LEADER 03084nam 2200421 450 001 9910817551803321 005 20200520144314.0 010 $a1-78660-903-7 035 $a(CKB)4100000007006969 035 $a(MiAaPQ)EBC5534244 035 $a(Au-PeEL)EBL5534244 035 $a(OCoLC)1056109515 035 $a(EXLCZ)994100000007006969 100 $a20181019d2018 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 00$aChinese martial arts and media culture $eglobal perspectives /$fedited by Tim Trausch 210 1$aLondon ;$aNew York :$cRowman & Littlefield International,$d2018. 215 $a1 online resource (238 pages) 311 $a1-78660-902-9 327 $aIntroduction : Martial Arts and Media Culture in the Information Era : Glocalization, Heterotopia, Hyperculture / Tim Trausch -- The Demise of the Wuxia Film? The Mutation of a Genre from Manifestation of Crisis to Postmodern Pastiche and Reaffirmation of Centralized Power / Clemens von Haselberg -- Transposing Jianghu in Chinese Martial Arts Cinema from the Twentieth to the Twenty-First Centuries / Helena Wu -- A Touch of Sin, Translation, and Transmedial Imagination / Carlos Rojas -- The Effortless Lightness of Action : Hong Kong Martial Arts Films in the Age of Immediacy / Man-Fung Yip -- Imagining Transcultural Mediascapes : Martial Arts, African Appropriation, and the Deterritorializing Flows of Globalization / Ivo Ritzer -- From the Boxers to Kung Fu Panda : The Chinese Martial Arts in Global Entertainment / John Christopher "Chris" Hamm -- Bruce Lee, Bruceploitation, and Beyond : Renegotiating Discourses of Original and Copy / Tim Trausch -- David Henry Hwang's Kung Fu in Cross-Cultural Perspectives / Kin-Yan Szeto -- In Search of the 36th Virtual Chamber : Martial Arts in Video Games from Screen Fighting to Wuxia Worldbuilding / Andreas Rauscher -- The Multiuser Dungeon Era : The Origins of Chinese Martial Arts Online Games / Zheng Baochun and Wang Mingwei, translated by Hiu M. Chan and Tim Trausch -- Afterword : Martial Arts and Media Supplements / Paul Bowman. 330 $aSigns and images of Chinese martial arts increasingly circulate through global media cultures. As tropes of martial arts are not restricted to what is considered one medium, one region, or one (sub)genre, the essays in this collection are looking across and beyond these alleged borders. From 1920s wuxia cinema to the computer game cultures of the information age, they trace the continuities and transformations of martial arts and media culture across time, space, and multiple media platforms. 606 $aMartial arts$zChina 607 $aChina$2gnd 608 $aCriticism, interpretation, etc.$2fast 615 0$aMartial arts 676 $a796.815 702 $aTrausch$b Tim 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910817551803321 996 $aChinese martial arts and media culture$94052374 997 $aUNINA