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In the eyes of mid-twentieth-century white America, "Aiiieeeee!"
was the one-dimensional cry from Asian Americans, their singular
expression of all emotions-it signified and perpetuated the idea of
Asian Americans as inscrutable, foreign, self-hating, undesirable,
and obedient. In this anthology first published in 1974, Frank
Chin, Jeffery Chan, Lawson Inada, and Shawn Wong reclaimed that
shout, outlining the history of Asian American literature and
boldly drawing the boundaries for what was truly Asian American and
what was white puppetry. Showcasing fourteen uncompromising works
from authors such as Carlos Bulosan and John Okada, the editors
introduced readers to a variety of daring voices. Forty-five years
later the radical collection continues to spark controversy. While
in the seventies it helped establish Asian American literature as a
serious and distinct literary tradition, today the editors'
forceful voices reverberate in contemporary discussions about
American literary traditions. Now back in print with a new foreword
by literary scholar Tara Fickle, this third edition reminds us how
Asian Americans fought for-and seized-their place in the American
literary canon.
Winner, 2020 American Book Award, given by the Before Columbus
Foundation How games have been used to establish and combat Asian
American racial stereotypes As Pokémon Go reshaped our
neighborhood geographies and the human flows of our cities, mapping
the virtual onto lived realities, so too has gaming and game theory
played a role in our contemporary understanding of race and racial
formation in the United States. From the Chinese Exclusion Act and
Japanese American internment to the model minority myth and the
globalization of Asian labor, Tara Fickle shows how games and game
theory shaped fictions of race upon which the nation relies.
Drawing from a wide range of literary and critical texts, analog
and digital games, journalistic accounts, marketing campaigns, and
archival material, Fickle illuminates the ways Asian Americans have
had to fit the roles, play the game, and follow the rules to be
seen as valuable in the US. Exploring key moments in the formation
of modern US race relations, The Race Card charts a new course in
gaming scholarship by reorienting our focus away from games as
vehicles for empowerment that allow people to inhabit new
identities, and toward the ways that games are used as instruments
of soft power to advance top-down political agendas. Bridging the
intellectual divide between the embedded mechanics of video games
and more theoretical approaches to gaming rhetoric, Tara Fickle
reveals how this intersection allows us to overlook the
predominance of game tropes in national culture. The Race Card
reveals this relationship as one of deep ideological and historical
intimacy: how the games we play have seeped into every aspect of
our lives in both monotonous and malevolent ways.
In the eyes of mid-twentieth-century white America, "Aiiieeeee!"
was the one-dimensional cry from Asian Americans, their singular
expression of all emotions-it signified and perpetuated the idea of
Asian Americans as inscrutable, foreign, self-hating, undesirable,
and obedient. In this anthology first published in 1974, Frank
Chin, Jeffery Chan, Lawson Inada, and Shawn Wong reclaimed that
shout, outlining the history of Asian American literature and
boldly drawing the boundaries for what was truly Asian American and
what was white puppetry. Showcasing fourteen uncompromising works
from authors such as Carlos Bulosan and John Okada, the editors
introduced readers to a variety of daring voices. Forty-five years
later the radical collection continues to spark controversy. While
in the seventies it helped establish Asian American literature as a
serious and distinct literary tradition, today the editors'
forceful voices reverberate in contemporary discussions about
American literary traditions. Now back in print with a new foreword
by literary scholar Tara Fickle, this third edition reminds us how
Asian Americans fought for-and seized-their place in the American
literary canon.
Winner, 2020 American Book Award, given by the Before Columbus
Foundation How games have been used to establish and combat Asian
American racial stereotypes As Pokemon Go reshaped our neighborhood
geographies and the human flows of our cities, mapping the virtual
onto lived realities, so too has gaming and game theory played a
role in our contemporary understanding of race and racial formation
in the United States. From the Chinese Exclusion Act and Japanese
American internment to the model minority myth and the
globalization of Asian labor, Tara Fickle shows how games and game
theory shaped fictions of race upon which the nation relies.
Drawing from a wide range of literary and critical texts, analog
and digital games, journalistic accounts, marketing campaigns, and
archival material, Fickle illuminates the ways Asian Americans have
had to fit the roles, play the game, and follow the rules to be
seen as valuable in the US. Exploring key moments in the formation
of modern US race relations, The Race Card charts a new course in
gaming scholarship by reorienting our focus away from games as
vehicles for empowerment that allow people to inhabit new
identities, and toward the ways that games are used as instruments
of soft power to advance top-down political agendas. Bridging the
intellectual divide between the embedded mechanics of video games
and more theoretical approaches to gaming rhetoric, Tara Fickle
reveals how this intersection allows us to overlook the
predominance of game tropes in national culture. The Race Card
reveals this relationship as one of deep ideological and historical
intimacy: how the games we play have seeped into every aspect of
our lives in both monotonous and malevolent ways.
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