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Apocalypse manga
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ISSN: 03385930 ISBN: 9782130621461 2130621465 Year: 2013 Volume: *100 Publisher: Paris: PUF,

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Abstract

La bombe d’Hiroshima, premier engin atomique lancé sur une population civile, n’a pas seulement marqué à jamais la psyché japonaise : elle a aussi reconfiguré la flèche du temps pour l’ensemble de notre monde. C’est à l’exploration de cette ombre historique, projetée sur le plus commercial des médiums artistiques, le manga, qu’invite Pierre Pigot : comment des mangakas comme Miyazaki, Matsumoto ou Nakazawa ont forgé une esthétique capable de donner une apparence aux lourds fantômes de l’histoire comment, du Voyage de Ryû à L’École emportée, et de Princesse Mononoké à Albator, les mangas et dessins-animés ont exploré ces secrets de l’histoire humaine et ces hantises de la catastrophe, qui peuplent les coulisses de l’art depuis soixante ans comment, enfin, un manga aussi populaire aujourd’hui que One Piece dissimule au cœur de ses milliers de pages une idée secrète capable de nous donner les clés pour lutter contre cette prégnance de l’apocalypse. Apocalypse manga – ou le manga enfin sauvé de sa singularité orientale, et rendu aux mains de ses lecteurs.


Book
The anime machine : a media theory of animation
Authors: ---
ISBN: 9780816651542 9780816651559 081665154X 0816651558 Year: 2009 Publisher: Minneapolis ; London University of Minnesota Press

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Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the 'animetic machine' encourages a specific approach to thinking about technology.


Book
Fandom unbound : otaku culture in a connected world
Authors: --- ---
ISBN: 9780300158649 9780300178265 0300158645 0300178263 1280571381 9786613600981 Year: 2012 Publisher: New Haven : Yale University Press,

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In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as "geek"-an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.

Keywords

Animated films -- Japan -- History and criticism. --- Comic books, strips, etc. -- Japan -- History and criticism. --- Fans (Persons). --- Japan -- Civilization -- 1945-. --- Popular culture -- Japan. --- Popular culture -- Japanese influences. --- Subculture -- Japan. --- Fans (Persons) --- Mass media and culture --- Subculture --- Popular culture --- Animated films --- Comic books, strips, etc --- Sociology & Social History --- Journalism & Communications --- Social Sciences --- Social Change --- Recreation & Sports --- Communication & Mass Media --- J4143 --- J5960 --- J6848 --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Subcultures --- Culture and mass media --- Aficionados --- Devotees --- Enthusiasts (Fans) --- Supporters (Persons) --- Japanese influences --- History and criticism --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Japan: Literature -- modern fiction and prose -- manga --- Japan: Media arts and entertainment -- anime --- E-books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Culture --- Ethnopsychology --- Social groups --- Counterculture --- Persons --- Hobbyists --- Comic books, strips, etc. --- Animated films -- Japan -- History and criticism --- Comic books, strips, etc. -- Japan -- History and criticism --- Japan -- Civilization -- 1945 --- -Popular culture -- Japan --- Popular culture -- Japanese influences --- Subculture -- Japan --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Japanese influences. --- History and criticism. --- Japan --- Civilization --- Subculture. --- Manhua (Comic books) --- Manhwa (Comic books)


Multi
Mechademia.
Author:
ISSN: 21526648 19342489 ISBN: 9780816654826 0816654824 0816669686 Year: 2006 Volume: 3 Publisher: Minneapolis, MN : University of Minnesota Press,

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Abstract

Limits of the Human-the third volume in the Mechademia series-maps the terrain of posthumanity using manga and anime as guides and signposts to understand how to think about humanity's new potentialities and limits. Through a wide range of texts-the folklore-inspired monsters that populate Mizuki Shigeru's manga; Japan's Gothic Lolita subculture; Tezuka Osamu's original cyborg hero, Atom, and his manga version of Fritz Lang's Metropolis (along with Otomo Katsuhiro's 2001 anime film adaptation); the robot anime, Gundam; and the notion of the uncanny in Ghost in the Shell 2: Innocence, among others-the essays in this volume reject simple human/nonhuman dichotomies and instead encourage a provocative rethinking of the definitions of humanity along entirely unexpected frontiers.

Keywords

Animated films --- Animated television programs --- Video games --- Comic books, strips, etc --- Popular culture --- Animated films. --- Animated television programs. --- Comic books, strips, etc. --- Video games. --- Television games --- Videogames --- Electronic games --- Civilization --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation cels --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- History and criticism --- Japanese influences --- Japanese influences. --- Japan. --- al-Yābān --- Giappone --- Government of Japan --- Iapōnia --- I͡Aponii͡ --- Japam --- Japani --- Japão --- Japon --- Japonia --- Japonsko --- Japonya --- Jih-pen --- Mư̄ang Yīpun --- Nihon --- Nihonkoku --- Nippon --- Nippon-koku --- Nipponkoku --- Prathēt Yīpun --- Riben --- State of Japan --- Yābān --- Yapan --- Yīpun --- Zhāpān --- Film --- Japan --- Manhua (Comic books) --- Manhwa (Comic books) --- Popular culture - Japan --- Graphic arts - Japan --- Popular culture - Japanese influences --- Animated films - Japan - History and criticism --- Human beings - Variation --- Computer games --- Internet games --- Games --- futurologie --- beeldverhalen --- Graphic arts --- Human beings --- Anime --- Manga --- Arts and Humanities --- General and Others

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