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Karaoke --- -Popular music --- Recorded accompaniments --- History and criticism --- -History and criticism --- Popular music
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After a quarter of a century of market reform, China has become the workshop of the world and the leading growth engine of the global economy. Its immense labour force accounts for some twenty-nine per cent of the world's total labour pool but all too little is known about Chinese labour beyond the image of workers toiling under appalling sweatshop conditions for extremely low wages. Working in China introduces the lived experiences of labour in a wide range of occupations and work settings. The chapters of this book cover professional employees such as engineers and lawyers
Labor --- Working class --- Travail --- Travailleurs --- S10/0330 --- S11/0534 --- S11/1080 --- S11/0730 --- China: Economics, industry and commerce--Employment --- China: Social sciences--Class studies --- China: Social sciences--Migration inside China --- China: Social sciences--Women: since 1949 --- Labor supply --- Employees --- China --- Economic conditions --- Laborers --- Personnel --- Workers --- Persons --- Industrial relations --- Personnel management --- Since 1949 --- unit --- chinese --- engineer --- karaoke --- bars --- insurance --- sales --- agents --- sex --- workers
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From sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese "cool" is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States.
Toys --- Games --- Animated films --- Video games --- Consumer goods --- Toy industry --- Philosophy, Japanese. --- Japanese philosophy --- Amusements --- Children's paraphernalia --- Infants' supplies --- Miniature objects --- Leisure industry --- Consumer products --- Consumers' goods --- Goods, Consumer --- Commercial products --- Television games --- Videogames --- Electronic games --- Games, Japanese --- Marketing. --- Japan --- Social life and customs. --- Philosophy, Japanese --- J6852 --- Marketing --- Japan: Games, toys and hobbies -- toys --- 745.036 --- 745.04 --- animatie --- animatiefilms --- anime --- Anne Allison ; Foreword by Gary Cross --- beeldverhaal --- cultuurgeschiedenis --- design --- eenentwintigste eeuw --- games --- globalisering --- manga --- popcultuur --- speelgoed --- tekenkunst --- twintigste eeuw --- Verenigde Staten --- videospellen --- virtual reality --- Jouets --- Jeux --- Dessins animés --- Jeux vidéo --- Biens de consommation --- Philosophie japonaise --- Industrie --- Commercialisation --- Japon --- Social life and customs --- Moeurs et coutumes --- Toys - Japan --- Games - Japan --- Animated films - Japan --- Video games - Japan --- Consumer goods - Japan --- Toy industry - Japan --- Toys - Japan - Marketing --- Japan - Social life and customs --- Computer games --- Internet games --- america. --- animation. --- anime. --- canada. --- capitalism. --- comic books. --- cultural goods. --- cultural studies. --- global consumption. --- global culture. --- global imagination. --- global marketplace. --- globalization. --- hong kong. --- japan. --- japanese culture. --- japanese toys. --- karaoke. --- made in japan. --- manga. --- martial arts. --- media studies. --- millennials. --- nonfiction. --- popular toys. --- postindustrial. --- postwar japan. --- social science. --- sushi. --- technoware. --- toy industry. --- united states. --- video games. --- youth products.
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