Asian Americans have frequently been associated with video games. As designers they are considered overrepresented, and specific groups appear to dominate depictions of the game designer, from South Asian and Chinese immigrants working for Microsoft and Silicon Valley to auteur designers from Japan, Taiwan, and Iran, who often find themselves with celebrity status in both America and Asia. As players, Asian Americans have been depicted as e-sports fanatics whose association with video game expertise—particularly in games like Starcraft, League of Legends, and Counter-Strike—is similar to sport-driven associations of racial minorities: African Americans and basketball or Latin Americans and soccer. This immediate association of Asian Americans with gaming cultures breeds a particular form of techno-orientalism, defined by Greta A. Niu, David S. Roh, and Betsy Huang as “the phenomenon of imagining Asia and Asians in hypo- or hypertechnological terms in cultural productions and political discourse.” In sociology, Asian American Studies scholars have considered how these gaming cultures respond to a lack of acceptance in “real sports” and how Asian American youth have fostered alternative communities in PC rooms, arcades, and online forums. For still others, this association also acts as a gateway for non-Asians to enter a “digital Asia,” a space whose aesthetics and forms are firmly intertwined with Japanese gaming industries, thus allowing non-Asian subjects to inhabit “Asianness” as a form of virtual identity tourism. From a game studies point of view, video games as transnational products using game-centered (ludic) forms of expression push scholars to think beyond the limits of Asian American Studies and subjectivity. Unlike films and novels, games do not rely upon representations of minority figures for players to identify with, but instead offer avatars to play with through styles of parody, burlesque, and drag. Games do not communicate through plot and narrative so much as through procedures, rules, and boundaries so that the “open world” of the game expresses political and social attitudes. Games are also not nationalized in the same way as films and literature, making “Asian American” themes nearly indecipherable. Games like Tetris carry no obvious national origins (Russian), while games like Call of Duty and Counter-Strike do not explicitly reveal or rely upon the ethnic identities of their Asian North American designers. Games challenge Asian American Studies as transnational products whose authors do not identify explicitly as Asian American, and as a form of artistic expression that cannot be analyzed with the same reliance on stereotypes, tropes, and narrative. It is difficult to think of “Asian American” in the traditional sense with digital games. Games provide ways of understanding the Asian American experience that challenge traditional meanings of being Asian American, while also offering alternative forms of community through transethnic (not simply Asian) and transnational (not simply American) modes of belonging.
Christopher B. Patterson
What is Asian American popular music? How do we identify it, define it, and listen to it? What work is being done by naming a genre as such, and need it even be named? Asian Americanist scholars and music critics have grappled with these questions, articulating the political desires for Asian American representation, recognition, and inclusion, while at the same time remaining wary of how such desires reiterate liberal multiculturalist discourses of assimilation and inclusion. A growing body of interdisciplinary work in American studies, performance studies, critical race and ethnic studies, queer studies, and sound and popular music studies has addressed the historical emergence, visibility, and representation of Asian Americans in popular music. This work has become less concerned with finding out what “Asian American popular music” is and more interested in how Asian Americanist critique can be rooted in minoritarian listening practices so that one might consider the myriad ways Asian Americans—as professional and amateur performers, musicians, virtuosic singers, karaoke goers, YouTube users, listeners, critics, and fans—actively shape and negotiate the soundscapes of US popular music with its visual, sonic, and other sensorial markers of Asian racialization.
Vivian L. Huang
Asian American queer performance indexes racialized, gendered, and sexualized forms and modes of performance created by, for, and about Asians in an American context. Since the 1980s, queer and ethnic studies have conceptualized performance not only as object of study (e.g., staged performance, visual art, film) but also as a method of critique and hermeneutic for troubling knowledges of Asian American encounter and subject formation. Performance in this sense can be understood as Asian American and queer in its engagement with and critical rescripting of histories and ideologies of empire, nationalism, war, globalization, migration, missionizing, white supremacy, and cis-normative heteropatriarchy that constitutes themes of Asian American studies. The interdisciplinary field of performance studies offers quotidian performance, racial performativity, and gender performativity as discursive tools with which to consider social conventions and scripts that render Asian American queer formation legible and dynamic toward future rewritings.