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Philosophy and psychology of culture --- Drawing --- Literature --- beeldverhalen --- Japan --- cultuur
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"In this ethnographic study of Otaku-- a loose category referring to intense fans of Japanese animation, games, and comics-- conducted in Akihabara, the electronics-turned-pop-culture neighborhood of Tokyo, author Patrick Galbraith traces the evolving relationships of mostly male-fans with imagined female characters. The term otaku, he argues, is frequently pathologized, to mean alienated or introverted persons - usually male - who have difficulty having real relationships and thus retreat into a world of their own imagination and control. Galbraith wonders why the form of a relationship that focuses on an animated character is more problematic than other kinds of fan attachments - crushes on pop music stars or a deep investment in Star Wars or Harry Potter. Through his engaged ethnography at the height of the interest in maid cafés and animated female characters in the early 2000s, he is able to historicize this fandom in an empathetic and detailed way, showing that what many have taken to be a single and peculiar psychological phenomenon was actually a complex, quickly evolving pop culture phenomenon. The affective relationships of the fans (seen as 3D) and the characters (2D, even when they are in three dimensions) is seen as a shifting and ordered form of closeness, a closeness between humans and animated characters. Galbraith urges us to explore rather than denigrate these relationships"--Provided by publisher. From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Patrick W. Galbraith explores the conflicting meanings of “otaku” culture and its significance to Japanese popular culture, masculinity, and the nation. Tracing the history of “otaku” and “cute girl” characters from their origins in the 1970s to his recent fieldwork in Akihabara, Tokyo (“the Holy Land of Otaku”), Galbraith contends that the discourse surrounding “otaku” reveals tensions around contested notions of gender, sexuality, and ways of imagining the nation that extend far beyond Japan. At the same time, in their relationships with characters and one another, “otaku” are imagining and creating alternative social worlds. --Provided by publisher.
Mass media and culture --- Fans (Persons) --- Popular culture --- Animated films --- History and criticism --- Japan --- Social life and customs
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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
Computer games --- Erotica --- Social aspects. --- Video games
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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
Computer games --- Erotica --- Social aspects. --- Video games
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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
Video games --- Erotica --- Social aspects. --- Social aspects.
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Since the 1980s, the term "otaku" has been used to refer to fans of Japanese anime, manga, and video games. The word appeared with no translation on the cover of the premier issue of Wired magazine in 1993. This book goes beyond the stereotypes of "weird Japan" and into the private rooms of self-described otaku. Interviews and more than fifty color photos reveal a seldom seen side of these reclusive Japanese collectors. They talk about their collections of blow-up dolls, comic books, military paraphernalia, anime videos, and more. The author follows the collectors to their favorite shops and shows how public space in Japan is starting to mimic the look and feel of the otaku's private room. He also interviews Japan's top cultural critics, helping to place otaku culture in wider sociological and economic contexts.--Publisher.
Subculture --- Popular culture --- Fans (Persons) --- Youth --- Japanese influences --- Japan --- Civilization
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Since its formation as a girl group with 20 members in 2005, AKB48 has become a phenomenal success and institution in Japan. Having originally recruited fans by handing out photocopied fliers on the street and performing daily in a dedicated theater in the Akihabara area of Tokyo, AKB48 now saturates Japan. Its members--nearly 800 of them, including five additional sister groups and four so-called "rival groups" in locations across Japan as well as six sister groups in major Asian cities overseas - appear in print, broadcast, online, and social media; in advertisements and on products; at home and on the train; on- and off-screen. Such multi-platform omnipresence is characteristic of the "idol," a heavily produced and promoted performer who is in intimate relation to fans and appeals to them for support. And AKB48's appeals have astonishing results. From 2010 to 2018, the group's singles have occupied the top two to five spots of the Oricon Yearly Singles Chart, and almost all sold over a million copies. They hold the record for most singles sold by a female artist or group, highest Japanese sales of a single by a female artist or group, most consecutive million-selling singles sold in Japan, most million-selling singles in Japan, and more. At a time when affect is more important than ever in economic, political, and social theory, this book explores the intersection of idols and affect in contemporary Japan and beyond.
Girl groups (Musical groups) --- Celebrities --- Celebrities in popular culture --- Girl groups --- Célébrités --- Dans la culture populaire --- AKB 48 (Musical group) --- Celebrity culture --- Celebs --- Cult of celebrity --- Famous people --- Famous persons --- Illustrious people --- Well-known people --- Persons --- Fan clubs --- Female vocal groups (Girl groups) --- Women's vocal groups (Girl groups) --- Vocal groups --- AKB48 (Musical group) --- Ēkēbī fōtieito (Musical group) --- Popular culture --- J6754 --- J4143 --- Japan: Performing arts and entertainment -- music -- popular music --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Célébrités
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Idols and images. --- Popular culture. --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- Iconography, Religious --- Images and idols --- Religious iconography --- Religious images --- Religious statuettes --- Statuettes, Religious --- Religion --- Religious art --- Symbolism --- Gods in art
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This edited volume expands on what Aoyagi Hiroshi intended in the first decade of the new millennium to establish as a subfield of symbolic anthropology called "idology." It brings together case studies of popular idolatry in Japan, but goes further to provide a transcultural perspective to guide anthropological investigations in different places and times. In proposing an integrated paradigm for the growing body of literature on idols, the volume redirects recurrent questions to more fundamental points of sociocultural inquiry. Contributions from scholars conducting ethnographic fieldwork, as well as those engaged in theoretical and historical analyses, facilitate comparative reading and critical thought. Exceeding a narrow focus on human idols, the chapters shed new light on virtual idols and YouTubers, cartoon characters and voices, robot idols and cybernetic systems. Science and technology studies thus comes together with theories of animation and anthropological work on life in more-than-human worlds. Aoyagi Hiroshi is Professor in the School of Asia 21 at Kokushikan University in Tokyo. He is the author of Islands of Eight Million Smiles: Idol Performance and Symbolic Production in Contemporary Japan (Harvard University Asia Center, 2005). Patrick W. Galbraith is Associate Professor in the School of International Communication at Senshū University in Tokyo. He is the author and editor of many books on Japanese media and popular culture. Mateja Kovacic is Assistant Professor in the Animation and Media Arts program, Academy of Film, School of Communication, at Hong Kong Baptist University. She researches intersections between science, technology and popular culture.
Philosophy and psychology of culture --- Sociology of culture --- Ethnology. Cultural anthropology --- History of civilization --- niet-westerse cultuur --- etnologie --- populaire cultuur --- etnografie --- cultuur --- Asia
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