While the authors begin with similar questions about the roots of Japanese popular culture and media, they invoke a wide range of theoretical work in the search for answers, including feminist criticism, disability studies, poststructuralist textual criticism, postcolonialism, art history, film theory, phenomenology, and more. Richly provocative and insightful, Mechademia 9 both enacts and resists the pursuit of fixed starting points, inspiring further creative investigation of this global artistic phenomenon.
Contributors: Stephen R. Anderson; Dale K.
Winge, Indiana U. Fanthropologies—the fifth volume in the Mechademia series, an annual forum devoted to Japanese anime and manga—focuses on fans, fan activities, and the otaku phenomenon. The zones of activity discussed in these essays range from fan-subs fan-subtitled versions of anime and manga and copyright issues to gender and nationality in fandom, dolls, and other forms of consumption that fandom offers.
Individual pieces include a remarkable photo essay on the emerging art of cosplay photography; an original manga about an obsessive doll-fan; and a tour of Akihabara, Tokyo's discount electronics shopping district, by a scholar disguised as a fuzzy animal. As an object of desire for male otaku obsessive fans of anime and manga , she saturates these worlds with meaning even as her fictional status demands her ceaseless proliferation and reproduction. Now available in English for the first time, this book will spark new debates about the role played by desire in the production and consumption of popular culture.
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Frederik L. Schodt is a translator and author of numerous books about Japan, including Manga! In he was received the The Order of the Rising Sun, Gold Rays with Rosette for his contribution to the introduction and promotion of Japanese contemporary popular culture. Account Options Sign in. Top charts. New arrivals. Mechademia 9 Mechademia Book 9.
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Frenchy Lunning November 15, If the source of manga and anime is physically located in Japan, the temptation for many critics and scholars is to ask what aspects of Japanese culture and history gave rise to these media. Reviews Review Policy.
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Content Protection. Read Aloud. Flag as inappropriate. It syncs automatically with your account and allows you to read online or offline wherever you are. Please follow the detailed Help center instructions to transfer the files to supported eReaders. Continue the series. See more. Book 4. Delving into topics ranging from the production of wartime propaganda to the multimedia adaptations of romance narrative, contributors to the fourth volume in the Mechademia series address the political, cultural, and technological continuum between war and the everyday time of orderly social productivity that is reflected, confronted, and changed in manga, anime, and other forms of Japanese popular culture.
Mechademia 5: Fanthropologies. Book 5. Passionate fans of anime and manga, known in Japan as otaku and active around the world, play a significant role in the creation and interpretation of this pervasive popular culture. Routinely appropriating and remixing favorite characters, narratives, imagery, and settings, otaku take control of the anime characters they consume. More related to animation. To browse Academia. Skip to main content. You're using an out-of-date version of Internet Explorer.
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Japanese music and fashion have invaded American cultural institutions from MTV to Walmart, and the rapidly growing video game industry is dominated by Japanese intellectual property. In fact, certain cultural elements borrowed from Japan have become so naturalized within America that many people may not be aware of their Japanese origins. Behind the flash and glitter of the ephemera of Japanese popular culture lies a deep and fascinating history, as well as an intricate system of economic connections that support the production of media within Japan and its neighbors in East Asia. The purpose of this course is to study the cultural heritage of representative elements of Japanese media such as cinema, television, comics, music, and video games in order to better understand the entertainment industries that shape contemporary Japanese society and global mediascapes.
We will begin in the early twentieth century and move through the Pacific War and its aftermath while reflecting on the role of popular culture in shaping political and national identities. We will then study anime and manga in an attempt to understand how characters and narratives are designed and marketed to appeal to different demographic audiences. Finally, we will examine the dynamics of fan cultures as we explore the interplay between cultural production and consumption in the twenty-first century.
By the end of this course, students will be able to analyze a wide range of media and entertainment trends within their broader cultural, political, and economic contexts.
These quizzes, which will consist of several short answer questions, are designed to test students on the knowledge they have gained through the reading assignments and class lectures and discussions. The reading assigned for the day of a quiz will be tested on that quiz. Final Project Your final project may deal with any topic relating to popular culture and Japan.
Mechademia 5 — University of Minnesota Press
The scope of this project is not limited to contemporary Japan and may take a comparative approach in terms of historical periods and different countries. Final Project Presentation Each presentation will be five minutes in length. Plan on using a PowerPoint slideshow or some other type of visual aid, but try not to rely too heavily on video.
These presentations will be graded according to a four-point rubric: 1 clarity, or ability to convey content, 2 impact, or ability to demonstrate why the project is interesting and important, 3 structure, or ability to give a satisfactory presentation within the time constraints, and 4 appropriate use of visual aids.
If I do not receive your presentation materials, your presentation will be given a failing grade regardless of how well you perform. Introduction to Japanese Pop Culture 3 Final Project Proposal The goal of your proposal is to explain the questions and issues you want to explore in your final project and address in your final presentation.
Your proposal should 1 specify a concrete topic that can be covered within the time limit, 2 introduce this topic to an unfamiliar reader, 3 contain a brief outline of the structure of your presentation, and 4 provide a list of at least five adequate sources of information documented according to the Chicago Manual of Style. Your proposal should be approximately a page, or four hundred words, in length. This proposal is intended to function as a formal abstract and must be written in standard academic style.
Zine Page Based on Final Project A zine pronounced like magazine is a self-published book with a small distribution. Each student will contribute a page based on their final project to the class zine.
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