11 research outputs found

    HyperBody: An Experimental VR Game Exploring the Cosmotechnics of Game Fandom through a Posthumanist Lens

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    Interdependencies among ACGN (Anime, Comics, Games, and Novels) communities in China, Hong Kong, and Taiwan are growing. However, game studies and fan studies remain distinct disciplines. This cross-disciplinary thesis bridges this gap by investigating "game-fandom" practices in VR production, defined as the fusion of game and fan studies within the ACGN context. Drawing from Yuk Hui's "cosmotechnics" and Karen Barad's posthumanist perspective, this research reconsiders the relationship between cosmology, morality, and technology (Hui 2017). It employs "intra-action" to emphasise the indivisible, dynamic relations among specified objects (Barad 2007). Cultural practices in C-pop idol groups, Chinese BL (Boys' Love) novels, science fiction, and modding communities are analysed, illuminating the ACGN fandom's cultural, technological, and affective dimensions. This work features the creation, description, and evaluation of an experimental VR game, "HyperBody", which integrates the written thesis by reflecting game-fandom's cosmotechnics and intra-actions. The thesis offers two significant contributions: "queer tuning", a theory illuminating new cultural, technological, and affective turns within fandom and computational art, and a "diffractive" approach, forming a methodological framework for posthuman performative contexts. This diffractive framework enables practical contributions such as creating and describing experimental VR productions using the sound engine. It also highlights a thorough evaluation approach reconciling quantitative and qualitative methods in VR production analysis, investigating affective experiences, and exploring how users engage creatively with queer VR gamespaces. These contributions foster interdisciplinary collaboration among VR, game design, architecture, and fandom studies, underscoring the inextricable link among ethics, ontology, and epistemology, culminating in a proposed ethico-onto-epistem-ological framework

    Media, place and tourism:Worlds of Imagination

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    Accessible and interdisciplinary in nature, this volume highlights the connections between media, tourism and place, bringing together the diverse perspectives, approaches and actors involved in critical issues relating to media tourism worldwide.This book explores new avenues, adopting a global and transnational perspec-tive and placing emphasis on the exploration, analysis and comparison of cases from around the world. Encompassing chapters from a plethora of experts, the volume discusses processes and relationships of power involved in the develop-ment and experience of media tourism. This book seeks to broaden the horizons of both the reader and existing academic research into media tourism by including research into, among other topics, Bollywood and Nollywood films, Brazilian telenovelas and South Korean K-pop culture. Illustrated with tables and figures throughout, the volume presents insights from a variety of strands of cutting-edge and empirically rich research, which are collated, compared and contrasted to dem-onstrate the connections between media, tourism and place around the world.International in scope, this book is an ideal companion for academics and scholars within a wide array of disciplines, such as media studies, tourism studies, fan studies, cultural geography and sociology, as well as those with an interest in media tourism more specifically

    Pertanika Journal of Social Sciences & Humanities

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