Intercultural Communication, Identity, and Social Movements in the Digital Age

2019 ◽  
2020 ◽  
Vol 22 (8) ◽  
pp. 1515-1517
Author(s):  
Xiaoyi Tang ◽  
Jin Xue

Author(s):  
Ferhat Zengin ◽  
Bahadır Kapır

In this study, V for Vendetta (2006) directed by James McTeigue, is analysed based on Henry Jenkins's transmedia storytelling terms. Henry Jenkins defines re-creating a story with different media tools as “transmedia storytelling” and evaluates this new storytelling form that emerged in the digital age as a new aesthetic linked with active participation that creates new demands on the consumer. V for Vendetta with a large fan audience has a story that became the symbol of the social movements that emerged against totalitarian regimes created in the modern state and social organisation. The story V for Vendetta that was first published at the beginning of 1980s as a dystopic comic book prioritising violence and terror experienced changes in the story with the effect of different narrative media. Within this context, this study with Henry Jenkins's transmedia storytelling theoretical basis analyzes how the main narrative elements of the story such as terror, violence, fear, and freedom are reflected in the V for Vendetta movie by using semiotic methods.


Author(s):  
Simeon J. Yates ◽  
Gerwyn Jones ◽  
William H. Dutton ◽  
Elinor Carmi

This chapter describes the analyses and results for the ESRC Domain of Governance and Security, guided by two questions: What are the challenges of ethics, trust, and consent in the digital age? How do we define responsibility and accountability in the digital age? It first provides an overview of the major insights from the literature review and analysis, the Delphi surveys, and workshop discussions about pertinent concepts of governance and security in a digital age. The most frequent concepts emerging from topic modelling included social movements and protest communication, Internet governance, measurement, automation, EU commission and privacy, urban migration mobile, social media, law enforcement, and Marxist analysis. Comparing these results with the most common words in the literature review, five major topics emerged: state use of digital media, especially surveillance of social movements and protest; Internet regulation and governance, both national and international; children’s use of digital media, both protection and regulation; regulation and governance of automated systems; and deception in digital media. Gradually, emphases shifted from regulation of general technology use to concerns with privacy, data protection, and children’s use of digital technologies. The analyses also identified the kinds of theory, methods, and approaches in the literature. The review provides examples of literature in the project’s time period that illustrate these topics. It ends with a discussion of future research directions (e.g., accountability for digital systems and their impacts, algorithms and the law, human factors in cyber security, and ethics) and research challenges (e.g., cybersecurity, governance, and transnational governance).


Asian Survey ◽  
2020 ◽  
Vol 60 (2) ◽  
pp. 265-289
Author(s):  
Dachi Liao ◽  
Hsin-Che Wu ◽  
Boyu Chen

We propose the logic of communitive action to analyze digitally networked social movements. Through an examination of Taiwan’s Sunflower Movement and Hong Kong’s Umbrella Movement, we offer an explanatory framework of community consciousness that elucidates a new type of leadership, and discuss crowdsourcing as a supplement to the theory of social movements in the digital age.


Author(s):  
Paulina Drewniak

This chapter explores the international transmedial phenomenon, The Witcher, which began life as a 1986 Polish short story, ‘Wiedźmin’ (The Witcher) by Andrzej Sapowski, but has become a paradigm of the intercultural communication facilitated by the digital age, including not only translated fiction, but also fan fiction and fan translations, a videogame trilogy and a film. The chapter highlights the new opportunities that digital cultures offer translated literatures, regardless of national origin, and the challenges they present to existing translation studies theory, dominated by the circulation of high literature in book form. It also notes, however, how even internationally co-owned genre franchises, old considerations of national cultural diplomacy, narrative and identity remain.


Multilingua ◽  
2015 ◽  
Vol 34 (6) ◽  
Author(s):  
Minako O’Hagan

AbstractIn this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of video games. Game localisation evolved in response to the game industry’s need to distribute game software in territories other than the country of origin whereby adjusting games technically, linguistically and culturally to suit the requirements of the target market. Despite the importance of this cross-lingual and cross-cultural operation for the industry’s success in the global market, game localisation remains an underreported area of research in translation studies. A critical analysis of game localisation as generating software-mediated cultural experiences reveals intercultural communication issues due to the nature of modern digital games as technological and cultural artefacts. By combining translation studies perspectives and the theoretical framework of critical theory of technology, the author argues that game localisation is eliciting something new about the role of translation in forging intercultural communication in the digital age.


2019 ◽  
Vol 24 (1) ◽  
Author(s):  
Fiel Kautsar
Keyword(s):  

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