Search results for: anime-fan-communities

Anime Fan Communities

Author : S. Annett
File Size : 31.88 MB
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How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.

Understanding Manga and Anime

Author : Robin E. Brenner
File Size : 69.8 MB
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Provides information for librarians who are trying to build their manga and anime collections; discussing the history of manga and anime, vocabulary, cultural differences in format and content, programming and event ideas, genres, and more.

Anime and Manga

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File Size : 81.88 MB
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Japanese Popular Culture and Contents Tourism

Author : Philip A. Seaton
File Size : 39.84 MB
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Contents tourism is tourism induced by the contents (narratives, characters, locations and other creative elements) of films, novels, games, manga, anime, television dramas and other forms of popular culture. Amidst the boom in global interest in Japanese popular culture, the utilization of popular culture to induce tourism domestically and internationally has been central to the "Cool Japan" strategy and, since 2005, government policy for local community revitalization. This book presents four main case studies of contents tourism: the phenomenon of "anime pilgrimage" to sites appearing in animated film; the travel behaviours and "pop-spiritualism" of female history fans to heritage sites; the collaboration between local community, fans and copyright holders that underpinned an anime-induced tourism boom in a small town north of Tokyo; and the large-scale economic impacts of tourism induced by NHK’s annual samurai period drama (Taiga Drama). It is the first major collection of articles published in English about media-induced tourism in Japan using the "contents tourism" approach. This book will be of particular interest to students and researchers of media and tourism studies in Asia. This book was previously published as a special issue of Japan Forum.

Anime Clubs for Public Libraries

Author : Chantale Pard
File Size : 66.36 MB
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Anime (or “Japanese Animation”) has seen a continuing rise in popularity over the past decade of North American pop culture. Droves of die-hard, dedicated fans can be found all over comic shops, conventions, and social media at large, discussing or debating the merits of their favorite Anime fandoms. Public libraries have been quick to catch on, and have long been an excellent gathering place for this community of passionate consumers – be it for movie screenings or anime and manga collection offerings. With the recent widespread adoption of English dubbed content and the explosion of Anime merchandise sales outside of Japan, Anime and Manga are more accessible to North Americans than ever before. In addition to providing a long list of programming examples and ideas, this practical guide will teach librarians how to capture the interest of this fandom community, why the library is the perfect place to do so, and how to expand this thematic programming into further learning and socialization opportunities. Special Features include: Real examples of current and successful Anime Club programs created by librarians. Anime: It’s Not Just “Cartoons”! Discovering opportunities for youth engagement, STEM learning, and vital youth socialization within Japanese Animation. Clear, concise instructions for incorporating one off or series Anime events for all budget ranges and age groups. How to avoid cultural appropriation by engaging your community to make the most out of possible partnerships and resources. Anime Club party plans for a wide range of different holidays. How to obtain public performance rights for anime screenings, Where to find inclusive anime representations of diverse communities

Consuming Japan

Author : Andrew C. McKevitt
File Size : 49.93 MB
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This insightful book explores the intense and ultimately fleeting moment in 1980s America when the future looked Japanese. Would Japan's remarkable post–World War II economic success enable the East Asian nation to overtake the United States? Or could Japan's globe-trotting corporations serve as a model for battered U.S. industries, pointing the way to a future of globalized commerce and culture? While popular films and literature recycled old anti-Asian imagery and crafted new ways of imagining the "yellow peril," and formal U.S.-Japan relations remained locked in a holding pattern of Cold War complacency, a remarkable shift was happening in countless local places throughout the United States: Japanese goods were remaking American consumer life and injecting contemporary globalization into U.S. commerce and culture. What impact did the flood of billions of Japanese things have on the ways Americans produced, consumed, and thought about their place in the world? From autoworkers to anime fans, Consuming Japan introduces new unorthodox actors into foreign-relations history, demonstrating how the flow of all things Japanese contributed to the globalizing of America in the late twentieth century.

The Japanification of Children s Popular Culture

Author : Mark I. West
File Size : 88.58 MB
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Godzilla stomped his way into American movie theaters in 1956, and ever since then Japanese trends and cultural products have had a major impact on children's popular culture in America. This can be seen in the Hello Kitty paraphernalia phenomenon, the popularity of anime television programs like Pokemon and Dragon Ball Z, computer games, and Hayao Miyazaki's award-winning films, such as Spirited Away and Princess Mononoke. The Japanification of Children's Popular Culture brings together contributors from different backgrounds, each exploring a particular aspect of this phenomenon from different angles, from scholarly examinations to recounting personal experiences. The book explains the interconnections among the various aspects of Japanese influence and discusses American responses to anime and other forms of Japanese popular culture.

Transported to Another World

Author : Stephen Reysen
File Size : 52.7 MB
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Anime/manga (Japanese animation and comics) have been increasing in popularity worldwide for decades. But despite being a global phenomenon, there’s been surprisingly little psychological research formally studying its devoted fanbase. In this book we aim to do just that with an overview of nearly a decade of research by fan psychologists. Otaku and cosplayers, genre preferences, hentai, parasocial connections, motivation, personality, fanship and fandom, stigma, and well-being – this book looks at all of these topics through a psychological lens. Many of these findings are being presented for the first time, without the jargon and messy statistical analyses, but in plain language so it’s accessible to all readers – fans and curious observers alike!

The International Encyclopedia of Media Effects 4 Volume Set

Author : Patrick Rössler
File Size : 49.49 MB
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The International Encyclopedia of Media Effects presents a comprehensive collection of the most up-to-date research on the uses and impacts of media throughout the world. Provides the definitive resource on the most recent findings of media effects research Covers all aspects of the uses and impact of media, utilizing empirical, psychological, and critical research approaches to the field Features over 200 entries contributed by leading international scholars in their associated fields Offers invaluable insights to for students, scholars and professionals studying and working in related fields, and will stimulate new scholarship in emerging fields such as the Internet, Social Media and Mobile Communication Part of The Wiley Blackwell-ICA International Encyclopedias of Communication series, published in conjunction with the International Communication Association. Online version available at Wiley Online Library.

Supercell s Supercell featuring Hatsune Miku

Author : Keisuke Yamada
File Size : 80.63 MB
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The lead singer on Supercell's eponymous first album is Hatsune Miku-a Vocaloid character created by Crypton Future Media with voice synthesizers. A virtual superstar, over 100,000 songs, uploaded mostly by fans, are attributed to her. Supercell is a Japanese creator music group with the composer Ryo leading ten artists, who design album illustrations and make music videos. These videos are uploaded onto Niconico and other video-sharing sites. By the time Supercell was released in March 2009, the group's Vocaloid works were already well-known to Niconico users and fans. This book explores the Vocaloid and DTM (desktop music) phenomena through the lenses of media and fan studies, looking closely at online social media platforms, the new technology for composing, avid fans of the Vocaloid character, and these fans' performative practices. It provides a sense of how interactive new media and an empowered fan base combine to engage in the creation processes and enhance the circulation of DTM works. 33 1/3 Global, a series related to but independent from 33 1/3, takes the format of the original series of short, music-basedbooks and brings the focus to music throughout the world. With initial volumes focusing on Japanese and Brazilian music, the series will also include volumes on the popular music of Australia/Oceania, Europe, Africa, the Middle East, and more.