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Megan Catherine Rose

Biographic Data

ID6602398
NAMEMegan Catherine Rose
GIVEN NAMESMegan Catherine
FAMILY NAMERose
SIGNATUREROSE M C
AFFILIATIONSUNSW Sydney
ORCID0000-0002-7741-854X
VERIFIEDYes
TOTAL WORKS10
TOTAL CITATIONS2
AUTHOR COUNT10
EDITOR COUNT0
FIRST PUBLICATION YEAR2022
LATEST PUBLICATION YEAR2025
H-INDEX1
  • Mutating Hyperfemininity in Bishōjo -Inspired Art

    Open Access•Megan Catherine Rose, Patrick W Galbraith•ARTICLE•M/C Journal•2025

    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

    Open Access•Megan Catherine Rose, Patrick W Galbraith•ARTICLE•Feminist Media Studies•2025•References: 5

  • Teaching for diversity

    Sally Baker, Clemence Due et al.•ARTICLE•Teaching in Higher Education•2024

    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

    Open Access•Megan Catherine Rose, Patrick W Galbraith et al.•ARTICLE•International Journal of Cultural…•2024•References: 10

    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

    Open Access•Vivian Gerrand, Megan Catherine Rose•ARTICLE•M/C Journal•2023

    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

    Open Access•D Lupton, Vaughan Wozniak-O’connor et al.•ARTICLE•M/C Journal•2023

    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

    Open Access•Megan Catherine Rose•ARTICLE•M/C Journal•2023

    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

    Megan Catherine Rose•ARTICLE•Japanese Studies•2023•Cited by: 2•References: 7

    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

    Open Access•Megan Catherine Rose, Haruka Kurebayashi et al.•ARTICLE•M/C Journal•2022

    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

    Open Access•Therese M Cummings, Megan Catherine Rose•ARTICLE•The Australian Educational…•2022

  • Playful, Sociable, Cute, Quarantined – Interactions with Kawaii Characters in Animal Crossing

    Megan Catherine Rose•ARTICLE•Japanese Studies•2023•Cited by: 2•References: 7

    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

    Open Access•Megan Catherine Rose, Haruka Kurebayashi et al.•ARTICLE•M/C Journal•2022

    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

    Open Access•Therese M Cummings, Megan Catherine Rose•ARTICLE•The Australian Educational…•2022

  • Wellbeing

    Open Access•Vivian Gerrand, Megan Catherine Rose•ARTICLE•M/C Journal•2023

    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

    Open Access•D Lupton, Vaughan Wozniak-O’connor et al.•ARTICLE•M/C Journal•2023

    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

    Open Access•Megan Catherine Rose•ARTICLE•M/C Journal•2023

    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

    Megan Catherine Rose•ARTICLE•Japanese Studies•2023•Cited by: 2•References: 7

    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

    Sally Baker, Clemence Due et al.•ARTICLE•Teaching in Higher Education•2024

    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

    Open Access•Megan Catherine Rose, Patrick W Galbraith et al.•ARTICLE•International Journal of Cultural…•2024•References: 10

    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

    Open Access•Megan Catherine Rose, Patrick W Galbraith•ARTICLE•M/C Journal•2025

    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

    Open Access•Megan Catherine Rose, Patrick W Galbraith•ARTICLE•Feminist Media Studies•2025•References: 5

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)

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