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Virtual Fashion and Identity in Japan: Counterculture in an Age of Global Transparency
16 references·0 citing·33 second hop
Virtual Fashion and Identity in Japan: Counterculture in an Age of Global Transparency (2025)Virtual Fashion and Identity in Japan: Co…The Immersive Enclosure (2022)The Immersive EnclosureBecoming a Virtual Cutie: Digital Cross-Dressing in Japan (2022)Becoming a Virtual Cutie: Dig…Otaku and the Struggle for Imagination in Japan (2019)Otaku and the Struggle for Im…Japanese Fashion Cultures (2015)Japanese Fashion CulturesPrecarious Japan (2013)Precarious JapanPhilosophy and Video Games (2012)Philosophy and Video GamesFashioning Japanese Subcultures (2012)Fashioning Japanese Subcultur…Weariness of the Self (2009)Weariness of the SelfThe Otaku Encyclopedia: An Insider's Guide to the Subculture of Cool Japan (2009)The Otaku Encyclopedia: An In…Undressing and Dressing Loli: A Search for the Identity of the Japanese Lolita (2008)Undressing and Dressing Loli:…The Influence of Anthropomorphism and Agency on Social Judgment in Virtual Environments (2006)The Influence of Anthropomorp…The Managed Heart (2003)The Managed HeartBehind the Make‐Up: Gender Ambivalence and the Double‐Bind of Gay Selfhood in Drag Performance (1999)Behind the Make‐Up: Gender Am…2.7 IMITATION AND GENDER INSUBORDINATION (1996)2.7 IMITATION AND GENDER INSU…Gender Trouble: Feminism and the Subversion of Identity (1991)Gender Trouble: Feminism and …On Face-Work (1955)On Face-WorkOn the Relationship between My Avatar and Myself (1970)Women, Fire, and Dangerous Things (1987)Women, Fire, and Dangerous Things: What Categories Reveal about the Mind (1988)Life on the Screen: Identity in the Age of the Internet (1997)Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts (2006)Avatars as information: Perception of consumers based on their avatars in virtual worlds (2010)Akihabara: Conditioning a Public "Otaku" Image (2010)Idols: The Image of Desire in Japanese Consumer Capitalism (2012)Maid Cafés: The Affect of Fictional Characters in Akihabara, Japan (2013)Posthumanist Performativity: Toward an Understanding of How Matter Comes to Matter (2003)The Complexity of Intersectionality (2005)Qualitative methods for health research (2009)Penser les phénomènes de ludicisation à partir de Jacques Henriot (2013)Gamification and human-machine interaction: a synthesis (2015)Troubles dans le jeu : communication marchande et fantasmagorie du capital au cœur d’un parc d’attraction pour enfants (2019)Qualitative Analysis for Social Scientists (1987)Psychological Safety and Learning Behavior in Work Teams (1999)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The new frontier of consumer experiences: escape through pain (2020)2. From Theory to Practice (2022)Entanglements of Technologies, Agency and Selfhood: Exploring the Complexity in Attitudes Toward Mental Health Chatbots (2024)Who's On the Line? Indian Call Center Agents Pose as Americans for U.S.‐Outsourced Firms (2007)Uber's Drivers: Information Asymmetries and Control in Dynamic Work (2015)Symbols, meaning, and action: The past, present, and future of symbolic interactionism (2016)Probing Precarious Work: Theory, Research, and Politics (2017)Toward a critical politics of precarity (2017)Precarity, Precariousness, and Vulnerability (2018)Sociology of Fashion: Order and Change (2013)Into the arms of dolls: Japan’s declining fertility rates, the 1990s financial crisis and the (maternal) comforts of the posthuman (2016)Regaining control through reclamation: how consumption subcultures preserve meaning and group identity after commodification (2016)Boricua pop: Puerto Ricans and the Latinization of American culture (2004)Asian American sexual politics: the construction of race, gender, and sexuality (2013)The gender/sex 3×3: Measuring and categorizing gender/sex beyond binaries. (2022)
this work references cited by second hop

References

  • 1991Gender Trouble: Feminism and the Subversion of Identity29,379 cited
  • 1955On Face-Work2,879 cited
  • 2003The Managed Heart1,085 cited
  • 2013Precarious Japan678 cited
  • 19962.7 IMITATION AND GENDER INSUBORDINATION187 cited
  • 2006The Influence of Anthropomorphism and Agency on Social Judgment in Virtual Environments168 cited
  • 2012Philosophy and Video Games150 cited
  • 2009Weariness of the Self111 cited
  • 2009The Otaku Encyclopedia: An Insider's Guide to the Subculture of Cool Japan55 cited
  • 2012Fashioning Japanese Subcultures54 cited
  • 2019Otaku and the Struggle for Imagination in Japan44 cited
  • 1999Behind the Make‐Up: Gender Ambivalence and the Double‐Bind of Gay Selfhood in Drag Performance41 cited
  • 2008Undressing and Dressing Loli: A Search for the Identity of the Japanese Lolita40 cited
  • 2022Becoming a Virtual Cutie: Digital Cross-Dressing in Japan32 cited
  • 2015Japanese Fashion Cultures29 cited
  • 2022The Immersive Enclosure28 cited

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