Eksistensi Fujoshi Di Kalangan Pecinta Kebudayaan Jepang
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GLAAD Media Institute Began to Track LGBTQ Characters Who Have a Disability
Studio Responsibility IndexDeadline 2021 STUDIO RESPONSIBILITY INDEX 2021 From the desk of the President & CEO, Sarah Kate Ellis In 2013, GLAAD created the Studio Responsibility Index theatrical release windows and studios are testing different (SRI) to track lesbian, gay, bisexual, transgender, and release models and patterns. queer (LGBTQ) inclusion in major studio films and to drive We know for sure the immense power of the theatrical acceptance and meaningful LGBTQ inclusion. To date, experience. Data proves that audiences crave the return we’ve seen and felt the great impact our TV research has to theaters for that communal experience after more than had and its continued impact, driving creators and industry a year of isolation. Nielsen reports that 63 percent of executives to do more and better. After several years of Americans say they are “very or somewhat” eager to go issuing this study, progress presented itself with the release to a movie theater as soon as possible within three months of outstanding movies like Love, Simon, Blockers, and of COVID restrictions being lifted. May polling from movie Rocketman hitting big screens in recent years, and we remain ticket company Fandango found that 96% of 4,000 users hopeful with the announcements of upcoming queer-inclusive surveyed plan to see “multiple movies” in theaters this movies originally set for theatrical distribution in 2020 and summer with 87% listing “going to the movies” as the top beyond. But no one could have predicted the impact of the slot in their summer plans. And, an April poll from Morning COVID-19 global pandemic, and the ways it would uniquely Consult/The Hollywood Reporter found that over 50 percent disrupt and halt the theatrical distribution business these past of respondents would likely purchase a film ticket within a sixteen months. -
A Study of •Œgaymers╊ and Digital
University of Rhode Island DigitalCommons@URI Open Access Dissertations 2013 SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS M. William MacKnight University of Rhode Island, [email protected] Follow this and additional works at: https://digitalcommons.uri.edu/oa_diss Recommended Citation MacKnight, M. William, "SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS" (2013). Open Access Dissertations. Paper 135. https://digitalcommons.uri.edu/oa_diss/135 This Dissertation is brought to you for free and open access by DigitalCommons@URI. It has been accepted for inclusion in Open Access Dissertations by an authorized administrator of DigitalCommons@URI. For more information, please contact [email protected]. SAVING PRINCE PEACH: A STUDY OF “GAYMERS” AND DIGITAL LGBT/GAMING RHETORICS BY M. WILLIAM MACKNIGHT A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN ENGLISH (RHETORIC AND COMPOSITION) UNIVERSITY OF RHODE ISLAND 2013 DOCTOR OF PHILOSOPHY DISSERTATION OF M. WILLIAM MACKNIGHT APPROVED: Dissertation Committee: Major Professor: Libby Miles Mike Pennell Ian Reyes Nasir Zawia DEAN OF THE GRADUATE SCHOOL UNIVERSITY OF RHODE ISLAND 2013 ABSTRACT This study looks at the tensions surrounding the inclusion and increasing presence of LGBT performances within video games, their surrounding industry and culture, and their related internetworked cyberspaces – an assemblage referred to in this research as the “game-sphere.” By analyzing the rhetorical activity performed within a specific LGBT game cyberspace (the Reddit subforum r/gaymers), this study offers insight into gaming and LGBT culture by answering the following research question: What rhetorical action is performed by LGBT video game players within r/gaymers? Data were collected over a period of two weeks, wherein screen-captures were taken and saved twice a day at 10:00 am and pm. -
"ALL OUT!!" Is the First Ever Animated TV Show About Rugby! to Be Produced by TMS and MADHOUSE! Broadcast Will Begin I
N E W S R E L E A S E April 4th, 2016 TMS Entertainment Co., Ltd. "ALL OUT!!" is the first ever animated TV show about rugby! To be produced by TMS and MADHOUSE! Broadcast will begin in the fall of 2016 A team assembled from the sports production elite! A portrayal of the fire of youth! TMS Entertainment Co., Ltd. (Head office: Nakano-ku, Tokyo, President: Yoshiharu Suzuki, referred to below as TMS), will produce an animated TV series based on "ALL OUT!!", the authentic high school rugby manga created by Shiori Amase (currently serialized in Kodansha's 'Morning Two'). They will make the announcement of the broadcast beginning in the fall of 2016, and release teaser visuals. [Official TV show website] http://allout-anime.com/ [Official Twitter account] https://twitter.com/allout_anime [Official Facebook page] https://www.facebook.com/allout.animation ■ About ALL OUT!! "ALL OUT!!" is a high school rugby comic loved for its dynamic production and sensitive psychological portrayal. It has been serialized in the monthly "Morning Two" since 2012, and the comic has now been published up to Volume 7 (referred to below as "ongoing publication".) Volume 8 is scheduled for publication on February 23rd, with the simultaneous release of a Special Edition Volume 8 bundled with an original drama CD featuring the same cast as the animated TV show, as well as a Special Edition Volume 1 consisting of the previously published Volume 1 bundled with the original drama CD. ■ A stellar team has been assembled! The show is directed by Kenichi Shimizu, who has worked on "Parasyte -The Maxim-", "Avengers Confidential: Black Widow & Punisher", etc., and is widely active both in Japan and overseas. -
Gakuen Alice Volume 14 Gakuen Alice Volume 14
[PDF-a3q]Gakuen Alice Volume 14 Gakuen Alice Volume 14 Gakuen Alice, Vol. 14 (Gakuen Alice, #14) by Tachibana Higuchi Gakuen Alice Volume 14 | Gakuen Alice Wiki | FANDOM ... Gakuen Alice - Wikipedia Tue, 30 Nov 2010 23:55:00 GMT Gakuen Alice, Vol. 14 (Gakuen Alice, #14) by Tachibana Higuchi Gakuen Alice, Vol. 14 has 1,075 ratings and 12 reviews. Mikan and her friends are 6th graders now, but the new school year is starting off badly. The sch... Gakuen Alice Volume 14 | Gakuen Alice Wiki | FANDOM ... Manga Volume 14 Previous Volume ? 13 Next Volume ? 15 J - Volume 14 - ISBN 9784592185208, Release date: September 2007 Gakuen Alice Chapter 078 Gakuen Alice Chapter 079 Gakuen Alice Chapter 080 Gakuen Alice Chapter 081 Gakuen Alice Chapter 082 Gakuen Alice Chapter 083 Gakuen Alice Chapter 084 [Ebook pdf] Gakuen Alice Volume 14 Gakuen Alice - Wikipedia Gakuen Alice (Japanese: ?????, Hepburn: Gakuen Arisu), also known as Alice Academy or Alice School, is a Japanese manga series written and illustrated by Higuchi Tachibana, serialized in the sh?jo manga magazine Hana to Yume from 2003 to 2013. Download Gakuen Alice 14 - Read Gakuen Alice 14 Online - Page 1 Gakuen Alice 14 released! You are now reading Gakuen Alice 14 online. If you are bored from Gakuen Alice manga, you can try surprise me link at top of page or select another manga like Gakuen Alice 14 from our huge manga list . Sat, 06 Oct 2018 04:49:00 GMT Gakuen Alice Manga - Read Gakuen Alice Manga Online for Free Gakuen Alice manga - read Gakuen Alice manga chapters for free, but no downloading Gakuen Alice manga chapters required .. -
Protoculture Addicts
PA #88 // CONTENTS PA A N I M E N E W S N E T W O R K ' S ANIME VOICES 4 Letter From The Publisher PROTOCULTURE¯:paKu]-PROTOCULTURE ADDICTS 5 Page 5 Editorial Issue #88 (Summer 2006) 6 Contributors Spotlight SPOTLIGHTS 98 Letters 25 BASILISK NEWS Overview Character Profiles 8 Anime Releases (R1 DVDs) Story Primer 10 Related Products Releases Shinobi: The live-action movie 12 Manga Releases By Miyako Matsuda & C.J. Pelletier 17 Anime & Manga News 32 URUSEI YATSURA An interview with Robert Woodhead MANGA PREVIEW An Introduction By Zac Bertschy & Therron Martin 53 ES: Eternal Sabbath 35 VIZ MEDIA ANIME WORLD An interview with Alvin Lu By Zac Bertschy 73 Convention Guide 78 Interview ANIME STORIES Hitoshi Ariga 80 Making The Band 55 BEWITCHED AGNES 10 Tips from Full Moon on Becoming a Popstar Okusama Wa Maho Shoujo 82 Fantasia Genre Film Festival By Miyako Matsuda & C.J. Pelletier Sample fileKamikaze Girls 58 BLOOD + The Taste Of Tea By Miyako Matsuda & C. Macdonald 84 The Modern Japanese Music Database Part 35: Home Page 19: Triceratops 60 ELEMENTAL GELADE By Miyako Matsuda REVIEWS 63 GALLERY FAKE 86 Books Howl’s Moving Castle Novel By Miyako Matsuda & C.J. Pelletier Le Guide Phénix Du Manga 65 GUN SWORD Love Hina, Novel Vol. 1 By Miyako Matsuda & C.J. Pelletier 87 Live-Action Lorelei 67 KAMICHU! 88 Manga Kamisama Wa Chugakusei 90 Related Products By Miyako Matsuda CD Soundtracks 69 TIDELINE BLUE Otaku Unite! By Miyako Matsuda & C.J. Pelletier 91 Anime More on: www.protoculture-mag.com & www.animenewsnetwork.com 3 ○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○○ LETTER FROM THE PUBLISHER A N I M E N E W S N E T W O R K ' S PROTOCULTUREPROTOCULTURE¯:paKu]- ADDICTS Over seven years of writing and editing anime reviews, I’ve put a lot of thought into what a Issue #88 (Summer 2006) review should be and should do, as well as what is shouldn’t be and shouldn’t do. -
Piracy Or Productivity: Unlawful Practices in Anime Fansubbing
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Aaltodoc Publication Archive Aalto-yliopisto Teknillinen korkeakoulu Informaatio- ja luonnontieteiden tiedekunta Tietotekniikan tutkinto-/koulutusohjelma Teemu Mäntylä Piracy or productivity: unlawful practices in anime fansubbing Diplomityö Espoo 3. kesäkuuta 2010 Valvoja: Professori Tapio Takala Ohjaaja: - 2 Abstract Piracy or productivity: unlawful practices in anime fansubbing Over a short period of time, Japanese animation or anime has grown explosively in popularity worldwide. In the United States this growth has been based on copyright infringement, where fans have subtitled anime series and released them as fansubs. In the absence of official releases fansubs have created the current popularity of anime, which companies can now benefit from. From the beginning the companies have tolerated and even encouraged the fan activity, partly because the fans have followed their own rules, intended to stop the distribution of fansubs after official licensing. The work explores the history and current situation of fansubs, and seeks to explain how these practices adopted by fans have arisen, why both fans and companies accept them and act according to them, and whether the situation is sustainable. Keywords: Japanese animation, anime, fansub, copyright, piracy Tiivistelmä Piratismia vai tuottavuutta: laittomat toimintatavat animen fanikäännöksissä Japanilaisen animaation eli animen suosio maailmalla on lyhyessä ajassa kasvanut räjähdysmäisesti. Tämä kasvu on Yhdysvalloissa perustunut tekijänoikeuksien rikkomiseen, missä fanit ovat tekstittäneet animesarjoja itse ja julkaisseet ne fanikäännöksinä. Virallisten julkaisujen puutteessa fanikäännökset ovat luoneet animen nykyisen suosion, jota yhtiöt voivat nyt hyödyntää. Yhtiöt ovat alusta asti sietäneet ja jopa kannustaneet fanien toimia, osaksi koska fanit ovat noudattaneet omia sääntöjään, joiden on tarkoitus estää fanikäännösten levitys virallisen lisensoinnin jälkeen. -
Boys' Love E Omosessualità
Corso di Laurea Magistrale in Lingue e civiltà dell'Asia e dell'Africa Mediterranea (D.M. 270/2004) Tesi di Laurea Boys’ Love e omosessualità Promozione e comunicazione del manga BL in favore di una riflessione sulla comunità LGBTIQ+ Relatore Prof. Toshio Miyake Correlatore Dott. Cristian Posocco Laureanda Claudia Calzuola Matricola 852319 Anno Accademico 2020 / 2021 1 A Mark McLelland 2 Indice Abstract in italiano………………………………………………………………………………...8 Abstract in giapponese…………………………………………………………………………….11 CAPITOLO 1 – L’influenza del medium chiamato “manga”…………………………………..16 1.1. Definizioni di “manga”……………………………………………………………...17 1.2. Il manga come medium……………………………………………………………...19 1.3. Breve storia editoriale del manga in Giappone: comunicazione, convergenza, educazione, condivisione…………………………………...22 1.3.1. Dalle origini alla Seconda guerra mondiale: arte, parodia e politica……………………………22 1.3.2. Il dopoguerra: la nascita di riviste specializzate e del “manga moderno”………………………27 1.3.3. Gli anni Sessanta e la rivoluzione di Tezuka Osamu……………………………………………29 1.3.4. Il 1968 e il manga della ribellione giovanile…………………………………………………….30 1.3.5. Gli anni Settanta: Hadashi no Gen e il manga come denuncia storica………………………….32 1.3.6. Gli anni Settanta e la fioritura del manga per ragazze…………………………………………..34 1.3.7. Gli anni Ottanta: nuove sperimentazioni e strategie…………………………………………….35 1.3.8. Gli anni Novanta e il fenomeno manga………………………………………………………….37 1.3.9. Ieri, oggi, domani: verso una nuova evoluzione………………………………………………...39 1.4. Dalla casa editrice allo scaffale: come nasce e viene promosso un manga…………41 1.5. Oltre la semplice promozione: il media mix………………………………………...43 1.5.1. La nascita del media mix con Astroboy………………………………………………………….44 1.5.2. -
The Significance of Anime As a Novel Animation Form, Referencing Selected Works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii
The significance of anime as a novel animation form, referencing selected works by Hayao Miyazaki, Satoshi Kon and Mamoru Oshii Ywain Tomos submitted for the degree of Doctor of Philosophy Aberystwyth University Department of Theatre, Film and Television Studies, September 2013 DECLARATION This work has not previously been accepted in substance for any degree and is not being concurrently submitted in candidature for any degree. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 1 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are acknowledged explicit references. A bibliography is appended. Signed………………………………………………………(candidate) Date …………………………………………………. STATEMENT 2 I hereby give consent for my dissertation, if accepted, to be available for photocopying and for inter-library loan, and for the title and summary to be made available to outside organisations. Signed………………………………………………………(candidate) Date …………………………………………………. 2 Acknowledgements I would to take this opportunity to sincerely thank my supervisors, Elin Haf Gruffydd Jones and Dr Dafydd Sills-Jones for all their help and support during this research study. Thanks are also due to my colleagues in the Department of Theatre, Film and Television Studies, Aberystwyth University for their friendship during my time at Aberystwyth. I would also like to thank Prof Josephine Berndt and Dr Sheuo Gan, Kyoto Seiko University, Kyoto for their valuable insights during my visit in 2011. In addition, I would like to express my thanks to the Coleg Cenedlaethol for the scholarship and the opportunity to develop research skills in the Welsh language. Finally I would like to thank my wife Tomoko for her support, patience and tolerance over the last four years – diolch o’r galon Tomoko, ありがとう 智子. -
Effects of Art Styles on Video Game Narratives
Effects of Art Styles on Video Game Narratives UNIVERSITY OF TURKU Department of Future Technologies Master's Thesis July 2018 Leena Hölttä UNIVERSITY OF TURKU Department of Future Technologies HÖLTTÄ, LEENA Effects of Art Styles on Video Game Narratives Master's thesis, 76 pages, 29 appendix pages Computer Science August 2018 The effect of an art style on a video game's narrative is not widely studied and not much is known about how the general player base views the topic. This thesis attempts to answer this question through the use of two different surveys, a general theory related one, and one based upon images and categorization and a visual novel based interview that aims at gaining a further understanding of the subject. The general results point to the art style creating and emphasizing a narrative's mood and greatly enhancing the player experience. Based on these results a simple framework ASGDF was created to help beginning art directors and designers to create the most fitting style for their narrative. Key words: video games, art style, art, narrative, games TURUN YLIOPISTO Tulevaisuuden teknologioiden laitos HÖLTTÄ, LEENA Taidetyylien vaikutus videopelien narratiiviin Pro gradu -tutkielma, 76 s., 29 liites. Tietojenkäsittelytiede Elokuu 2018 Taidetyylien vaikutus videopelien narratiiviin ei ole laajasti tutkittu aihe, eikä ole laajasti tiedossa miten yleinen pelaajakunta näkee aiheen. Tämä tutkielma pyrkii vastaamaan tähän kysymykseen kahden eri kyselyn avulla, joista toinen on teoriaan perustuva kysely, ja toinen kuvien kategorisointiin perustuva kysely. Myös visuaalinovelliin perustuvaa haastattelua käytettiin tutkimuskysymyksen tutkimiseen. Yleiset tulokset viittaavat siihen, että taidetyyli vaikuttaa narratiivin tunnelmaan ja korostaa pelaajan kokemusta. -
I Can't Get Excited for a Child, Ritsuka
MP: An Online Feminist Journal Fall 2010: Vol.3, Issue 2 “I Can’t Get Excited for a Child, Ritsuka”: Intersections of Gender, Identity, and Audience Ambiguity in Yun Kôga’s Loveless By T.A. Noonan In December 2007, ICv2, a leading consulting firm and information source on North American pop-culture commodities, held its first conference on Japanese anime (animation) and manga (comics) in domestic markets (“ICv2 Conference”). The conference’s subtitle, “Inside the Otaku Generation,” underscores a distinct change in the language and visibility of Japanese pop-culture fandom, one that has been underway for several years. The word otaku, an honorific originally used to refer to someone else’s house or family, became associated with a distinctly unsavory brand of fan in the 1980s, due largely to “The Otaku Murderer,” a high-profile Japanese serial killer whose home was, according to media reports, overflowing with comics and videos. As demonstrated by ICv2, however, it has been reclaimed and (mostly) stripped of its negative connotations.1 It wasn’t long ago when North American otaku had to go to extraordinary lengths to obtain the materials of their obsession. Distant conventions, nth-generation bootlegs, and overseas shipping were part of Japanese pop-culture fandom. Simply put, otaku had to work hard at being otaku—which is exactly what made them the kind of unsavory fans the term otaku once referred to. Now such fans need only look as far as their local Best Buy or online Barnes & Noble. The explosive success of imports such as Sailor Moon, Dragon Ball Z, Pokémon, Naruto, and Bleach2 has opened a veritable floodgate of Japanese pop-culture materials, and buyers have eagerly snatched them up. -
Gender and Audience Reception of English-Translated Manga
Girly Girls and Pretty Boys: Gender and Audience Reception of English-translated Manga June M. Madeley University of New Brunswick, Saint John Introduction Manga is the term used to denote Japanese comic books. The art styles and publishing industry are unique enough to warrant keeping this Japanese term for what has become transnational popular culture. This paper represents a preliminary analysis of interview data with manga readers. The focus of the paper is the discussion by participants of their favourite male and female characters as well as some general discussion of their reading practices. Males and females exhibit some reading preferences that are differentiated by gender. There is also evidence of gendered readings of male and female characters in manga. Manga in Japan are published for targeted gender and age groups. The broadest divisions are between manga for girls, shōjo, and manga for boys, shōnen. Unlike Canada and the USA, manga is mainstream reading in Japan; everyone reads manga (Allen and Ingulsrud 266; Grigsby 64; Schodt, Dreamland 21). Manga stories are first serialized in anthology magazines with a specific target audience. Weekly Shōnen Jump is probably the most well known because it serializes the manga titles that have been made into popular anime series on broadcast television in North America (and other transnational markets) such as Naruto and Bleach. Later, successful titles are compiled and reprinted as tankobon (small digest-sized paperback books). The tankobon is the format in which manga are translated into English and distributed by publishers with licensing rights purchased from the Japanese copyright holders. Translated manga are also increasingly available through online scanlations produced by fans who are able to translate Japanese to English. -
Naruto and Testament of Sister New Devil
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