scholarly journals Why and How Should We Teach Asian American History?

2021 ◽  
Vol 2 (3) ◽  
pp. 5-9
Author(s):  
Ritu Radhakrishnan ◽  
Sohyun An ◽  
Erika Lee

This synopsis of an interview conducted on March 12, 2021 reflects an interview conducted by Sohyun An and Ritu Radhakrishnan with Dr. Erika Lee, Regents Professor of History and Asian American Studies at the University of Minnesota. This interview took place during a time of extreme violence perpetrated against the Asian American Pacific Islander (AAPI) community. Our conversation was subdued and anxious. However, we recognized the importance of Dr. Lee's scholarship and knowledge in framing this special issue. Our focus during this interview was to provide a context for how Asian Americans are experiencing current events and how these events have been informed by history. As a result, Dr. Lee offers a perspective on why and how we should teach Asian American history. 

2019 ◽  
Vol 42 (2) ◽  
pp. 210-224
Author(s):  
Bao Lo

This article extends critical discussions on decolonization and settler colonialism specifically as it relates to Asian American Studies. The author argues for a centering of settler colonialism in Asian Americans Studies as epistemic decolonization of the imperial practices of the university. Focusing on the curriculum and pedagogy in courses she teaches in Asian American Studies, the author offers meaningful suggestions for engaging settler colonialism in the implementation of Asian American Studies and Ethnic Studies in higher education.


2009 ◽  
Vol 16 (3) ◽  
pp. 135-137
Author(s):  
K. Scott Wong

AbstractThe three essays that comprise this section of this issue began as conference papers delivered at the annual meeting of the American Historical Association in January 2008, Washington, D.C. The panel was organized by Professor Samuel Yamashita of Pomona College, a longtime advocate of forging links between the fields of Asian Studies and Asian American Studies. In his usual gentle way, Sam Yamashita brought the panelists together, took care of the panel proposal, and then stepped aside and let these younger scholars take the floor. Over drinks after the panel, we all came to realize that Madeline Hsu and Catherine Ceniza Choy had both been students of Sam's as undergraduates. Charles Hayford approached Sam about creating a special issue of this journal based on the panel, and I, as the panel's discussant would serve as guest editor. Charles later suggested that we dedicate this issue to Sam as a token of our appreciation for his scholarship and mentorship. And we do so with great pleasure.


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.


Author(s):  
Yoonmee Chang

Chapter 14 engages a sustained critique of the ableist aspects of Asian American studies. Such ableism, as Chang maintains, obscures through minoritized exceptionalism the possibility of a disabled Asian American personhood, rendering such bodies as “impossible subjects.”


2021 ◽  
Vol 120 (2) ◽  
pp. 389-391
Author(s):  
Matt Hyunh ◽  
Leah Lakshmi Piepzna-Samarasinha ◽  
curated by Mimi Khúc

The Crip is one of thirty cards in the Asian American Tarot, an original deck of tarot cards I curated as part of my hybrid book arts project on mental health, Open in Emergency (first published in 2016 and then in an expanded second edition in 2019/2020). Each card names an archetype that structures the psychic and material life of Asian Americans, and draws upon knowledge production in Asian American studies and Asian American communities to theorize that archetype’s shape and reach. Each features original art and text, a collaboration between a visual artist and a scholar or literary writer. Each ends with guidance, a gentle directive to the reader for what to do now that they have drawn this card in a tarot reading. The Asian American Tarot is art-meets-scholarship-meets-wellness-practice-equals-magic-for-our-times. The Crip is the twenty-sixth card in the major arcana, and it is here welcoming us all on our disability journeys.


Author(s):  
Okiyoshi Takeda

I am a political scientist specializing in Asian American politics. Although I earned my PhD in the United States, my initial interest was in the U.S. Congress and not in Japanese American studies or Asian American studies. What shifted my interest toward Asian American studies was that I had witnessed firsthand a campus sit-in at the Princeton University president’s office, where students were fighting for the establishment of an Asian American studies program. Witnessing such an incident, I realized that Asian Americans were an understudied topic in the field of political science. There is also a tendency for scholars from Japan to focus exclusively on Japanese Americans and to disregard other Asian American ethnic groups. Since I did not start out my study on Asian Americans in a graduate school in Japan with an interest in Japanese Americans, I have been able to avoid taking that kind of path....


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