Ben Whaley
Datos Biográficos
| ID | 236189 |
|---|---|
| NOMBRE | Ben Whaley |
| NOMBRES | Ben |
| APELLIDO | Whaley |
| FIRMA | BEN WHALEY |
| AFILIACIONES | University of Calgary |
| ORCID | 0009-0002-5023-7199 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 7 |
| TOTAL DE CITAS | 0 |
| OBRAS COMO AUTOR | 7 |
| OBRAS COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2015 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2024 |
| ÍNDICE H | 0 |
Economic equity and people with disabilities
Here, we develop two new social indices: the ADA PARC Absolute Economic Opportunity Index and the ADA PARC Relative Economic Opportunity Index. These indices allow us novel examinations of economic equity between people with and without disabilities within a U.S. state and between people with disabilities in different states using aggregations of multiple component economic indicators. These represent the first efforts to offer U.S. indices of th…
Who Let the Dogs Out? Race as Illness in Tezuka Osamu's Ode to Kirihito
This article examines the link between illness and racialized difference in the medical manga Kirihito sanka (1970–71; Ode to Kirihito , 2006) by Japan's "God of Manga," Tezuka Osamu (1928–89). Centering on a fictional disease that physically transforms its victims into human-canine hybrids, Kirihito sanka illustrates how easily ethno-racial stereotypes can inform discourses on disease, and how discrimination and racism are illnesses without nati…
Toward a Gameic World
Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan's biggest social and personal issues, including traumas: natural disasters ( Disaster Report ), a declining birthrate and aging population ( Catherine ), nuclear pro…
When Anne Frank Met Astro Boy
This article examines the evolution and impact of Anne Frank’s The Diary of a Young Girl on postwar manga (print comics) and Japanese visual culture. The author argues that Anne’s enduring legacy in Japan, dating back to 1952, owes much to the ways in which the content of her Diary capitalizes on certain hallmarks of shōjo (girls’) manga culture, such as affective storytelling and character interiority. Moreover, as shown through a primary analys…
Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game
This article analyzes the first video game in theZettai Zetsumei Toshi(2002, Disaster Report) series for Sony's PlayStation 2 console against the backdrop of the 2011 Tōhoku earthquake and tsunami. In the game, players must use limited resources to escape from an earthquake-stricken city while rescuing other survivors. The article argues that the game makes visible the marginal victims and narratives of survival often erased under the collective …
Debating Otaku in Contemporary Japan
Reviewed by: Debating Otaku in Contemporary Japan: Historical Perspectives and New Horizons ed. by Patrick W. Galbraith, Thiam Huat Kam, Björn-Ole Kamm Ben Whaley (bio) Debating Otaku in Contemporary Japan: Historical Perspectives and New Horizons. Edited by Patrick W. Galbraith, Thiam Huat Kam, and Björn-Ole Kamm. Bloomsbury, London, 2015. xxxii, 199 pages. $114.00, cloth; $39.95, paper; $30.99, E-book. Editors Patrick W. Galbraith, Thiam Huat K…
Who Will Play Terebi Gēmu When No Japanese Children Remain
This article examines the Japanese action puzzle game Catherine, arguing that the game presents a social narrative that comments on Japan’s pressing issue of a declining birthrate and aging population. It also theorizes a strategy for player involvement based on “distanced” (self-reflexive and meta) engagement. Through an examination of the narrative, characters, and gameplay, supplemented with national fertility survey data from Japan, the artic…
Sin obras prominentes en esta página.
Who Will Play Terebi Gēmu When No Japanese Children Remain
This article examines the Japanese action puzzle game Catherine, arguing that the game presents a social narrative that comments on Japan’s pressing issue of a declining birthrate and aging population. It also theorizes a strategy for player involvement based on “distanced” (self-reflexive and meta) engagement. Through an examination of the narrative, characters, and gameplay, supplemented with national fertility survey data from Japan, the artic…
Debating Otaku in Contemporary Japan
Reviewed by: Debating Otaku in Contemporary Japan: Historical Perspectives and New Horizons ed. by Patrick W. Galbraith, Thiam Huat Kam, Björn-Ole Kamm Ben Whaley (bio) Debating Otaku in Contemporary Japan: Historical Perspectives and New Horizons. Edited by Patrick W. Galbraith, Thiam Huat Kam, and Björn-Ole Kamm. Bloomsbury, London, 2015. xxxii, 199 pages. $114.00, cloth; $39.95, paper; $30.99, E-book. Editors Patrick W. Galbraith, Thiam Huat K…
Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game
This article analyzes the first video game in theZettai Zetsumei Toshi(2002, Disaster Report) series for Sony's PlayStation 2 console against the backdrop of the 2011 Tōhoku earthquake and tsunami. In the game, players must use limited resources to escape from an earthquake-stricken city while rescuing other survivors. The article argues that the game makes visible the marginal victims and narratives of survival often erased under the collective …
When Anne Frank Met Astro Boy
This article examines the evolution and impact of Anne Frank’s The Diary of a Young Girl on postwar manga (print comics) and Japanese visual culture. The author argues that Anne’s enduring legacy in Japan, dating back to 1952, owes much to the ways in which the content of her Diary capitalizes on certain hallmarks of shōjo (girls’) manga culture, such as affective storytelling and character interiority. Moreover, as shown through a primary analys…
Toward a Gameic World
Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan's biggest social and personal issues, including traumas: natural disasters ( Disaster Report ), a declining birthrate and aging population ( Catherine ), nuclear pro…
Economic equity and people with disabilities
Here, we develop two new social indices: the ADA PARC Absolute Economic Opportunity Index and the ADA PARC Relative Economic Opportunity Index. These indices allow us novel examinations of economic equity between people with and without disabilities within a U.S. state and between people with disabilities in different states using aggregations of multiple component economic indicators. These represent the first efforts to offer U.S. indices of th…
Who Let the Dogs Out? Race as Illness in Tezuka Osamu's Ode to Kirihito
This article examines the link between illness and racialized difference in the medical manga Kirihito sanka (1970–71; Ode to Kirihito , 2006) by Japan's "God of Manga," Tezuka Osamu (1928–89). Centering on a fictional disease that physically transforms its victims into human-canine hybrids, Kirihito sanka illustrates how easily ethno-racial stereotypes can inform discourses on disease, and how discrimination and racism are illnesses without nati…
Art (6 obras) · Literature (6 obras) · Sociology (5 obras) · Computer Science (4 obras) · History (4 obras) · Media studies (4 obras) · Narrative (4 obras) · Digital Games and Media (3 obras) · Japanese History and Culture (3 obras) · Multimedia (3 obras)