Megan Catherine Rose
Biographic Data
| ID | 6602398 |
|---|---|
| NAME | Megan Catherine Rose |
| GIVEN NAMES | Megan Catherine |
| FAMILY NAME | Rose |
| SIGNATURE | ROSE M C |
| AFFILIATIONS | UNSW Sydney |
| ORCID | 0000-0002-7741-854X |
| VERIFIED | Yes |
| TOTAL WORKS | 10 |
| TOTAL CITATIONS | 2 |
| AUTHOR COUNT | 10 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2022 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 1 |
Mutating Hyperfemininity in Bishōjo -Inspired Art
Introduction “With most people, you cannot tell just from looking at them that they are fighting a silent, unseen battle”, says Sugary Symbiote, a Black, disabled, and sapphic artist in the United States. “That is what a lot of my illustrations represent. The girl is surrounded by cute things that make her happy, but she still feels alone and sad” (Sugary Symbiote). Central to her work is the bishōjo, or “cute girl”, drawn from manga, anime, and …
The Larme incident
Teaching for diversity
The massification of higher education has resulted in a highly diverse student body. Within this expansion, the increased number of Culturally and Linguistically Diverse (CALD) students has unquestionably enriched university campuses, but has also brought challenges for teaching and learning within higher education systems. There are limited accounts in the scholarly literature with regard to university educators’ perspectives of their teaching a…
Stim culture
This article explores how anime contributes to the creation of a culture that attracts autistic individuals and supports their lives. We identify three aspects that may explain why it becomes a special interest that is both deeply personal and widely shared: visual tactility, or animation stimming; layers, or moving through estranged worlds; and unmasking, or emerging neurocultures and languages. Tentatively presenting anime as ‘stim culture,’ we…
Wellbeing
Wellbeing is now officially acknowledged as a vital part of human societies, with the Australian government’s federal treasurer Jim Chalmers implementing a “wellbeing budget” in October 2022 that would seek to “measure what matters” and enable proactive strategies to enhance society (Wright). This could not be more welcome as we live through climate catastrophes – floods, hurricanes, and heat-waves leading to unprecedented burning, and experience…
More-than-Human Wellbeing
Introduction The concept of ‘wellbeing’ is typically thought of in human-centric ways, referring to the affective feelings and bodily sensations that people may have which inform their sense of health, safety, and connection. However, as our everyday lives, identities, relationships, and embodiments become digitised and datafied, ‘wellbeing’ has taken on new practices and meanings. The use of digital technologies such as mobile and wearable devic…
The Future Is Furby
Fig. 1: “Pink Flamingo Furby” (2000), “Peachy Furby Baby” (1999), and “Owl Furby” (1999) Sunlight Up (“Dah-ay-loh oo-tye”): Introduction As playthings at the junction of human experience and imagination, toys like Furby present an interesting touch point to explore cultural imaginations, hopes, and fears about zoomorphic robots and AI toys. This year marks their 25th anniversary. Created by Dave Hampton and Caleb Chung, Furby publicly debuted at …
Playful, Sociable, Cute, Quarantined – Interactions with Kawaii Characters in Animal Crossing
The implementation of social isolation policies in response to COVID-19 coincided with Nintendo’s video game Animal Crossing: New Horizons (also known as atsumare dōbutsu no mori) gaining popularity. At this time, the game served as a means of escape and comfort for those experiencing loneliness and anxiety. The kawaii animal characters that occupy the players’ island in this game are designed to elicit social responses from players as a central …
Kawaii Affective Assemblages
Introduction The sensational appearance of kawaii fashion in Tokyo’s Harajuku neighborhood—full of freedom, fun, and frills— has captivated hearts and imaginations worldwide. A key motivational concept for this group is “kawaii” which is commonly translated as “cute” and can also be used to describe things that are “beautiful”, “funny”, “pretty”, “wonderful”, “great”, “interesting”, and “kind” (Yamane 228; Yomota 73; Dale 320). Representations in…
Exploring universal design for learning as an accessibility tool in higher education
Playful, Sociable, Cute, Quarantined – Interactions with Kawaii Characters in Animal Crossing
The implementation of social isolation policies in response to COVID-19 coincided with Nintendo’s video game Animal Crossing: New Horizons (also known as atsumare dōbutsu no mori) gaining popularity. At this time, the game served as a means of escape and comfort for those experiencing loneliness and anxiety. The kawaii animal characters that occupy the players’ island in this game are designed to elicit social responses from players as a central …
Kawaii Affective Assemblages
Introduction The sensational appearance of kawaii fashion in Tokyo’s Harajuku neighborhood—full of freedom, fun, and frills— has captivated hearts and imaginations worldwide. A key motivational concept for this group is “kawaii” which is commonly translated as “cute” and can also be used to describe things that are “beautiful”, “funny”, “pretty”, “wonderful”, “great”, “interesting”, and “kind” (Yamane 228; Yomota 73; Dale 320). Representations in…
Exploring universal design for learning as an accessibility tool in higher education
Wellbeing
Wellbeing is now officially acknowledged as a vital part of human societies, with the Australian government’s federal treasurer Jim Chalmers implementing a “wellbeing budget” in October 2022 that would seek to “measure what matters” and enable proactive strategies to enhance society (Wright). This could not be more welcome as we live through climate catastrophes – floods, hurricanes, and heat-waves leading to unprecedented burning, and experience…
More-than-Human Wellbeing
Introduction The concept of ‘wellbeing’ is typically thought of in human-centric ways, referring to the affective feelings and bodily sensations that people may have which inform their sense of health, safety, and connection. However, as our everyday lives, identities, relationships, and embodiments become digitised and datafied, ‘wellbeing’ has taken on new practices and meanings. The use of digital technologies such as mobile and wearable devic…
The Future Is Furby
Fig. 1: “Pink Flamingo Furby” (2000), “Peachy Furby Baby” (1999), and “Owl Furby” (1999) Sunlight Up (“Dah-ay-loh oo-tye”): Introduction As playthings at the junction of human experience and imagination, toys like Furby present an interesting touch point to explore cultural imaginations, hopes, and fears about zoomorphic robots and AI toys. This year marks their 25th anniversary. Created by Dave Hampton and Caleb Chung, Furby publicly debuted at …
Playful, Sociable, Cute, Quarantined – Interactions with Kawaii Characters in Animal Crossing
The implementation of social isolation policies in response to COVID-19 coincided with Nintendo’s video game Animal Crossing: New Horizons (also known as atsumare dōbutsu no mori) gaining popularity. At this time, the game served as a means of escape and comfort for those experiencing loneliness and anxiety. The kawaii animal characters that occupy the players’ island in this game are designed to elicit social responses from players as a central …
Teaching for diversity
The massification of higher education has resulted in a highly diverse student body. Within this expansion, the increased number of Culturally and Linguistically Diverse (CALD) students has unquestionably enriched university campuses, but has also brought challenges for teaching and learning within higher education systems. There are limited accounts in the scholarly literature with regard to university educators’ perspectives of their teaching a…
Stim culture
This article explores how anime contributes to the creation of a culture that attracts autistic individuals and supports their lives. We identify three aspects that may explain why it becomes a special interest that is both deeply personal and widely shared: visual tactility, or animation stimming; layers, or moving through estranged worlds; and unmasking, or emerging neurocultures and languages. Tentatively presenting anime as ‘stim culture,’ we…
Mutating Hyperfemininity in Bishōjo -Inspired Art
Introduction “With most people, you cannot tell just from looking at them that they are fighting a silent, unseen battle”, says Sugary Symbiote, a Black, disabled, and sapphic artist in the United States. “That is what a lot of my illustrations represent. The girl is surrounded by cute things that make her happy, but she still feels alone and sad” (Sugary Symbiote). Central to her work is the bishōjo, or “cute girl”, drawn from manga, anime, and …
The Larme incident
Psychology (8 works) · Sociology (7 works) · Political science (6 works) · Aesthetics (5 works) · Art (5 works) · Media studies (4 works) · Asian Culture and Media Studies (3 works) · Computer Science (3 works) · History (3 works) · Japanese History and Culture (3 works)