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Type: BOOK - Published: 2010-02-03 - Publisher: Lexington Books
Japanese animation, video games, and manga have attracted fans around the world. The characters, the stories, and the sensibilities that come out of these cultural products are together called Japan Cool. This is not a sudden fad, but is rooted in manga—Japanese comics—which since the mid-1940s have developed in an exponential way. In spite of a gradual decline in readership, manga still commands over a third of the publishing output. The volume of manga works that is being produced and has been through history is enormous. There are manga publications that attract readers of all ages and genders. The diversity in content attracts readers well into adulthood. Surveys on reading practices have found that almost all Japanese people read manga or have done so at some point in their lives. The skills of reading manga are learned by readers themselves, but learned in the context of other readers and in tandem with school learning. Manga reading practices are sustained by the practices of other readers, and manga content therefore serves as a topic of conversation for both families and friends. Moreover, manga is one of the largest sources of content for media production in film, television, and video games. Manga literacy, the practices of the readers, the diversity of titles, and the sheer number of works provide the basis for the movement recognized as Japan Cool. Reading Japan Cool is directed at an audience of students of Japanese studies, discourse analysts, educators, parents, and manga readers.
Type: BOOK - Published: 2006 - Publisher: U of Minnesota Press
This inaugural volume on anime and manga engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with a wealth of images, this cutting-edge work opens new doors between academia and fandom.
Type: BOOK - Published: 2007-06-30 - Publisher: Greenwood Publishing Group
Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. In 2003 the manga (Japanese comics) market was the fastest growing area of pop culture, with 75-100% growth to an estimated market size of $100 million retail. The growth has continued with a 40-50% sales increase in bookstores in recent years. Teens especially love this highly visual, emotionally charged and action-packed media imported from Japan, and its sister media, anime (Japanese animation); and libraries have begun purchasing both. Chock full of checklists and sidebars highlighting key points, this book includes: a brief history of anime and manga in Japan and in the West; a guide to visual styles and cues; a discussion of common themes and genres unique to manga and anime; their intended audiences; cultural differences in format and content; multicultural trends that manga and anime readers embrace and represent; and programming and event ideas. It also includes genre breakdowns and annotated lists of recommended titles, with a focus on the best titles in print and readily available, particularly those appropriate to preteen and teen readers. Classic and benchmark titles are also mentioned as appropriate. A glossary and a list of frequently asked questions complete the volume.
Type: BOOK - Published: 2011-10-24 - Publisher: ABC-CLIO
Fascinating insights on what Japanese manga and anime mean to artists, audiences, and fans in the United States and elsewhere, covering topics that range from fantasy to sex to politics. • Contributions from knowledgeable commentators about manga and anime from the United States, Canada, and Europe • Photographs and illustrations • Reference lists within the individual chapters and the introduction • Two glossaries define terms specific to Japanese manga genres
Authors: Mari Noda, Patricia J. Wetzel, Ginger Marcus, Stephen D. Luft, Shinsuke Tsuchiya
Categories: Foreign Language Study
Type: BOOK - Published: 2021-05-14 - Publisher: Routledge
NihonGO NOW! Level 2 is an intermediate-level courseware package that takes a performed-culture approach to learning Japanese. This approach balances the need for an intellectual understanding of structural elements with multiple opportunities to experience the language within its cultural context. From the outset, learners are presented with samples of authentic language that are context-sensitive and culturally coherent. Instructional time is used primarily to rehearse interactions that learners of Japanese are likely to encounter in the future, whether they involve speaking, listening, writing, or reading. Level 2 comprises two textbooks with accompanying activity books. These four books in combination with audio and video files allow instructors to adapt an intermediate-level course, such as the second or third year of college Japanese, to their students’ needs. They focus on language and modeled behavior, providing opportunities for learners to acquire language through performance templates. Online resources provide additional support for both students and instructors. Audio files, videos, supplementary exercises, and a teachers’ manual are available at www.routledge.com/9781138305304. NihonGO NOW! Level 2 Volume 2 Textbook is ideally accompanied by the Level 2 Volume 2 Activity Book.
Type: BOOK - Published: 2019-04-26 - Publisher: McFarland
Imagine a classroom where students put away their smart phones and enthusiastically participate in learning activities that unleash creativity and refine critical thinking. Students today live and learn in a transmedia environment that demands multi-modal writing skills and multiple literacies. This collection brings together 17 new essays on using comics and graphic novels to provide both a learning framework and hands-on strategies that transform students' learning experiences through literary forms they respond to.
Type: BOOK - Published: 2019-06-24 - Publisher: MDPI
In the last few decades, Japanese popular culture productions have been consolidated as one of the most influential and profitable global industries. As a creative industry, Japanese Media-Mixes generate multimillion-dollar revenues, being a product of international synergies and the natural appeal of the characters and stories. The transnationalization of investment capital, diversification of themes and (sub)genres, underlying threat in the proliferation of illegal audiences, development of internet streaming technologies, and other new transformations in media-mix-based production models make the study of these products even more relevant today. In this way, manga (Japanese comics), anime (Japanese animation), and video games are not necessarily products designed for the national market. More than ever, it is necessary to reconcile national and transnational positions for the study of this cultural production. The present volume includes contributions aligned to the analysis of Japanese popular culture flow from many perspectives (cultural studies, film, comic studies, sociology, etc.), although we have emphasized the relationships between manga, anime, and international audiences. The selected works include the following topics: • Studies on audiences—national and transnational case studies; • Fandom production and Otaku culture; • Cross-media and transmedia perspectives; • Theoretical perspectives on manga, anime, and media-mixes.
Type: BOOK - Published: 2017-09-08 - Publisher: MIT Press
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Type: BOOK - Published: 2017-07-15 - Publisher: Greenhaven Publishing LLC
In recent years, anime—a Japanese style of animation—has become extremely popular in Western culture. Although in the West its audience previously consisted mainly of young children, it has increasingly become accepted as an art form that can be appreciated by all ages. Readers discover the controversy that has historically surrounded anime’s status in the West and its fans struggle to promote it as a serious art form. Anime’s leap from Eastern to Western culture is highlighted with full-color photographs and fact-filled sidebars.
Type: BOOK - Published: 2010-11-18 - Publisher: Praeger
This text examines comics, graphic novels, and manga with a broad, international scope that reveals their conceptual origins in antiquity. • Includes numerous illustrations of British satirical prints, Japanese woodblock prints, and the art of prominent illustrators • Includes a chapter on the latest developments in digital comics