Anime Y Los Videojuegos

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Anime Y Los Videojuegos UNIVERSIDAD DE MURCIA DEPARTAMENTO DE INFORMACIÓN Y DOCUMENTACIÓN La Narrativa Cross-Media en el Ámbito de la Industria Japonesa del Entretenimiento: Estudio del Manga, el Anime y los Videojuegos D. Manuel Hernández Pérez 2013 La Narrativa Cross-Media en el ámbito de la industria japonesa del entretenimiento. Estudio del manga, el anime y los videojuegos Notas aclaratorias: .................................................................................................................... 7 Capítulo I Introducción a la Investigación ................................................................................................ 9 1. La llegada del fenómeno manga a España ....................................................................... 9 2. Acerca de la investigación .............................................................................................. 16 2.1. Definición del problema: La Narrativa Cross-Media .............................................. 16 2.2. Objetivos e hipótesis ................................................................................................ 17 2.3. Justificación ............................................................................................................ 19 2.4. Estructura de la Tesis .............................................................................................. 21 3. Perspectivas teóricas en el estudio del anime, el manga y los videojuegos: Estado de la Cuestión .......................................................................................................... 22 Capítulo II Estudio del manga y el media-mix como fenómenos cross-media y transculturales: marco histórico y situación actual ..................................................................................................... 27 1.Japón y su cultura popular como objeto de estudio: la identidad japonesa en el flujo cultural transnacional .......................................................................................................... 27 1.1. El mito de la “singularidad japonesa” (nihonjiron) en los estudios sobre cultura e identidad japonesa ........................................................................................................... 27 1.2. De “tigre asiático” a “gato cósmico”: El “Poder Suave” del nuevo Japón .............. 31 2. La industria japonesa del entretenimiento: Caracterización, crecimiento y globalización ............................................................................................................................................ 40 2.1. Caracterización de una industria cross-media y transcultural ................................. 40 2.2. Funcionamiento y agentes de la industria audiovisual: Los Comités de Producción en el desarrollo del anime televisivo y el cine de animación .......................................... 54 2.3. Medios, soportes y formatos del Media-Mix ........................................................... 57 3. Desarrollo histórico del media-mix japonés ................................................................... 83 3 3.1. Breve historia del manga ......................................................................................... 83 3.2. Etapas en el desarrollo del media-mix japonés ........................................................ 88 4. Conclusiones: El futuro de la industria del entretenimiento japonés ........................... 104 Capítulo III El Análisis de la Narrativa Cross-Media .............................................................................. 109 1. Los Estudios Culturales (Cultural Studies) y su interés en la Cultura Popular ............ 109 1.1. La Escuela de Birmingham. ................................................................................... 112 1.2. El proceso comunicativo según Stuart Hall ........................................................... 116 1.3. Los otros Estudios Culturales. Influencia y Legado de la Escuela de Birmingham ....................................................................................................................................... 121 2. Radiografías de la actualidad mediática. De la creación de conglomerados a la narración transmediática y cross-media ........................................................................................... 136 2.1. “Reciclaje” y “maximización” de contenidos mediáticos ...................................... 136 2.2. Manifestaciones globales y transnacionales de los textos populares. El caso de Japón frente a Estados Unidos ...................................................................................... 138 2.3. La narración transmediática y cross-media como manifestaciones de la “Cultura de la Convergencia” ........................................................................................................... 140 3. La narratología como punto de partida. Elementos principales para una Teoría Narrativa Cross-Media ..................................................................................................................... 141 Aportaciones recientes de la Teoría Narrativa en otros medios .................................... 143 Elementos Principales para una Teoría Narrativa Cross-Media ................................... 147 3.1. Características y tipología de las narrativas cross-media ...................................... 149 3.2. La narrativa como objeto: elementos de la “Estructura Narrativa Profunda” ........ 182 3.3. Elementos del discurso ........................................................................................... 228 3.4. La narrativa como parte de un proceso comunicativo: aplicaciones del modelo retórico .......................................................................................................................... 238 4. Problemas en torno al concepto de “género” en el contexto de la Narrativa Cross-Media .......................................................................................................................................... 241 4.1. Hacia una perspectiva cross-media del género ...................................................... 243 La Narrativa Cross-Media en el ámbito de la industria japonesa del entretenimiento. Estudio del manga, el anime y los videojuegos 4.2. El papel de los géneros en la industria del manganime ......................................... 248 4.3. Influencia de los géneros y las temáticas de la ciencia-ficción en el manganime . 252 5. Conclusiones: elaboración de una metodología mixta para el análisis de la Narrativa Cross-Media ..................................................................................................................... 259 Capítulo IV Caso de Estudio: Los productos shōnen como punto de partida de las narrativas cross-media. Estudio de la saga Fullmetal Alchemist (2001-2011) ........................................................... 265 1. Introducción y objetivos frente al caso de estudio ........................................................ 265 2. Acerca de la franquicia Fullmetal Alchemist (Hagane no Renkinjutsushi, 2001-2010) .......................................................................................................................................... 265 3. Análisis de la narrativa cross-media en la franquicia FMA ......................................... 274 3.1. Arquitectura e intertextualidad .............................................................................. 275 3.2. Elementos de la estructura profunda en la franquicia FMA .................................. 301 3.3. Elementos del discurso en la franquicia de FMA: focalización y perspectiva ...... 324 3.4. Influencia de la ciencia-ficción y otros géneros .................................................... 335 3.5. Papel de las audiencias y los distintos productores en el esquema de la comunicación narrativa ................................................................................................ 339 4. Conclusiones acerca del caso de estudio ...................................................................... 352 Capítulo V Resumen de Tesis [Thesis Summary] .................................................................................. 359 1. Background to the Study .............................................................................................. 359 2. Objectives and Hypothesis ........................................................................................... 361 2.1. General Objectives ................................................................................................. 361 2.2. Specific Objectives ................................................................................................ 362 2.3. Hypotheses ............................................................................................................. 362 3. Study of Manga and Media-Mix as Transcultural and Cross-Media Phenomena ........ 363 3.1. “Japanese uniqueness” myth (nihonjiron) in studies of Japanese culture and identity ....................................................................................................................................... 363 5 3.2. From the “Asian Tiger” to the “Cosmic Cat”: The Japanese “Soft Power” .......... 364 3.3. The Japanese Entertainment Industry: Characterization, Growth and Globalization ....................................................................................................................................... 366 3.4. The transnational character of Japanese Cultural Products ..................................
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