

The book’s introduction teases out notions of openness, play, and erotics through discussions of video games. Video games train players to perceive a transnational, capitalist, and industrial form of empire, an “Open World Empire” wherein truth, openness, and digital transparency become elastic terms deployed within networks of forgetting and red herring scandals. When not seen as progressive, militaristic, or educational, gameplay emerges as a frivolous and queer practice that resists easy incorporation into state and neoliberal attitudes, as it appears as a self-indulgent waste of time. To account for the inescapability of Asian associations in games and to trace their transpacific imperial contexts, this introduction uses Asian American critique to see games as “Asiatic”: a style or form recognized as Asian-ish but that remains adaptable, fluid, and outside the authentic/inauthentic binary. The introduction discusses openness, erotic play, and the Asiatic through the history of video games and sexuality, as well as through the erotic methods developed by the critical theorists Roland Barthes, Michel Foucault, and Eve Sedgwick, whose erotic practices emerged by comparing Western modes of thinking with those perceived to be common across Asia.

2020 ◽  
pp. 232-270
Author(s):  
Christopher B. Patterson

This chapter provides a conclusive stringing together of erotics, empire, and play by focusing on experiences of virtual tourism and conceiving of “the virtual other.” In video games, the virtual other places attention not onto this other but the inventor, the gazer, who has given up on obtaining a truthful and authentic access to the other and therefore sees them as virtual, somewhere between the real and the fake. Thinking through erotic methods found in the Asian confrontations of Roland Barthes, Michel Foucault, and Eve Sedgwick, this chapter argues that the modes of queer erotics in interactive media entice players to reimagine the virtual other by stepping outside of imperial forms of mapping, digital surveillance, and war. It examines discourses of virtual otherness manifested in transpacific cartography within Google Maps, the Civilization game series, and the virtual-reality experience of Google Earth.


Author(s):  
Christopher B. Patterson

Video games vastly outpace all other entertainment media in revenue and in global reach. On the surface, games do not appear ideological, nor are they categorized as national products, yet their very existence has been conditioned upon the spread of militarized technology, the exploitation of already existing labor and racial hierarchies in their manufacture, and the utopian promises of digital technology. Like literature and film before them, video games have become the main artistic expression of empire today and thus form an understanding for how war and imperial violence proceed under the signs of openness, transparency, and digital utopia. To understand games as such, this book uses Asian American critiques to discusses games as Asian-inflected commodities, with their hardware assembled in Asia, their most talented e-sports players of Asian origin, and most of their genres formed by Asian companies (Nintendo, Sony, Sega). Games draw on established discourses of Asia to provide an “Asiatic” space, a playful sphere of racial otherness that straddles notions of the queer, the exotic, the bizarre, and the erotic, reminiscent of the works of Roland Barthes, Michel Foucault, and Eve Sedgwick. Thinking through games like Overwatch, Call of Duty 4: Modern Warfare, Shenmue II, and Alien: Isolation, Patterson reads against the open world empire by playing games erotically, as players do—seeing games as Asiatic playthings that afford new passions, pleasures, desires, and attachments, with grave attention to how games allow us to tell our own stories about ourselves.


2020 ◽  
pp. 271-272
Author(s):  
Christopher B. Patterson

The coda briefly reiterates the book’s two main arguments: (1) that games train us as citizens of the open world empire to quantify, to tabulate, to enjoy certainty, and to be well adjusted to violence, and (2) that the playful anarchy and erotic interactions within video games tease us, test our ethical boundaries, and help us understand how our pleasures relate to imperial violence and transpacific colonial histories. The coda supplements these themes by exploring how digital games help realize the violences of empire by wedding forms of technological domination with artistic practice, combining the scientific with the aesthetic, the logical with the obscure, and the procedural with the anarchic. Through the media theories of Walter Benjamin, Roland Barthes, and Eve Sedgwick, the coda argues that interactive media’s greatest potential is in offering the virtual as a space of eros and play, where gamers can derive queer intimacy and erotic pleasure from a seemingly cold and scientific apparatus.


Author(s):  
Christopher B. Patterson

Asian Americans have frequently been associated with video games. As designers they are considered overrepresented, and specific groups appear to dominate depictions of the game designer, from South Asian and Chinese immigrants working for Microsoft and Silicon Valley to auteur designers from Japan, Taiwan, and Iran, who often find themselves with celebrity status in both America and Asia. As players, Asian Americans have been depicted as e-sports fanatics whose association with video game expertise—particularly in games like Starcraft, League of Legends, and Counter-Strike—is similar to sport-driven associations of racial minorities: African Americans and basketball or Latin Americans and soccer. This immediate association of Asian Americans with gaming cultures breeds a particular form of techno-orientalism, defined by Greta A. Niu, David S. Roh, and Betsy Huang as “the phenomenon of imagining Asia and Asians in hypo- or hypertechnological terms in cultural productions and political discourse.” In sociology, Asian American Studies scholars have considered how these gaming cultures respond to a lack of acceptance in “real sports” and how Asian American youth have fostered alternative communities in PC rooms, arcades, and online forums. For still others, this association also acts as a gateway for non-Asians to enter a “digital Asia,” a space whose aesthetics and forms are firmly intertwined with Japanese gaming industries, thus allowing non-Asian subjects to inhabit “Asianness” as a form of virtual identity tourism. From a game studies point of view, video games as transnational products using game-centered (ludic) forms of expression push scholars to think beyond the limits of Asian American Studies and subjectivity. Unlike films and novels, games do not rely upon representations of minority figures for players to identify with, but instead offer avatars to play with through styles of parody, burlesque, and drag. Games do not communicate through plot and narrative so much as through procedures, rules, and boundaries so that the “open world” of the game expresses political and social attitudes. Games are also not nationalized in the same way as films and literature, making “Asian American” themes nearly indecipherable. Games like Tetris carry no obvious national origins (Russian), while games like Call of Duty and Counter-Strike do not explicitly reveal or rely upon the ethnic identities of their Asian North American designers. Games challenge Asian American Studies as transnational products whose authors do not identify explicitly as Asian American, and as a form of artistic expression that cannot be analyzed with the same reliance on stereotypes, tropes, and narrative. It is difficult to think of “Asian American” in the traditional sense with digital games. Games provide ways of understanding the Asian American experience that challenge traditional meanings of being Asian American, while also offering alternative forms of community through transethnic (not simply Asian) and transnational (not simply American) modes of belonging.


Prosemas ◽  
2020 ◽  
Vol 4 ◽  
pp. 203
Author(s):  
Xon De Ros

Resumen: Los estudios dedicados a investigar la ascendencia de Antonio Machado en la generación poética del 50 han resaltado la crítica social y la reflexión metafísica como rasgos comunes en ambos. Este artículo se propone explorar el componente erótico, un aspecto poco estudiado en la poesía de Machado a pesar de la relevancia que tiene en la obra de sus apócrifos, examinando uno de los poemas tempranos de «Galerías» a la luz de su lectura por parte de Jaime Gil de Biedma. El análisis de las estrategias que generan el potencial erótico del poema machadiano, a través de enfoques proporcionados por teorías y poéticas del erotismo elaboradas por autores como George Bataille, Roland Barthes, Octavio Paz y Anne Carson, entre otros, revela una estructura de ecos y resonancias poéticas que evocan una figura mediadora del deseo. La reacción de Gil de Biedma sugiere una sensibilidad receptiva a esta veta del legado de Machado. Palabras clave: Erotismo; Antonio Machado; Charles Baudelaire; Jaime Gil de Biedma; poetas del 50; tradición poética; Michel Foucault; Georges Bataille; Anne Carson; Octavio Paz; triángulo erótico; mediador del deseo; eco poético.Abstract: Researchers working on the influence of Antonio Machado on the Spanish mid-1950s generation of poets have highlighted social critique and metaphysical reflexivity as common features in both. Prompted by Jaime Gil de Biedma’s reading of one of Machado’s earlier poems from the series ‘Galerías’, this essay explores the erotic component in the poem, an element under-researched in Machado’s poetry despite its relevance to the writings of his apocryphals. Drawing on theories of eroticism proposed, among others, by Georges Bataille, Octavio Paz, Roland Barthes and Anne Carson, an analysis of the textual strategies that generate the erotic potential in Machado’s poem reveals a network of echoes and poetic resonances which conjure up the figure of a mediator of desire. Gil de Biedma’s reading suggests a sensibility receptive to this strand of Machado’s legacy. Key words: Eroticism; Antonio Machado; Charles Baudelaire; Jaime Gil de Biedma; poets of 1950; poetic tradition; Michel Foucault; Georges Bataille; Anne Carson; Octavio Paz; erotic triangle; mediator of desire; poetic echo.


Author(s):  
Hilary Radner ◽  
Alistair Fox

In this section of the interview, Bellour describes how he began to engage in film analysis in the 1960s, beginning with a sequence from Alfred Hitchcock’s The Birds, with the aim of establishing the way it worked as a “text.” He proceeds to describe his personal encounters with major figures like Roland Barthes, Claude Lévi-Strauss, Michel Foucault, and his friendship with Christian Metz, suggesting how his interchanges with them helped to shape his own thinking, and how it diverged from theirs.


2020 ◽  
Vol 73 (3) ◽  
pp. 66-78
Author(s):  
Vince Schleitwiler ◽  
Abby Sun ◽  
Rea Tajiri

This roundtable grew out of conversations between filmmaker Rea Tajiri, programmer Abby Sun, and scholar Vince Schleitwiler about a misunderstood chapter in the history of Asian American film and media: New York City in the eighties, a vibrant capital of Asian American filmmaking with a distinctively experimental edge. To tell this story, Rea Tajiri contacted her artist contemporaries Shu Lea Cheang and Roddy Bogawa as well as writer and critic Daryl Chin. Daryl had been a fixture in New York City art circles since the sixties, his presence central to Asian American film from the beginning. The scope of this discussion extends loosely from the mid-seventies through the late nineties, with Tajiri, Abby Sun, and Vince Schleitwiler initiating topics, compiling responses, and finalizing its form as a collage-style conversation.


2016 ◽  
Vol 14 (2) ◽  
pp. 77-90
Author(s):  
Bill Imada

In recent years, data has shown that there has been significant growth in Asian American Pacific Islander-owned (AAPI) enterprises. Driven by demographic changes, related in large part to the history of immigration policy, the AAPI population has been growing, and this has been accompanied by AAPI innovators and entrepreneurs leaving greater marks on American society and the U.S. economy. This growth, however, is not without risks and threats. The legacy of being “othered” by mainstream society means that AAPI success in business and in the corporate landscape can be met with resentment and criticism. This article explores the history of AAPI entrepreneurship and current trends. It also examines the challenges that the community may continue to face and offers recommendations on how to ensure continued growth and expanded opportunities for AAPIs in business.


2005 ◽  
Vol 3 (2) ◽  
pp. 1-15
Author(s):  
Stuart Ishimaru

Despite the long history of Asian Americans of fighting for fundamental rights, Asian Americans appear to be less active in complaining about employment discrimination. For example, in 2003, Asian Americans filed proportionally fewer employment discrimination charges with the EEOC than other minority employees. This article examines the factors that create an atmosphere in which Asian Americans do not file as many charges of employment discrimination with the EEOC as one would expect. Also, it explores possible ways to motivate Asian American communities and individuals to engage in and recognize the community’s investment in the equal employment opportunity process. Specifically, it proposes additional outreach and education to Asian Americans to be informed of their rights as well as areas for further research and additional


2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


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