暨南大学新闻与传播学院欢迎您!
联系我们 | 微信公众号 | 微博

刘亭亭

时间:2019-08-29来源:新闻与传播学院 点击: 6536




刘亭亭

【简介】

现为暨南大学新闻与传播学院副教授

研究兴趣:文化人类学、新媒体文化、传播与社会变迁、性与性别研究

研究方向:直播电商、农村媒体文化、数字约会、游戏文化、跨文化交流

主讲课程:音视频制作、用户界面与用户体验、用户体验测评与优化、新媒体数字工作坊、影像叙事研究(研究生课程)

专业技术:高级用户体验设计师、高级UI设计师

教育经历:澳大利亚昆士兰大学人类学博士;华南理工大学传播学硕士;华南理工大学电子商务、广告学双学位学士。

工作经历曾在在西悉尼大学社会与文化研究系,担任澳大利亚研究理事会博士后。曾在澳大利亚昆士兰大学(2015)和澳大利亚悉尼大学(2017-2018)担任讲师。

 

Tingting Liu is an associate professor at School of Journalism and Communication, Jinan University, Guangzhou, China. She used to work as a Postdoctoral Research Fellow at The Institute for Culture and Society, Western Sydney University, Australia. She received her PhD in Anthropology at the University of Queensland in 2018. Her PHD research was supported by Australian Government Research Training Program Scholarship and Chinese Society for Women’s Studies (CSWS) Scholarships for Junior Feminist Scholars. Her research interests include media anthropology, digital culture, and popular entertainment with regional expertise in China and Australia. Recent publications include peer-review journal articles on China InformationContinnum: Journal of Media & Cultural StudiesTelevision & New Media and Feminist Media Studies.

【联系邮箱】liutingting@jnu.edu.cn; 24273071

 

【研究成果】

截至20213月,发表11SSCI收录期刊论文。发表10余篇中文期刊论文,CSSCI收录2篇。

 

【期刊论文】

Liu, T., Wang, Y., & Lin, Z. (2021). The cruel optimism of digital dating: Heart-breaking mobile romance among rural migrant workers in South China. Information, Communication & Society, 0(0), 1–18.

Liu, T. (2020). The freedom of binge gaming or technologies of the self? Chinese enjoying the game Werewolf in an era of hard work. Chinese Journal of Communication, 0(0), 1–17.

Liu, T., & Deng, Z. (2020). “They’ve made our blood ties black”: On the Burst of Online Racism Towards the African in China’s Social Media. Critical Arts, 34(2), 104–107.

Liu, T., & Lai, Z. (2020). From non-player characters to othered participants: Chinese women’s gaming experience in the ‘free’ digital market. Information, Communication & Society, 0(0), 1–19.

Liu, T., & Tan, C. K. K. (2020). On the Transactionalisation of Conjugal Bonds: A Feminist Materialist Analysis of Chinese Xinghun Marriages. Anthropological Forum, 30(4), 443–463.

Liu, T. (2019). Video Games as Dating Platforms: Exploring Digital Intimacies through a Chinese Online Dancing Video Game. Television & New Media, 20(1), 36–55.

Liu, T. (2019). The empowerment of rural migrant lalas: Contending queerness and heteronormativity in China. China Information, 33(2), 165–184.

Chen, X., & Liu, T. (2019). On ‘never right-swipe whites’ and ‘only date whites’: Gendered and racialised digital dating experiences of the Australian Chinese diaspora. Information, Communication & Society, 0(0), 1–18.

Liu, T. (2017). LESDO: Emerging digital infrastructures of community-based care for female queer subjects. Feminist Media Studies, 17(2), 301–305.

Liu, T. (2016). Neoliberal ethos, state censorship and sexual culture: A Chinese dating/hook-up app. Continuum, 30(5), 557–566.

王逸楠,刘亭亭. 最佳拍摄点打卡、影像统治术与官方背书:以重庆为例的魔幻网红城市生产[J].中国传媒报告,2020,76(04).

刘亭亭. 关于定位的媒体文化:一种新的经济体验[J].热风学术, 2018(9):1-15.

刘亭亭. 网络游戏作为约会平台:QQ炫舞的批判性分析[J]. 社会学评论, 2017, 5(03): 87–96.

刘亭亭. 关于青少年网恋的数码民族志:一个实用的研究方法工具箱[J]. 中国青年研究, 2016(10): 15–19.

刘亭亭.农村青少年的互联网使用研究[J].中国传媒报告, 2013,46 (02),115-124.

 

【书本章节】

Liu, T., & Zhu, J. (2020). Legislating and litigating same sex marriage in China. In Research Handbook on Gender, Sexuality and the Law. Edward Elgar Publishing: 45-59.

Liu, T. and A. C. Pertierra (2019). Rethinking located technologies: location and practice in ‘old’ and ‘new’ media. in Location Technologies in Internet Context R. Wilken and H. Horst, Routledge: 79-92.

Liu, T. (2019). Wounded masculinities: The subaltern between online longings and offline realities. Love Stories in China the Politics of Intimacy in the Twenty-First Century, Routledge.

 

 

【游戏研究、游戏开发、游戏测评领域成果】

   某大厂牌头牌游戏测评专员(内容涉密)

   20192月在U40数字化生存会议上担任游戏和青少年方向的点评导师 。

  刘亭亭. 网络游戏作为约会平台:QQ炫舞的批判性分析[J]. 社会学评论, 2017, 5(03): 87–96.

      Liu, T. (2017). LESDO: Emerging digital infrastructures of community-based care for female queer subjects. Feminist Media Studies, 17(2), 301–305. Liu, T., & Lai, Z. (2020). From non-player characters to othered participants: Chinese women’s gaming experience in the ‘free’ digital market. Information, Communication & Society, 0(0), 1–19.

      Liu, T. (2020). The freedom of binge gaming or technologies of the self? Chinese enjoying the game Werewolf in an era of hard work. Chinese Journal of Communication, 0(0), 1–17.

   2019)《生存游戏里,你会坚守道德底线吗?》,澎湃新闻

   2019)《谁来与我结党?宫廷计里的派系文化》,缪斯夫人

   2019)《同志尚未成功,游戏还需继续:严肃游戏与LGBT》,缪斯夫人

   2019)《除了钢铁直男,电子游戏里的英雄可以是什么样子?》,Vice中国