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“Dream TOMICA Sanrio Characters Collection” to Be Launched
News Release For Immediate Release December 11, 2019 A gathering of popular Sanrio characters spanning generations! Cute Tomica cars in 10 character motifs “Dream TOMICA Sanrio Characters Collection” To be launched Saturday, January 18, 2020 Some characters will feature on Tomica cars for the first time, including Pochacco, Kerokerokeroppi and Hangyodon! TOMY Company, Ltd. Sanrio Company, Ltd. TOMY Company. Ltd. (Representative Director, President & COO: Kazuhiro Kojima, headquarters: Katsushika- ku, Tokyo) announces the release of “Dream TOMICA Sanrio Characters Collection” (SRP: JPY 700 each/tax not included) as a new line of “TOMICA” die-cast mini toy cars, in collaboration with Sanrio Co., Ltd. (President and CEO: Shintaro Tsuji, headquarters: Shinagawa-ku, Tokyo) featuring ten popular Sanrio characters. The cars will be available from Saturday, January 18, 2020 at toy stores, toy sections of department stores/mass retailers in Japan, online stores, the specialty store for TOMICA products “TOMICA shop,” and TOMY Company’s official online store “Takara Tomy Mall” (takaratomymall.jp), selected Sanrio stores, Sanrio ONLINE SHOP (https://shop.sanrio.co.jp/), etc. Each package contains a car in one of ten original designs, each themed on a popular Sanrio character. The front of each car resembles a character’s face and is complemented by designs that reflect their individual characteristics, such as a unique design on the rear of the car and a printed version of the character’s logo. Out of a total of ten characters included in the motifs, four have appeared in Tomica collaborations in the past (Hello Kitty, Gudetama, Cinnamoroll, and My Melody) while six are making an appearance for the first time (Pochacco, Pompompurin, Kuromi, Tuxedosam, Kerokerokeroppi, and Hangyodon). -
Swedish Bublar Group Teams up with Amazon Game Tech for the Upcoming Hello Kitty Augmented Reality Mobile Game and Starts Pre-Registration of the Game
Press release Stockholm November 21, 2019 Swedish Bublar Group teams up with Amazon Game Tech for the upcoming Hello Kitty augmented reality mobile game and starts pre-registration of the game Hello Kitty fans and gamers will, as from today, be able to pre-register for the location based mobile game “Hello Kitty AR: Kawaii World” that will go live during 2020. The famous Hello Kitty-character, founded by Japanese Sanrio, is one of the highest grossing media franchises in the world. The game, under production by the XR technology company Bublar, will use Amazon Game Tech´s backend infrastructure. We now celebrate Hello Kitty´s 45th birthday month with an announcement trailer and a landing page. Fans and players that has pre-registered will be pioneers. They will be the first ones to have the opportunity to play the mobile game featuring Hello Kitty and her awesome friends through taking part in the soft launch. During the period until launch they will be able to take part of game news, competitions and other activities. The game will be tested on selected geographic markets in the first half of next year 2020 with the aim of launching in Summer 2020. - Since her debut in Japan in 1974, Hello Kitty has inspired generations of people around the world with her positive message of friendship and kindness. With this game from Bublar, our dedicated fan base can play with her and the Sanrio characters through their smartphones wherever they are in a mixed reality experience. We are happy to continue sharing the joy of Hello Kitty and the Kawaii lifestyle, says Jiro Kishimura, Managing Director, Sanrio Co Ltd. -
The Origins of the Magical Girl Genre Note: This First Chapter Is an Almost
The origins of the magical girl genre Note: this first chapter is an almost verbatim copy of the excellent introduction from the BESM: Sailor Moon Role-Playing Game and Resource Book by Mark C. MacKinnon et al. I took the liberty of changing a few names according to official translations and contemporary transliterations. It focuses on the traditional magical girls “for girls”, and ignores very very early works like Go Nagai's Cutie Honey, which essentially created a market more oriented towards the male audience; we shall deal with such things in the next chapter. Once upon a time, an American live-action sitcom called Bewitched, came to the Land of the Rising Sun... The magical girl genre has a rather long and important history in Japan. The magical girls of manga and Japanese animation (or anime) are a rather unique group of characters. They defy easy classification, and yet contain elements from many of the best loved fairy tales and children's stories throughout the world. Many countries have imported these stories for their children to enjoy (most notably France, Italy and Spain) but the traditional format of this particular genre of manga and anime still remains mostly unknown to much of the English-speaking world. The very first magical girl seen on television was created about fifty years ago. Mahoutsukai Sally (or “Sally the Witch”) began airing on Japanese television in 1966, in black and white. The first season of the show proved to be so popular that it was renewed for a second year, moving into the era of color television in 1967. -
Gudetama Transcript
This is Gudetama. It’s an egg yolk with a little butt crack. Gudetama looks like a character someone gave up on… it has limbs but no fingers or toes. It has a mouth but no teeth — and yet people can’t get enough of it. You can find it on backpacks, cups, airplanes, credit cards, and it even has its own themed cafe. But Gudetama’s cute looks aren’t the driving force behind its insane popularity. Its main attraction is its lazy personality. Gudetama comes from a Japanese company called Sanrio. You might have heard of them. They’re the creators behind Hello Kitty. In 2013, Sanrio held a company wide competition to come up with a food-based character. And once people voted, Gudetama didn't end up on top. Kirimichan, the salmon filet came in first — we actually started to release products based on the salmon filet and its friends. Gudetama, the lazy egg came in second, but we also released products based on Gudetama…. and it really really took off. The appeal of Gudetama’s melancholy stands in contrast to the American concept of cuteness, which is pretty straightforward. The idea of cute represents goodness and optimism, while pessimism tends to define evil. This is evident in some of Disney’s early films. SNOW WHITE Oh, they do look very delicious! WITCH Yes... As you can see— there’s a clear divide between good and evil. Villains are usually depicted as unappealing, scary, and old — draped in shadows and dark colors. They are meant to be identified as evil, which means that they can never be cute. -
Informe 2010 Responsabilidad Corporativa Ver Vídeo Institucional Índice
Informe 2010 Responsabilidad Corporativa Ver vídeo institucional índice Acerca de este informe 4 Carta del Presidente y los Consejeros Delegados 6 El Grupo Telecinco 10 Valor Económico 20 Gestión Sostenible 46 Contenidos 62 Publicidad 82 Equipo Humano 86 Desempeño Ambiental 108 Verificación externa 116 Cuadro de Indicadores GRI 120 Glosario 132 Directorio 138 Acerca de este informe Alcance El presente Informe, sexto documento anual que publica Telecinco, pretende in- formar sobre los compromisos en materia de Responsabilidad Corporativa del Grupo, y se refiere al período comprendido entre el 1 de enero y el 31 de diciem- bre de 2010. Este es el tercer año en el que el Informe ha sido verificado por un auditor externo. El Informe cubre las actividades desarrolladas informe cubre los requisitos asociados al Nivel por el Grupo Telecinco en territorio español, A+ de aplicación de G3, lo cual implica que cum- puesto que éstas son las más significativas y re- ple con las especificaciones asociadas al nivel A presentativas del negocio, con la limitación que de G3 en cuanto a Perfil, Enfoques de gestión e se explica a continuación: Indicadores de Desempeño, y que ha sido some- tido a mecanismos de revisión externa. A partir del 28 de diciembre, y como se detallará en el capítulo correspondiente al Grupo Telecin- Nivel de aplicación de memoria co, la mercantil Sociedad General de Televisión Cuatro, S.A.U.(en adelante Sogecuatro), gestora A+ Verificación externa de la Memoria Los mismos requisitos Información sobre el Informa sobre cada del canal de televisión en abierto “Cuatro”, pasa que para el nivel B enfoque de la dirección indicador central G3 y para cada Categoría de sobre los indicadores a formar parte del Grupo Telecinco. -
Anime/Games/J-Pop/J-Rock/Vocaloid
Anime/Games/J-Pop/J-Rock/Vocaloid Deutsch Alice Im Wunderland Opening Anne mit den roten Haaren Opening Attack On Titans So Ist Es Immer Beyblade Opening Biene Maja Opening Catpain Harlock Opening Card Captor Sakura Ending Chibi Maruko-Chan Opening Cutie Honey Opening Detektiv Conan OP 7 - Die Zeit steht still Detektiv Conan OP 8 - Ich Kann Nichts Dagegen Tun Detektiv Conan Opening 1 - 100 Jahre Geh'n Vorbei Detektiv Conan Opening 2 - Laufe Durch Die Zeit Detektiv Conan Opening 3 - Mit Aller Kraft Detektiv Conan Opening 4 - Mein Geheimnis Detektiv Conan Opening 5 - Die Liebe Kann Nicht Warten Die Tollen Fussball-Stars (Tsubasa) Opening Digimon Adventure Opening - Leb' Deinen Traum Digimon Adventure Opening - Leb' Deinen Traum (Instrumental) Digimon Adventure Wir Werden Siegen (Instrumental) Digimon Adventure 02 Opening - Ich Werde Da Sein Digimon Adventure 02 Opening - Ich Werde Da Sein (Insttrumental) Digimon Frontier Die Hyper Spirit Digitation (Instrumental) Digimon Frontier Opening - Wenn das Feuer In Dir Brennt Digimon Frontier Opening - Wenn das Feuer In Dir Brennt (Instrumental) (Lange Version) Digimon Frontier Wenn Du Willst (Instrumental) Digimon Tamers Eine Vision (Instrumental) Digimon Tamers Ending - Neuer Morgen Digimon Tamers Neuer Morgen (Instrumental) Digimon Tamers Opening - Der Grösste Träumer Digimon Tamers Opening - Der Grösste Träumer (Instrumental) Digimon Tamers Regenbogen Digimon Tamers Regenbogen (Instrumental) Digimon Tamers Sei Frei (Instrumental) Digimon Tamers Spiel Dein Spiel (Instrumental) DoReMi Ending Doremi -
History of SEGA TOYS
for the next smile SEGA TOYS delivers the best smiles and excitement to people all over the world. Based on our corporate mission “Creating New Value: for the next smile,” SEGA TOYS’ goal is to provide fresh and innovative ways of playing that are not bound by the confines of conventional toys. Creating new value, we will satisfy the universal need for “enjoyment” that is an essential human quality, and we will also continue to give full consideration to the social environment and safety while contributing to the creation of a society that enriches people’s lives. ⒸSEGA TOYS/SPIN MASTER/BAKUGAN 3 PROJECT ⒸSEGA TOYS/SPIN MASTER/ZOOBLES COMMITTEE Ⓒ'08,'11 SANRIO/SEGA TOYS S・S/W・TX・JLPC ⒸTAKASHI YANASE / FRÖEBELKAN・TMS・NTV Company policy A Message from the President As a member of the SEGA SAMMY Group in the consumer toy business, Sega Toys is committed to providing the world brand new forms of entertainment originating in Japan and delivering the brightest smiles and ultimate excitement to people all over the globe. The toy industry is currently facing a number of challenges associated with Japan's low birthrate, diversification in consumer preferences, price competition produced by stagnant consumer spending, rising manufacturing costs and diversification of retail formats. In order to come out ahead of the competition in this unfavorable climate we are working to develop new products and expand business operations through alliances and partnerships with other companies, both in Japan and overseas, and are actively promoting policies directed at creating synergies within the SEGA SAMMY Group. -
Jepang Pada Fakultas Ilmu Budaya Universitas Hasanuddin Makassar
INDUSTRI KOMODIFIKASI KAWAII OLEH PERUSAHAAN SANRIO SKRIPSI Diajukan untuk Memenuhi Persyaratan Sarjana untuk Memperoleh Gelar Sarjana Departemen Sastra Jepang pada Fakultas Ilmu Budaya Universitas Hasanuddin Makassar Oleh: NOER JIHAN HARTINA F91114501 DEPARTEMEN SASTRA JEPANG FAKULTAS ILMU BUDAYA UNIVERSITAS HASANUDDIN MAKASSAR 2018 i ii iii iv LEMBAR PERSEMBAHAN “Nobody’s life is filled with perfect little moments. And if they were, They wouldn’t be perfect little moments. They would just be normal. How would you ever know happiness, If you’d never experienced downs ?” (Gerry from P.S. I Love You) I dedicate this thesis for my beloved parents, Without your sacrifice and prayer, I will never be able to reach this point. I love you so much ma,pa,daddy. I am the luckiest daughter ever. v KATA PENGANTAR Puji syukur penulis panjatkan kehadirat Allah SWT yang telah melimpahkan rahmat dan karunia yang tak terhingga, sehingga penulis dapat menyelesaikan skrispi dengan judul “Industri Komodifikasi Kawaii oleh Perusahaan Sanrio”. Penulis berharap tulisan ini dapat berguna ke depannya untuk menambah pengetahuan bagi pembaca dan terumata kepada pembelajar budaya Jepang. Skripsi ini dibuat dalam rangka memenuhi syarat untuk menyelesaikan tugas akhir program studi S1 Jurusan Sastra Jepang pada Universitas Hasanuddin. Penulisan skripsi ini pastinya mengalami banyak tantangan dalam prosesnya, dan pastinya tidak akan terselesaikan tanpa adanya bantuan dan dukungan dari beberapa pihak hingga skripsi ini dapat dirampungkan. Oleh karena itu dalam kesempatan kali ini, penulis ingin menyampaikan ucapan terima kasih kepada seluruh pihak yang membantu dan memberikan dukungan kepada penyusunan skripsi ini. 1. Yang tercinta Mama, Papa yang sudah ada di surga, dan super Daddy yang telah mengorbankan segalanya untuk saya, yang tiada henti mendoakan saya, dan selalu mencintai saya dalam kondisi apapun. -
Primary & Secondary Sources
Primary & Secondary Sources Brands & Products Agencies & Clients Media & Content Influencers & Licensees Organizations & Associations Government & Education Research & Data Multicultural Media Forecast 2019: Primary & Secondary Sources COPYRIGHT U.S. Multicultural Media Forecast 2019 Exclusive market research & strategic intelligence from PQ Media – Intelligent data for smarter business decisions In partnership with the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers Co-authored at PQM by: Patrick Quinn – President & CEO Leo Kivijarv, PhD – EVP & Research Director Editorial Support at AIMM by: Bill Duggan – Group Executive Vice President, ANA Claudine Waite – Director, Content Marketing, Committees & Conferences, ANA Carlos Santiago – President & Chief Strategist, Santiago Solutions Group Except by express prior written permission from PQ Media LLC or the Association of National Advertisers, no part of this work may be copied or publicly distributed, displayed or disseminated by any means of publication or communication now known or developed hereafter, including in or by any: (i) directory or compilation or other printed publication; (ii) information storage or retrieval system; (iii) electronic device, including any analog or digital visual or audiovisual device or product. PQ Media and the Alliance for Inclusive and Multicultural Marketing at the Association of National Advertisers will protect and defend their copyright and all their other rights in this publication, including under the laws of copyright, misappropriation, trade secrets and unfair competition. All information and data contained in this report is obtained by PQ Media from sources that PQ Media believes to be accurate and reliable. However, errors and omissions in this report may result from human error and malfunctions in electronic conversion and transmission of textual and numeric data. -
Puzzle Spill Liste : Stem P㥠Dine Favoritter
Puzzle Spill Liste InkBall https://no.listvote.com/lists/games/inkball-1340777 gbrainy https://no.listvote.com/lists/games/gbrainy-307397 KAtomic https://no.listvote.com/lists/games/katomic-6325571 Bit Generations https://no.listvote.com/lists/games/bit-generations-3266978 Ribbon Hero 2 https://no.listvote.com/lists/games/ribbon-hero-2-7322259 Ribbon Hero https://no.listvote.com/lists/games/ribbon-hero-7322258 KidÅ Gekidan Haro Ichiza: Haro no Puyo https://no.listvote.com/lists/games/kid%C5%8D-gekidan-haro-ichiza%3A-haro- Puyo no-puyo-puyo-3196415 Rocky and Bullwinkle https://no.listvote.com/lists/games/rocky-and-bullwinkle-7356048 Perestroika https://no.listvote.com/lists/games/perestroika-1989723 Mr. Driller https://no.listvote.com/lists/games/mr.-driller-3276305 Clubhouse Games https://no.listvote.com/lists/games/clubhouse-games-233753 Action Force https://no.listvote.com/lists/games/action-force-4677096 Tower of Babel https://no.listvote.com/lists/games/tower-of-babel-2877818 Picross 2 https://no.listvote.com/lists/games/picross-2-3382548 Lights, Camera, Curses https://no.listvote.com/lists/games/lights%2C-camera%2C-curses-4042889 Hitori https://no.listvote.com/lists/games/hitori-971467 https://no.listvote.com/lists/games/dr.-seuss%27-fix-up-the-mix-up-puzzler- Dr. Seuss' Fix-Up the Mix-Up Puzzler 5304376 Dr. Mario: Miracle Cure https://no.listvote.com/lists/games/dr.-mario%3A-miracle-cure-20031702 Magical Tetris Challenge https://no.listvote.com/lists/games/magical-tetris-challenge-3043129 Puzzle Bobble 3 https://no.listvote.com/lists/games/puzzle-bobble-3-784447 -
Newsletter 10/09 DIGITAL EDITION Nr
ISSN 1610-2606 ISSN 1610-2606 newsletter 10/09 DIGITAL EDITION Nr. 252 - Juni 2009 Michael J. Fox Christopher Lloyd LASER HOTLINE - Inh. Dipl.-Ing. (FH) Wolfram Hannemann, MBKS - Talstr. 3 - 70825 K o r n t a l Fon: 0711-832188 - Fax: 0711-8380518 - E-Mail: [email protected] - Web: www.laserhotline.de Newsletter 10/09 (Nr. 252) Juni 2009 editorial Hallo Laserdisc- und DVD-Fans, trotz werden wir wieder vor Ort sein Zwischen Bollywood und Todd-AO liebe Filmfreunde! und die neue Lokalität inspizieren. gibt sich dann noch das “Fantasy Film- Wenn Ihnen die nächsten Seiten in fest” die Ehre, auf dem wir ein weiteres diesem Newsletter bekannt vorkommen, Ebenfalls ganz fest eingebrannt im Mal versuchen werden, für Sie die dann leiden Sie ganz sicher noch nicht Festivalkalender ist natürlich das tradi- Spreu vom Weizen zu trennen. Denn unter Alzheimer. Denn das Programm tionelle “Todd-AO 70mm Filmfestival” die Erfahrung lehrt, dass es nicht nur des “2. Widescreen Weekends” in der in der Schauburg in Karlsruhe, das am gute, sondern auch richtig gute und Karlsruher Schauburg hatten wir be- ersten Oktoberwochenende bereits in jede Menge unwahrscheinlich schlech- reits in der vorherigen Ausgabe des die fünfte Runde geht. Wie jedes Jahr te Filme gibt. Und da ist es manchmal Newsletters publiziert. Doch halt – es so wird es dort auch dieses Mal wieder recht sinnvoll, einen Vorkoster zu ha- gibt einen kleinen, aber feinen Unter- ein paar Überraschungen aus streng ben. Und genau in der Rolle fühlen wir schied. Denn der ursprünglich für gehüteten Filmarchiven zu sehen ge- uns richtig wohl. -
Indoor Theme Parks Focus on Education Mixed with Entertainment a Profile of the World’S Top 30 Largest Indoor Entertainment Centers
World’s Top 30 Indoor Entertainment Centers: Part 2 Indoor Theme Parks Focus on Education Mixed With Entertainment A Profile of the World’s Top 30 Largest Indoor Entertainment Centers By Jeff Coy, ISHC June 2, 2013 --- Ten (10) of the world’s top 30 largest indoor entertainment centers are focused on education mixed with entertainment, a concept now called edutainment, while 9 are focused on providing a themed experience with characters such as Iron Man and Spider Man. Six centers specialize in providing amusements & thrill rides and 3 feature high-tech games and motion simulators. Large indoor theme parks, indoor amusement parks and family entertainment centers are a relatively new phenomenon. No one had studied indoor entertainment facilities as a special group until JLC Hospitality Consulting of Phoenix-Cave Creek AZ was commissioned to produce a market analysis and economic feasibility report for a new development. As a result the consulting firm conducted an exhaustive search and built a database of all indoor entertainment centers worldwide. The survey revealed that: • 57.9% of all indoor entertainment centers are focused on edutainment, led by companies such as KidZania and Legoland Discovery Centers. • 75.5% of all indoor entertainment centers are anchored to shopping malls. • 53.8% of all indoor entertainment centers were opened or will open during the period from 2010 – 2015 based on a surge of recent openings and new construction. After analyzing the similarities and differences of all facilities, the firm produced a list of the World’s Top 30 Largest Indoor Entertainment Centers for use by consumers, families and commercial real estate developers.