In the Name of the Moon, I'll Cheer for You!

Total Page:16

File Type:pdf, Size:1020Kb

In the Name of the Moon, I'll Cheer for You! In the Name of the Moon, I’ll Cheer For You! Pop-Culture and the 2020 Tokyo Olympic Legacies Sinja de Block 1007904 Master Thesis Tourism and Culture, Radboud University Supervisor: Martijn Stevens 15-06-2018 Word count: 23.495 Abstract This thesis explores several tourism trends in Japan, namely contents tourism and the pop-culture diplomacy employed by the Japanese government, and connects these to the upcoming 2020 Tokyo Olympic and Paralympic Games. This is due to the increasing importance of legacies in sporting events like the Olympics. This is also adamant in the International Olympic Committee’s host city contract, in which the host city promises to leave a positive legacy. Furthermore, the Tokyo 2020 Games are the first games to have an action and legacy plan and will have researchers study the effects of the Games when they have been concluded. A qualitative approach was used to link tourism trends with the Olympics. Several databases and sources were utilised to gather data about the tourism trends in Japan as well as Olympic Games and sports tourism in general, which were then analysed and studied to apply the theories to the case study of the Tokyo 2020 Games. This research has clarified that one of the main driving forces behind bidding on hosting the Games is the increased tourism that goes with it, so it was expected that the Tokyo Organising Committee of the Olympic and Paralympic Games would exploit the current tourism diplomacy. Especially since the Japan Olympic Committee and Japan Paralympic Committee have invested in getting the rights for several prominent anime characters and Prime Minister Abe appeared on stage as Mario at the end of the 2016 Rio Olympic Games. By studying the 2017 Action & Legacy plan provided by the Tokyo Organising Committee it became apparent that pop-culture does not play a big part in the organising and legacies of the Games. However, their intended legacies do leave room for pop-culture to get involved, so several suggestions have been made to illustrate how pop-culture can be utilised within the Action & Legacy plan so that more positive legacies can be created. Table of Contents Introduction ............................................................................................................................................ 1 1. Theoretical Framework ....................................................................................................................... 5 1.1. Contents Tourism and Similar Types............................................................................................ 5 1.2. The History of Pop-culture Diplomacy and Cool Japan ................................................................ 7 1.3. The Problems of Pop-culture Diplomacy and Cool Japan ............................................................ 9 1.4. Why Pop-culture Diplomacy Works for Japan ........................................................................... 13 1.5. The Influence of Olympic Games on a City and Tourism ........................................................... 14 1.6. Places and Their Importance ..................................................................................................... 17 1.7. Conclusion .................................................................................................................................. 18 2. Method ............................................................................................................................................. 20 3. The 2020 Tokyo Olympics and Pop-culture ...................................................................................... 23 3.1. Expectations ............................................................................................................................... 23 3.2. Legacies ...................................................................................................................................... 25 3.3. Contents Tourism and Pop-Culture ........................................................................................... 30 3.4. Kawaii Culture ............................................................................................................................ 34 3.5. Locations .................................................................................................................................... 35 3.6. Suggestions ................................................................................................................................ 37 3.7. Conclusion .................................................................................................................................. 38 Conclusion and Discussion .................................................................................................................... 40 Glossary ................................................................................................................................................. 42 Primary Sources .................................................................................................................................... 44 Secondary Sources ................................................................................................................................ 45 Introduction Temples, Buddhist monks, people weaving, towns, nature, robots, other technology, state-of-the-art buildings, busy streets and a first-year maiko1 which will undoubtedly be mistaken for a geisha* by foreigners. These are the things that can be found in the promotional video for Japan – the country ‘where tradition meets the future’ – made by the Japan National Tourism Organisation (JNTO) and encompasses a rather stereotypical image of the country. That is because it is an advertisement for Japan and aims to highlight the interesting places but also creates a brand for the country. Japan is not alone in using this strategy. In fact, it is quite common for countries nowadays to have video commercials to attract visitors (Bruner 2005). However, comparing this to other countries, like Egypt and Turkey, it seems Japan does not rely on this video too much. The other countries have had several versions of their promotion video and can be found on YouTube, but the JNTO’s channel only has this specific video from 2016 as this kind of promotional material. This begs the question of how Japan promotes and brands itself if not through the common video commercials on television. Scholars have asked similar questions throughout the years and have come up with an answer: Popular culture. Almost fifteen years ago, the JNTO wanted to try to get more tourists to come to Japan (Berger 2010) and in order to do so they needed a new strategy. In 2004 the Japan Brand Strategy organisation was founded as a part of the Intellectual Property Strategic Programme (IPSP) which, in turn, was initiated two years earlier (Valaskivi 2013). As Valaskivi explains, the fact that an intellectual property organisation was involved suggests that creative industries were to be at the heart of ‘future’ Japan. However, it wasn’t until May 2011 that the Creating a New Japan proposal (atarashī Nihon no sōzō)2 by the Cool Japan Advisory Council (kūru japan kanmin yūshikisha kaigi) came forth, which was aimed at the promotion of creative industries and the spreading of Japanese popular culture. Rather than using video commercials, Japan chose to focus on their pop- culture to create a brand for their country. But what exactly is the popular culture of Japan? The answer to this needs some more explaining as the definition of pop-culture in itself is unclear (Seaton and Yamamura 2015) and this will be done more elaborately in the next chapter. For the moment it can be assumed that pop- culture is something that speaks to the general public and stems from different media forms. Japanese pop-culture can be found mostly in anime (Japanese animation shows and films), manga (Japanese comics), and games. Sometimes a person is moved so much by a story and its characters – be it a book or show or game – that they actually visit the physical location of where it takes place. This is called media-induced tours. Examples of these are for instance when fans of Harry Potter go to King’s Cross Station to take a picture at Platform 9 ¾ and Lord of the Rings fans going to New Zealand where the movies were shot. For anime and manga enthusiasts, this desire to go to the place where their favourite characters are in the story is no different. In fact, according to the country’s Lonely Planet, ‘Japan is one huge pop-culture playground’ (p. 31). Even though media-induced tourism is a large part of pop-culture tourism, Japanese government officials as well as scholars have come up with a different term and form of this kind of tourism. It deals with pop-culture and entails people travelling to certain places, yet is different enough from normal film and literature induced tourism to warrant a new name. This form of tourism is more about narrative and theme rather than characters and the places they go to or 1 More information about terms and districts can be found in the glossary in alphabetical order and will be marked with a small asterisk (*). The abbreviations for (governmental) institutions can also be found here. 2 All translations are by the author unless stated otherwise. 1 where the story was filmed. The name the scholars and officials have chosen for this new phenomenon is kontentsu tsūrizumu or content(s) tourism3 (Seaton & Yamamura 2015). Even though it has
Recommended publications
  • Pocket Product Guide 2006
    THENew Digital Platform MIPTV 2012 tm MIPTV POCKET ISSUE & PRODUCT OFFILMGUIDE New One Stop Product Guide Search at the Markets Paperless - Weightless - Green Read the Synopsis - Watch the Trailer BUSINESSC onnect to Seller - Buy Product MIPTVDaily Editions April 1-4, 2012 - Unabridged MIPTV Product Guide + Stills Cher Ami - Magus Entertainment - Booth 12.32 POD 32 (Mountain Road) STEP UP to 21st Century The DIGITAL Platform PUBLISHING Is The FUTURE MIPTV PRODUCT GUIDE 2012 Mountain, Nature, Extreme, Geography, 10 FRANCS Water, Surprising 10 Francs, 28 Rue de l'Equerre, Paris, Delivery Status: Screening France 75019 France, Tel: Year of Production: 2011 Country of +33.1.487.44.377. Fax: +33.1.487.48.265. Origin: Slovakia http://www.10francs.f - email: Only the best of the best are able to abseil [email protected] into depths The Iron Hole, but even that Distributor doesn't guarantee that they will ever man- At MIPTV: Yohann Cornu (Sales age to get back.That's up to nature to Executive), Christelle Quillévéré (Sales) decide. Office: MEDIA Stand N°H4.35, Tel: + GOOD MORNING LENIN ! 33.6.628.04.377. Fax: + 33.1.487.48.265 Documentary (50') BEING KOSHER Language: English, Polish Documentary (52' & 92') Director: Konrad Szolajski Language: German, English Producer: ZK Studio Ltd Director: Ruth Olsman Key Cast: Surprising, Travel, History, Producer: Indi Film Gmbh Human Stories, Daily Life, Humour, Key Cast: Surprising, Judaism, Religion, Politics, Business, Europe, Ethnology Tradition, Culture, Daily life, Education, Delivery Status: Screening Ethnology, Humour, Interviews Year of Production: 2010 Country of Delivery Status: Screening Origin: Poland Year of Production: 2010 Country of Western foreigners come to Poland to expe- Origin: Germany rience life under communism enacted by A tragicomic exploration of Jewish purity former steel mill workers who, in this way, laws ! From kosher food to ritual hygiene, escaped unemployment.
    [Show full text]
  • 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.
    [Show full text]
  • BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019
    BANDAI NAMCO Group FACT BOOK 2019 BANDAI NAMCO Group FACT BOOK 2019 TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline 3 Related Market Data Group Organization Toys and Hobby 01 Overview of Group Organization 20 Toy Market 21 Plastic Model Market Results of Operations Figure Market 02 Consolidated Business Performance Capsule Toy Market Management Indicators Card Product Market 03 Sales by Category 22 Candy Toy Market Children’s Lifestyle (Sundries) Market Products / Service Data Babies’ / Children’s Clothing Market 04 Sales of IPs Toys and Hobby Unit Network Entertainment 06 Network Entertainment Unit 22 Game App Market 07 Real Entertainment Unit Top Publishers in the Global App Market Visual and Music Production Unit 23 Home Video Game Market IP Creation Unit Real Entertainment 23 Amusement Machine Market 2 BANDAI NAMCO Group’s History Amusement Facility Market History 08 BANDAI’s History Visual and Music Production NAMCO’s History 24 Visual Software Market 16 BANDAI NAMCO Group’s History Music Content Market IP Creation 24 Animation Market Notes: 1. Figures in this report have been rounded down. 2. This English-language fact book is based on a translation of the Japanese-language fact book. 1 BANDAI NAMCO Group Outline GROUP ORGANIZATION OVERVIEW OF GROUP ORGANIZATION Units Core Company Toys and Hobby BANDAI CO., LTD. Network Entertainment BANDAI NAMCO Entertainment Inc. BANDAI NAMCO Holdings Inc. Real Entertainment BANDAI NAMCO Amusement Inc. Visual and Music Production BANDAI NAMCO Arts Inc. IP Creation SUNRISE INC. Affiliated Business
    [Show full text]
  • Characters and Merchandising Rights
    Characters and Merchandising Rights ©2010 Collaborator: Asuka GOMI Patent Attorney, SHIROKUMA PATENT Hiroyuki NAKAGAWA Patent Attorney, Nakagawa International Patent Office Junichiro TSUCHIYA Senior Manager, Licensing Department Rights Division, Kodansha Ltd. CONTENTS Page Introduction ............................................................. 1 Chapter 1 Rights Composing Merchandising Rights ......................... 3 (1) Overview ........................................................... 3 (a) No rights called merchandising rights in place ................ 3 (b) Power to attract customers (customer-attraction power) ......... 4 (c) Rights included within merchandising rights .................... 6 (2) Content of various rights .......................................... 7 (a) Copyrights ..................................................... 8 (b) Design Act .................................................... 14 (c) Trademark Act ................................................. 16 (d) Unfair Competition Prevention Act ............................. 18 Chapter 2 Character Goods and Merchandising Rights ..................... 20 (1) History of merchandising rights ................................... 20 (2) Economic significance of merchandising rights ..................... 21 (a) Merchandising rights in the content-business .................. 21 (b) Merchandising rights to the mascot logo related to goods ...... 22 (c) Merchandising rights to industrial products ................... 22 (3) Merchandising rights and the media-mix strategy.................
    [Show full text]
  • 86428094.Pdf
    Editorial STAFF El futuro de aquí en más: Idea La baja produccion de series de anime este año com- Carlos Romero parandola con años anteriores, había hecho creer a Redacción varios especialistas que la industria del anime estaba Carlos Romero, siendo afectada por la crisis economica mundial y au- Hernán Panessi, Pamela guraban un futuro incierto. Timpani, Juan Linietsky, Ramsés En honor a la verdad, tal afirmación parece exagerada, tomando en cuenta la gran calidad de series estrena- Quintana, Mario Rodríguez Valles das este año. Corrección y Edición Umineko naku koro ni, K-on!, Tokyo Magnitude 8.0 y un Pamela Timpani largo etc. se convirtieron en éxitos casi instantáneos. Ayudante de Sumado a la buena recepción que tuvo el regreso de Corrección Dragon Ball, Full Metal Alchemisth y Haruhi Suzumi- ya y el estreno de esperadas adaptaciones animadas Romina Espinoza, como Fairy Tail y el arco final de Inu Yasha, nos hacen Moris Humberto Mejia Arriaga pensar que el futuro parece bastante alentador. Diseño de revista, ¿Y en Occidente cómo estamos? web y mascota Se sumaron nuevos canales que pasan anime, pero Andrea Calabró que no llegan a todo el continente, como el caso de Citybive, Zaz! e I-sat, que sólo se ven en determinados Composición países. Andrea Calabró, Animax por fin decidió cambiar de rumbo y emitir mas Cristian Prósperi contenido norteamericano, alejándose de su promesa Webmaster 100% anime. Pamela Timpani Parece que nosotros somos los que estamos en crisis! jejeje... Disclaimer Carlos Romero All the brands/product names and artwork are trademarks and registered trademarks of their owners.
    [Show full text]
  • Inducing Writers' Values on Concept Ordering from Mi- Croblog
    DBSJ Journal Vol. 16, No. 2 Regular Paper March 2018 Inducing Writers’ Values on ious perspectives (e.g., beautiful, cheap) and specific stand- points (e.g., for women, in spring). At present, people are Concept Ordering from Mi- forced to spend a substantial amount of time wading through croblog massive amounts of text to get an overview of others’ opin- ions, or spend a lot of money to call for votes from experts or crowd workers in order to derive a convincing ordering. ~ Motivated from these situations, Nishina et al. [15] initi- Tatsuya IWANARI ated a task of ordering concepts based on common attribute } Naoki YOSHINAGA intensity expressed by an adjective (x 2), and Iwanari et al. Masashi TOYODA♠ presented a system that derives concept orderings [10] by | aggregating various pieces of evidence such as co-occurrence Masaru KITSUREGAWA of a concept and adjective from social media text [9] (x 3). The system collects microblog posts written by specific writ- ers and at a certain time of interest (say, domain) to induce This article proposes a robust method of inducing concept orderings of the target domain, which reflect their microblog writers’ values on concept ordering in a values on the target concepts. It is not only practically bene- ficial for understanding concepts from others’ ordering-based specific domain (e.g., genders, residential areas and values to make correct decisions but also interesting from a time series) from their writings in the domain. The sociological perspective for inversely understanding common values on concept ordering are represented by sets views shared by a certain demographic and/or from a certain of ordered concepts (e.g., London, Berlin, and Rome) period of time.
    [Show full text]
  • The Discourse of the Sci-Fi Fan Civil War of 1980 As Seen in Anime Magazines
    The Discourse of the Sci-Fi Fan Civil War of 1980 as Seen in Anime Magazines Dr. Renato Rivera Rusca Meiji University Abstract anime?” and the search for a harmonious midway point between “SF fans” and “SF The so-called “Anime Boom” period anime fans”, have been recorded, of 1977-1985 coincided with the encapsulatinged the mood of this resurgence of science-fiction in a new skin, pioneering era. a post-pulp incarnation of the genre which The Japanese animation industry has was informed by the latest developments given rise to some unique “genres” – or in theoretical and applied astrophysics as perhaps, better phrased, “motifs” or well as hypothetical social dilemmas that “frameworks” – which continue to this day, would ensue as a result of the realization as a result of certain commercial factors of these possible futures. In the midst of pertaining to business models and this, anime as a medium was coming of production processes put into place during age and as it began to prove to be the 1960s. conducive for visualizations of these new imagined worlds, a clash in media Introduction ideologies began to form between certain groups of anime fans and science-fiction To set the scene for the discourse that aficionados. continued through the late 1970s into the Much of this controversy hinged on the early 1980s, some details need to be laid approach towards 1979’s seminal robot out to form a foundation upon which we anime series, Mobile Suit Gundam, with its may begin our analysis. unconventional balance between toy Firstly, it took around 15 years (1963- sponsor requisites and sci-fi/hypothetical 1977/78) for animation to be recognized as science elements.
    [Show full text]
  • The Female Gaze in Contemporary Japanese Literature
    University of Pennsylvania ScholarlyCommons Publicly Accessible Penn Dissertations 2013 The Female Gaze in Contemporary Japanese Literature Kathryn Hemmann University of Pennsylvania, [email protected] Follow this and additional works at: https://repository.upenn.edu/edissertations Part of the Asian Studies Commons, Comparative Literature Commons, and the Feminist, Gender, and Sexuality Studies Commons Recommended Citation Hemmann, Kathryn, "The Female Gaze in Contemporary Japanese Literature" (2013). Publicly Accessible Penn Dissertations. 762. https://repository.upenn.edu/edissertations/762 This paper is posted at ScholarlyCommons. https://repository.upenn.edu/edissertations/762 For more information, please contact [email protected]. The Female Gaze in Contemporary Japanese Literature Abstract The female gaze can be used by writers and readers to look at narratives from a perspective that sees women as subjects instead of objects. Applying a female gaze to discourses that have traditionally been male-dominated opens new avenues of interpretation that are empowering from a feminist perspective. In this dissertation, I use the murder mystery novels of the bestselling female author Kirino Natsuo and the graphic novels of a prolific four-woman artistic collective called CLAMP to demonstrate how writers are capable of applying a female gaze to the themes of their work and how readers can and have read their work from the perspectives allowed by a female gaze. Kirino Natsuo presents a female perspective on such issues as prostitution, marriage, and equal employment laws in her novels, which are often based on sensationalist news stories. Meanwhile, CLAMP challenges the discourses surrounding the production and consumption of fictional women, especially the young female characters, or shojo, that have become iconic in Japanese popular culture.
    [Show full text]
  • Fairy Inc. Sheet Music Products List Last Updated [2013/03/018] Price (Japanese Yen) a \525 B \788 C \683
    Fairy inc. Sheet Music Products list Last updated [2013/03/018] Price (Japanese Yen) A \525 B \788 C \683 ST : Standard Version , OD : On Demand Version , OD-PS : Piano solo , OD-PV : Piano & Vocal , OD-GS : Guitar solo , OD-GV : Guitar & Vocal A Band Score Piano Guitar Title Artist Tie-up ST OD ST OD-PS OD-PV ST OD-GS OD-GV A I SHI TE RU no Sign~Watashitachi no Shochiku Distributed film "Mirai Yosouzu ~A I DREAMS COME TRUE A A A Mirai Yosouzu~ SHI TE RU no Sign~" Theme song OLIVIA a little pain - B A A A A inspi'REIRA(TRAPNEST) A Song For James ELLEGARDEN From the album "BRING YOUR BOARD!!" B a walk in the park Amuro Namie - A a Wish to the Moon Joe Hisaishi - A A~Yokatta Hana*Hana - A A Aa Superfly 13th Single A A A Aa Hatsu Koi 3B LAB.☆ - B Aa, Seishun no Hibi Yuzu - B Abakareta Sekai thee michelle gun elephant - B Abayo Courreges tact, BABY... Kishidan - B abnormalize Rin Toshite Shigure Anime"PSYCHO-PASS" Opening theme B B Acro no Oka Dir en grey - B Acropolis ELLEGARDEN From the album "ELEVEN FIRE CRACKERS" B Addicted ELLEGARDEN From the album "Pepperoni Quattro" B ASIAN KUNG-FU After Dark - B GENERATION again YUI Anime "Fullmetal Alchemist" Opening theme A B A A A A A A Again 2 Yuzu - B again×again miwa From 2nd album "guitarium" B B Ageha Cho PornoGraffitti - B Ai desita. Kan Jani Eight TBS Thursday drama 9 "Papadoru!" Theme song B B A A A Ai ga Yobu Hou e PornoGraffitti - B A A Ai Nanda V6 - A Ai no Ai no Hoshi the brilliant green - B Ai no Bakudan B'z - B Ai no Kisetsu Angela Aki NHK TV novel series "Tsubasa" Theme song A A
    [Show full text]
  • Toei Animation Youtube Links, 1963–2011
    Toei Animation YouTube Links, 1963–2011 狼少年ケン (Ken, the Wolf Boy) 1963-65 http://www.youtube.com/watch?v=oLUJ0OgrpQI http://www.youtube.com/watch?v=u7sUcRuZTnM 少年忍者風のフジ丸 (Fujimaru of the Wind, the Boy Ninja), 1964-65 http://www.youtube.com/watch?v=n8RBIH1T9gU http://www.youtube.com/watch?v=vHlutoN5pfA 宇宙パトロールホッパ (Space Patrol Hopper),1965 http://www.youtube.com/watch?v=eiWrPjuUPLM レインボー戦隊ロビン 1966-67 http://www.youtube.com/watch?v=V-XCPdVAnuE 魔法使いサリー (Sally the Witch),1966-68 http://www.youtube.com/watch?v=6Bis8sD7AYc ピュンピュン丸 (Pyunpyunmaru), 1967, 1969-70 http://www.youtube.com/watch?v=5lFNi4VOLM4 ゲゲゲの鬼太郎 (Ge Ge Ge no Kitaro), 1968-69, 71-72 http://www.youtube.com/watch?v=At2FdwQd4rI サイボーグ 009 (Cyborg 009), 1968 http://www.youtube.com/watch?v=OnXfTEjCqG4 あかねちゃん (Akane Chan), 1968 http://www.youtube.com/watch?v=u6nLpIfgE8c ひみつのアッコちゃん (Akko-chan's Secret), 1969-70 http://www.youtube.com/watch?v=ki7F2YR6Wyw http://www.youtube.com/watch?v=5kcZ3n_GMws もーれつア太郎 (Moretsu Ataro), 1969-70 http://www.youtube.com/watch?v=rpAJVMB1lwo タイガーマスク (Tiger Mask), 1969-71 http://www.youtube.com/watch?v=GlV7LDIHyqE キックの鬼 (The Kick Demon), 1970-71 http://www.youtube.com/watch?v=8Of4uD9MvgA 魔法のマコちゃん (Mako-chan's Magic), 1970-71 http://www.youtube.com/watch?v=ZSVn_6SBrOU さるとびエッちゃん (Sarutobi Ecchan), 1971-72 http://www.youtube.com/watch?v=EmFVqggDc5A アパッチ野球軍 (Appachis' Baseball Team), 1971-72 http://www.youtube.com/watch?v=AMycwLB3T1E 原始少年リュウ (Genshi Shonen Ryu) , 71-72 http://www.youtube.com/watch?v=QyxRDLfEmgs 魔法使いチャッピー (Mahou Tsukai Chappy) , 1972 http://www.youtube.com/watch?v=RpINnLTxvEA
    [Show full text]
  • English Subtitled Unless Noted by "Raw", Meaning "In Japanese Without Subtitles"
    English Subtitled unless noted by "raw", meaning "in Japanese without subtitles" 4Chan Otakon 2005 Panel and Aftermath 1001 Nights by Yoshitaka Amano 2X2 = Shinobuden 1-12 all 3000 Leagues in Search of Mother 1-7 Ah! My Goddess TV Promo, 1-24, special Aim for the Ace 1-6, movie, Live Action 1-2 Air Movie Special Disc Part 1 Air Movie Air TV 1-13 all Air Master 1-27 all Aishiteruze Baby 1-26 all Ai Yori Aoshi 1-24 all Ai Yori Aoshi Enishi 0-12 all Aijimu Beach Story OVAs 1-4 all Akage no Anne 1-50 all Akazukin Chacha 1-4 Akazukin Chacha OVA 1-2 Android Announcer Maico 1-24 all Angel Cop OVA 1-6 all Angel's Egg Angel's Tail 1-12, OVA 5.5 and 13 all Angel's Tail Chu 1-7 all Saint Beast 1-6 all Angelic Layer 1-26 all Angelique OVA 1 Animation Runner Kuromi-chan 2 Anime Expo 2005 Videos Animix 1,2,3,4 Music Video Appleseed OVA Appleseed 2004 Movie Archtype Forces Area 88 TV 1-12 all Arion Asagiri no Miko 1-26 all Ashita no Joe 1-3 Ashita no Nadja 1-26 Ask Dr. Rin! 1-6 Atashinchi 1-11 Aquarian Age 1-13 all Avenger 1-13 all Ayashi no Ceres 1-24 all Azumanga Daioh 1-26, web, movie all Azusa Will Help OVA Baby Love OVA Bagi Bakuretsu Tenshi 1-24 all Barefoot Gen Movie Battle Programmer Shirase 1-5 all Beboy Kidnappin' Idol OVA Beck 1-26 all Beyond the Clouds Movie Blackjack Movie Black Magic M-66 Blame! 1-6 + extras all Bleach 1-25 Blue Gender 1-26 all Bomberman Jetterz 1-35 Bobobo~bo Bo~bobo 1-7 Boku wa Imouto ni Koi wo Suru OVA Bottle Fairy 1-13 all Bouken Yuuki Pluster World 1-3 Boys Be 1-13 all The Boy Who Saw the Wind Movie Brave Command Dagwon
    [Show full text]
  • The Magical Boy As Queering Device Alexandre Girard Vermeil a Thesis
    Moon Prism Boys: The Magical Boy as Queering Device Alexandre Girard Vermeil A Thesis In The Mel Hoppenheim School of Cinema Presented in Partial Fulfillment of the Requirements For the Degree of Master of Arts (Film Studies) at Concordia University Montreal, Quebec, Canada June 2020 © Alexandre Girard Vermeil, 2020 CONCORDIA UNIVERSITY School of Graduate Studies This is to certify that the thesis prepared By: Alexandre Girard Vermeil Entitled: Moon Prism Boys: The Magical Boy as Queering Device and submitted in partial fulfillment of the requirements for the degree of Master of Arts (Film Studies) Complies with the regulations of the University and meets the accepted standards with respect to originality and quality. Signed by the final Examining Committee: Chair Marc Steinberg, PhD Examiner (Internal) Beenash Jafri, PhD Examiner (External) Bryan Hikari Hartzheim, PhD Supervisor Marc Steinberg, PhD Approved by Marc Steinberg, PhD, Graduate Program Director 2020 Annie Gérin, PhD, Dean of Faculty iii ABSTRACT Moon Prism Boys: The Magical Boy as Queering Device Alexandre Girard Vermeil Through a queer lens, this thesis examines the role that the magical boy character plays in the manga Magical Boy Majorian (2007-2008), and in season 15 of the popular magical girl genre anime franchise Pretty Cure, entitled Hugtto! PreCure (2018-2019). Using queer theory and gender studies research, this thesis argues that the magical boy figure challenges problematic forms of masculinity by performing what I call ‘shōjoness,’ a particular form of feminine aesthetic mainly found in shōjo (for girls) manga, and anime. The thesis contends that henshin (transformation) sequences allow a space for gender negotiation, which disrupts a heteronormative structure through the crossing, and blending, of gender expression and form.
    [Show full text]