"Information-rich and theoretically sophisticated, Anime’s Knowledge Cultures engages the figure of the geek (or otaku or zhai) as a portal into understanding the information society and knowledge culture at large. Basing itself not only on Japan but also on China’s massive and increasingly influential consumers and producers of anime, comics, and games, Jinying Li’s book is one of the most compelling recent interventions into anime studies and global digital media studies, productively shifting our attention from a knowledge work to knowledge culture. A must-read book that is as informative as it is brilliant."—Marc Steinberg, author of The Platform Economy: How Japan Transformed the Consumer Internet
"A brilliant contribution to an exciting and evolving subject, Anime’s Knowledge Cultures uses the lens of anime to explore ‘geekdom,’ one of the most significant sociocultural groups of our time. Jinying Li’s arguments are powerful and extremely thought-provoking, showing how the geek community impacts practically every moment of our waking lives as humanity endlessly engages with cyberspace."—Susan Napier, author of Miyazakiworld: A Life in Art
"An excellent resource for researchers in the fields of media studies or readers seeking to understand the transformative power of media, fandom, and globalization in the digital age."—CHOICE
"[Anime’s Knowledge Cultures] picks a unique, innovative perspective of looking at ACG [Animation, Comics, and Games] fandom, and has managed to establish a connecting network among ACG, technology, digital media, cyberspace and fan community. The knowledge, play and pleasure of geekdom is demonstrated in the form of cybernetic control and cybernetic affect. Whether you are an ACG geek or not, this book will refresh your views on this community and subculture."—Animation Studies 2.0
"The book does an excellent job of parsing out the nuances of interconnection between anime geekdom and postindustrial knowledge work that disrupts existing assumptions about both."—Journal of Popular Culture
"Li’s theorization of the “cybernetic affect” makes Anime’s Knowledge Cultures invaluable to scholars working at the intersections of media, culture, and digital studies."—Invisible Culture: A Journal for Visual Culture
"An excellent resource for researchers in the fields of media studies or readers seeking to understand the transformative power of media, fandom, and globalization in the digital age."—CHOICE
"[Anime’s Knowledge Cultures] picks a unique, innovative perspective of looking at ACG [Animation, Comics, and Games] fandom, and has managed to establish a connecting network among ACG, technology, digital media, cyberspace and fan community. The knowledge, play and pleasure of geekdom is demonstrated in the form of cybernetic control and cybernetic affect. Whether you are an ACG geek or not, this book will refresh your views on this community and subculture."—Animation Studies 2.0
"The book does an excellent job of parsing out the nuances of interconnection between anime geekdom and postindustrial knowledge work that disrupts existing assumptions about both."—Journal of Popular Culture
"Li’s theorization of the “cybernetic affect” makes Anime’s Knowledge Cultures invaluable to scholars working at the intersections of media, culture, and digital studies."—Invisible Culture: A Journal for Visual Culture
"Readers will walk away with wide-open eyes toward anime culture and see it differently than what they may have considered before, understanding it as part of an information capitalism with a boundless transmedial influence that stares back at them through every screen."—International Journal of Communication
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