File Download

There are no files associated with this item.

  Links for fulltext
     (May Require Subscription)
Supplementary

Article: Fansubbing in China: Technology-facilitated activism in translation

TitleFansubbing in China: Technology-facilitated activism in translation
Authors
KeywordsDomination
Fansubbing
Gamification
Technology
China
Issue Date2017
Citation
Target, 2017, v. 29, n. 2, p. 301-318 How to Cite?
Abstract© 2017 John Benjamins Publishing Company. This paper seeks to explore the socio-political tensions between freedom and constraints in the Chinese fansubbing networks. It approaches the development of fansubbing in China as a process of technology democratisation with the potential to liberate ordinary citizens from authoritarian and commercial imperatives, enabling them to contest official state domination. The paper draws on the strategies adopted by fansubbing groups to organise their working practices and interactive social activities with a view to engaging target audiences. Both facets complement each other and bring to the fore the 'gamified' system of fansubbing networks. Gamification enables ordinary citizens to translate, distribute and consume foreign audiovisual products in a strategic move that pits collective activism against government dominance.
Persistent Identifierhttp://hdl.handle.net/10722/281469
ISSN
2023 Impact Factor: 1.9
2023 SCImago Journal Rankings: 1.021
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorWang, Dingkun-
dc.contributor.authorZhang, Xiaochun-
dc.date.accessioned2020-03-13T10:37:57Z-
dc.date.available2020-03-13T10:37:57Z-
dc.date.issued2017-
dc.identifier.citationTarget, 2017, v. 29, n. 2, p. 301-318-
dc.identifier.issn0924-1884-
dc.identifier.urihttp://hdl.handle.net/10722/281469-
dc.description.abstract© 2017 John Benjamins Publishing Company. This paper seeks to explore the socio-political tensions between freedom and constraints in the Chinese fansubbing networks. It approaches the development of fansubbing in China as a process of technology democratisation with the potential to liberate ordinary citizens from authoritarian and commercial imperatives, enabling them to contest official state domination. The paper draws on the strategies adopted by fansubbing groups to organise their working practices and interactive social activities with a view to engaging target audiences. Both facets complement each other and bring to the fore the 'gamified' system of fansubbing networks. Gamification enables ordinary citizens to translate, distribute and consume foreign audiovisual products in a strategic move that pits collective activism against government dominance.-
dc.languageeng-
dc.relation.ispartofTarget-
dc.subjectDomination-
dc.subjectFansubbing-
dc.subjectGamification-
dc.subjectTechnology-
dc.subjectChina-
dc.titleFansubbing in China: Technology-facilitated activism in translation-
dc.typeArticle-
dc.description.naturelink_to_subscribed_fulltext-
dc.identifier.doi10.1075/target.29.2.06wan-
dc.identifier.scopuseid_2-s2.0-85021756672-
dc.identifier.volume29-
dc.identifier.issue2-
dc.identifier.spage301-
dc.identifier.epage318-
dc.identifier.eissn1569-9986-
dc.identifier.isiWOS:000407574400007-
dc.identifier.issnl0924-1884-

Export via OAI-PMH Interface in XML Formats


OR


Export to Other Non-XML Formats