An Exploration of Gender-Specific Language in Japanese Popular Culture
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Schoolgirl RPG Complete Edition
Schoolgirl RPG Complete Edition By Ewen Cluney Sample file 1 Credits Presented by Yaruki Zero Games (www.yarukizerogames.com) Original Maid RPG design by Ryo Kamiya Written by Ewen Cluney (©2014) Cyborg Catgirl Art by Wossa and Dawn Davis The following icons are used under a Creative Commons Attribution license: Dice by Les Kleuver Girl by Andrew McKinley Catgirl by Nick Green Swimmer by Cristina Gallego Woman by Nicolas Morand Woman by Matt Brooks Cockroach by Michael Thompson VHS icon by Mike Wirth Hammer by Michael A. Salter Energy Drink by Daniel Brunsteiner Syringe by Richard Pasqua Male icon by Rahul Anand Bomb icon by Maximilian Becker Shinai icon by Luke Anthony Firth Star icon by Vincent BARSE Nunchucks icon by Stephen Copinger Color-Fan by Dan Hetteix Sample file 2 Table of Contents Introduction ..................................... 5 Teacher Rules ................................ 47 Character Creation .......................... 9 1. Attributes ................................... 49 1. Attributes .................................... 11 2. Subject ........................................ 49 2. Special Qualities .......................... 11 3. Special Qualities ......................... 50 3. Stress Explosion .......................... 12 4. Stress Explosion ......................... 50 4. Colors ......................................... 12 5. Weapon ..................................... 51 5. Stress Limit .................................. 12 6. Colors ......................................... 52 6. Details ........................................ -
Boys' Love, Byte-Sized
School of Sociology and Social Policy Boys’ Love, Byte-sized: A Qualitative Exploration of Queer- themed Microfiction in Chinese Cyberspace Gareth Shaw B.A. (Hons), M.A. Thesis submitted to the University of Nottingham for the degree of Doctor of Philosophy January 2017 Acknowledgements I owe an enormous debt of gratitude to my supervisors, Dr Xiaoling Zhang, Professor Andrew Kam-Tuck Yip, and Dr Jeremy Taylor, for their constant support and faith in my research. This project would not have been possible without them. I also wish to convey my sincerest thanks to my examiners, Professor Sally Munt and Dr Sarah Dauncey, for their very insightful comments and suggestions, which have been invaluable to this project’s completion. I am grateful to the Economic and Social Research Council for funding this research (Award number: 1228555). I wish to express my heartfelt gratitude to everyone who has participated in this project, particularly to the interview respondents, who gave so freely of their time. I am especially thankful to Huang Guan, Zhai Shunyi and Wei Ye for assisting me with some of the (often quite esoteric) Chinese to English translations. To my family, friends and colleagues, I thank you for being a constant source of comfort and advice when the light at the end of the tunnel seemed to have vanished. Special thanks go to Laura and Céline, for their support and encouragement during the long writing hours. Finally, to Juan and Mani, whose love and support means the world to me, I am eternally grateful to have had you both by my side on this journey. -
Appareil, 23 | 2021 Formes Programmées De L’Écriture Vidéoludique 2
Appareil 23 | 2021 Poïétique du jeu vidéo Formes programmées de l’écriture vidéoludique Hélène Sellier Édition électronique URL : http://journals.openedition.org/appareil/3853 DOI : 10.4000/appareil.3853 ISSN : 2101-0714 Éditeur MSH Paris Nord Référence électronique Hélène Sellier, « Formes programmées de l’écriture vidéoludique », Appareil [En ligne], 23 | 2021, mis en ligne le 31 mars 2021, consulté le 02 avril 2021. URL : http://journals.openedition.org/appareil/3853 ; DOI : https://doi.org/10.4000/appareil.3853 Ce document a été généré automatiquement le 2 avril 2021. Appareil est mis à disposition selon les termes de la Licence Creative Commons Attribution - Pas d'Utilisation Commerciale - Pas de Modification 4.0 International. Formes programmées de l’écriture vidéoludique 1 Formes programmées de l’écriture vidéoludique Hélène Sellier NOTE DE L'AUTEUR Tout au long de cet article, je privilégie l’emploi de la forme féminine puisque l’utilisation du masculin n’est pas neutre au sein de la culture vidéoludique (sur ce point, il est possible de consulter l’ouvrage Genre et jeux vidéo dirigé par Fanny Lignon et publié en 2015 ou l’article de Torill Elvira Mortensen, « Anger, Fear, and Games: The Long Event of #GamerGate »). Utiliser « la joueuse » et « la créatrice » me permet de participer à rendre visible d’autres profils de joueurs ou joueuses. Ces expressions ont particulièrement leur place dans le cadre de cet article, dans la mesure où les communautés auxquelles je fais référence se construisent en marge des formes vidéoludiques qui prônent une « masculinité militarisée ». Introduction Cadre théorique : platform studies 1 Souvent envisagée à travers ses objets et les expériences qu’en font les joueurs, au sein des game studies et des play studies autant que dans le milieu de l’industrie, la culture vidéoludique est aussi une culture du logiciel. -
Folha De Rosto ICS.Cdr
“For when established identities become outworn or unfinished ones threaten to remain incomplete, special crises compel men to wage holy wars, by the cruellest means, against those who seem to question or threaten their unsafe ideological bases.” Erik Erikson (1956), “The Problem of Ego Identity”, p. 114 “In games it’s very difficult to portray complex human relationships. Likewise, in movies you often flit between action in various scenes. That’s very difficult to do in games, as you generally play a single character: if you switch, it breaks immersion. The fact that most games are first-person shooters today makes that clear. Stories in which the player doesn’t inhabit the main character are difficult for games to handle.” Hideo Kojima Simon Parkin (2014), “Hideo Kojima: ‘Metal Gear questions US dominance of the world”, The Guardian iii AGRADECIMENTOS Por começar quero desde já agradecer o constante e imprescindível apoio, compreensão, atenção e orientação dos Professores Jean Rabot e Clara Simães, sem os quais este trabalho não teria a fruição completa e correta. Um enorme obrigado pelos meses de trabalho, reuniões, telefonemas, emails, conversas e oportunidades. Quero agradecer o apoio de família e amigos, em especial, Tia Bela, João, Teté, Ângela, Verxka, Elma, Silvana, Noëmie, Kalashnikov, Madrinha, Gaivota, Chacal, Rita, Lina, Tri, Bia, Quelinha, Fi, TS, Cinco de Sete, Daniel, Catarina, Professor Albertino, Professora Marques e Professora Abranches, tanto pelas forças de apoio moral e psicológico, pelas recomendações e conselhos de vida, e principalmente pela amizade e memórias ao longo desta batalha. Por último, mas não menos importante, quero agradecer a incessante confiança, companhia e aceitação do bom e do mau pela minha Twin, Safira, que nunca me abandonou em todo o processo desta investigação, do meu caminho académico e da conquista da vida e sonhos. -
When I Open My Eyes, I'm Floating in the Air in an Inky, Black Void. the Air Feels Cold to the Touch, My Body Shivering As I Instinctively Hugged Myself
When I open my eyes, I'm floating in the air in an inky, black void. The air feels cold to the touch, my body shivering as I instinctively hugged myself. My first thought was that this was an awfully vivid nightmare and that someone must have left the AC on overnight. I was more than a little alarmed when I wasn't quite waking up, and that pinching myself had about the same amount of pain as it would if I did it normally. A single star twinkled into existence in the empty void, far and away from reach. Then another. And another. Soon, the emptiness was full of shining stars, and I found myself staring in wonder. I had momentarily forgotten about the biting cold at this breath-taking sight before a wooden door slammed itself into my face, making me fall over and land on a tile ground. I'm pretty sure that wasn't there before. Also, OW. Standing up and not having much better to do, I opened the door. Inside was a room with several televisions stacked on top of each other, with a short figure wrapped in a blanket playing on an old NES while seven different games played out on the screen. They turned around and looked at me, blinking twice with a piece of pocky in their mouth. I stared at her. She stared back at me. Then she picked up a controller laying on the floor and offered it to me. "Want to play?" "So you've been here all alone?" I asked, staring at her in confusion, holding the controller as I sat nearby. -
Subculture As Social Knowledge: a Hopeful Reading of Otaku Culture
DE GRUYTER Contemporary Japan 2016; 28(1): 33–57 Open Access Brett Hack* Subculture as social knowledge: a hopeful reading of otaku culture DOI 10.1515/cj-2016-0003 Abstract: This essay analyzes Japan’s otaku subculture using Hirokazu Miya- zaki’s (2006) definition of hope as a “reorientation of knowledge.” Erosion of postwar social systems has tended to instill a sense of hopelessness among many Japanese youth. Hopelessness manifests as two analogous kinds of refus- al: individual social withdrawal and recourse to solipsistic neonationalist ideol- ogy. Previous analyses of otaku have demonstrated its connections with these two reactions. Here, I interrogate otaku culture’s relationship to neonationalism by investigating its interaction with the xenophobic online subculture known as the netto uyoku. Characterizing both subcultures as discursive practices, I argue that the similarity between netto uyoku and otaku is not one of identity but one of method. Netto uyoku discourse serves to perform an imagined na- tionalist persona. While otaku elements can be incorporated into netto uyoku performance, other net users invoke the otaku faculty of parody to highlight the constructed nature of netto uyoku identity through ironic recontextualiza- tion. This application of otaku principles enables a description of otaku culture as a form of social knowledge, reoriented here to defuse the climate of hope- lessness purveyed by the netto uyoku. In the final section, I offer examples of subcultural knowledge being applied to national and international issues in order to indicate its further potential as a source of enabling hope for Japanese youth. Keywords: otaku, subculture, nationalism, Internet, media studies, Japanese studies, cultural studies 1 Introduction This essay investigates social orientations within Japanese subcultures accord- ing to anthropologist Hirokazu Miyazaki’s (2006: 160) definition of hope as a * Corresponding author: Brett Hack, Aichi Prefectural University, E-mail: [email protected] © 2016 Brett Hack, licensee De Gruyter. -
Dansō, Gender, and Emotion Work in a Tokyo Escort Service
WALK LIKE A MAN, TALK LIKE A MAN: DANSŌ, GENDER, AND EMOTION WORK IN A TOKYO ESCORT SERVICE A thesis submitted to The University of Manchester for the degree of Doctor of Philosophy in the Faculty of Humanities 2018 MARTA FANASCA SCHOOL OF ARTS, LANGUAGES AND CULTURES Table of Contents List of Figures and Tables ...................................................................................................... 5 Abstract .................................................................................................................................. 6 Declaration and Copyright Statement .................................................................................... 7 Acknowledgments .................................................................................................................. 8 Introduction .......................................................................................................................... 9 Significance and aims of the research .................................................................................. 12 Outline of the thesis ............................................................................................................. 14 Chapter 1 Theoretical Framework and Literature Review Introduction .......................................................................................................................... 16 1.1 Masculinity in Japan ...................................................................................................... 16 1.2 Dansō and gender definition -
LNCS 8018, Pp
The Study to Clarify the Type of “Otome-Game” User Misaki Tanikawa and Yumi Asahi Department of Systems Engineering, Shizuoka University 3-5-1 Johoku Naka-ku Hamamatsu 432-8561, Japan [email protected], [email protected] Abstract. The authors use the Marketing Science.And the one of the authors study to clarify the type of “Otome-game”user. “Otome-game” users have many kinds of liking or desire.So it is difficult for makers to create products that match with the demands of users.By this research, users and makers will be able to trade at the suitable type of demands. So the auther will research the market of the “Otome-game”. The data that is collected by marketing research is analyzed by SPSS. Keywords: Marketing Science, Otome-game, Japanese culture, User Analy- sis,SPSS. 1 Introduction I research to clarify the types of “Otome game” users, using marketing science. 1.1 What Is Otome Game? “Otome game” means love simulation game for women in Japanese. The word “Otome ” means a young girl, and this word also suggests a virgin indirectly. Fig. 1. Explanation of Otome game Otome game is a game genre like novel. Each one has own story. The player of the game handles a girl who is the heroine of the story. The player can change heroine's name. Of course, the player can change it into her name.And the heroine meets hand- some men of various characters in the game. She fall in love with one of them. As a result, the player who handles the heroine can enjoy virtual love with the man in the game. -
The Yuribou Guide to Fanservice for Animators
The Yuribou Guide to Fanservice for Animators Disclaimer: All art here is taken from various image boards and image searches and appears without artist’s permission. If you are the artist and wish your art to be removed or your work credited, please email me on the address below Brought to you by Yuribou at Yuri to Boushi to Hon no Tabibito (http://yuribou.net/blog) Introduction Hello young animator! You’ve fought through the ranks of artist wannabes and failed otaku sycophants and have finally won your way into the midst of greatness. But the first thing to decide - what type of anime would you like to make? Fanservice did I hear you say? You choose to walk the thin pink g-string between gratuitous service and softcore pornography? Good choice! Then you’ve come to the right place! The Reverse Breast Grab (or RBG) - One of the advanced Welcome to the Yuribou Guide to Fanservice manoeuvres that can make or break a seasoned fanservice for Animators. Anyone can draw a cheap animator’s career. panty shot, but how can you make it appeal to the masses who just shrug this off as just There are four things that are the most an everyday phenomenon? How do you important in fanservice - make your moe super-moe? What differentiates a boring glasses girl from • First and foremost - art quality desirable meganekko? When is it appropriate • Character (both designs and to insert token yuri? And most importantly, character) how can you make an anime that Yuribou will • Situations - a good mix of cheap and watch? well planned • Overall storyline and character Granted that last one isn’t too difficult. -
Deviating Voice. Representation of Female Characters and Feminist Readings in 1990S Anime 2019
Repositorium für die Medienwissenschaft Minori Ishida Deviating Voice. Representation of Female Characters and Feminist Readings in 1990s Anime 2019 https://doi.org/10.25969/mediarep/16392 Veröffentlichungsversion / published version Zeitschriftenartikel / journal article Empfohlene Zitierung / Suggested Citation: Ishida, Minori: Deviating Voice. Representation of Female Characters and Feminist Readings in 1990s Anime. In: IMAGE. Zeitschrift für interdisziplinäre Bildwissenschaft. Special Issue of Issue 29, Jg. 15 (2019), Nr. 1, S. 22– 37. DOI: https://doi.org/10.25969/mediarep/16392. Erstmalig hier erschienen / Initial publication here: http://www.gib.uni-tuebingen.de/image/ausgaben-3?function=fnArticle&showArticle=517 Nutzungsbedingungen: Terms of use: Dieser Text wird unter einer Deposit-Lizenz (Keine This document is made available under a Deposit License (No Weiterverbreitung - keine Bearbeitung) zur Verfügung gestellt. Redistribution - no modifications). We grant a non-exclusive, Gewährt wird ein nicht exklusives, nicht übertragbares, non-transferable, individual, and limited right for using this persönliches und beschränktes Recht auf Nutzung dieses document. This document is solely intended for your personal, Dokuments. Dieses Dokument ist ausschließlich für non-commercial use. All copies of this documents must retain den persönlichen, nicht-kommerziellen Gebrauch bestimmt. all copyright information and other information regarding legal Auf sämtlichen Kopien dieses Dokuments müssen alle protection. You are not allowed to alter -
Slaying Dragons Ebook, Epub
SLAYING DRAGONS PDF, EPUB, EBOOK Daniel Kolenda | 224 pages | 07 Jan 2020 | Charisma House | 9781629996578 | English | Lake Mary, United States Slaying Dragons PDF Book But had he ever awoken to the truth, it would have been truly pitiable. We have listed all the details we had about the same. Product image 1. It sees you shrink. I have family members who have also fallen for scams. Bad boy Gentleman thief Pirate Air pirate Space pirate. Like this: Like Loading But our daily battles are part of a much bigger war, and we have been given all we need to win. Notify me of new posts by email. Please enter your name, your email and your question regarding the product in the fields below, and we'll answer you in the next hours. A similar thing befell my uncle. The perspective of meeting people beyond the veil, free from the haze of mortality, resonates with me. I sometimes see my life as slaying dragons. You will falsely think that quitting will bring peace and reprieve, but alas, only regret and disappointment await the quitter. The recurring Crucible event in Destiny 2 , Iron Banner, has returned once again. Then, the real property is sold because of defaulted mortgages or unpaid taxes. Do you believe it? Sigurd overhears two nearby birds discussing the heinous treachery being planned by his companion, Regin. Strings were broken, the tail piece looked awful, the bridge was weird, and the fingerboard was covered in old, brittle tape. Join the conversation There are 6 comments about this story. Add To Cart. -
BAB I PENDAHULUAN A. Latar Belakang Budaya Populer Jepang
BAB I PENDAHULUAN A. Latar Belakang Budaya populer Jepang merupakan sebuah budaya yang berasal dari Jepang yang diakui, dinikmati, disebarluaskan dan merupakan jalan hidup mayoritas masyarakat Jepang secara umum. Budaya populer Jepang meliputi manga, anime, game, cosplay, dorama, j-pop, dan sebagainya. Manga merupakan suatu media yang di dalamnya terdapat sekumpulan gambar yang mengandung cerita yang bermacam-macam variasinya. Pada umumnya manga dicetak dalam warna hitam-putih dan terkadang ada beberapa bagian yang dicetak berwarna. Di Jepang, manga pada umumnya dicetak dalam majalah yang berukuran sebesar buku telepon dan sering terdiri dari berbagai cerita yang bersambung pada episode berikutnya. Budaya populer Jepang lainnya yaitu anime. Anime adalah produksi animasi Jepang yang menampilkan hasil gambar animasi melalui tangan maupun komputer. Istilah anime merupakan bahasa serapan dari bahasa Inggris “animation”. Dalam bahasa Inggris, istilah ini didefinisikan sebagai penyebarluasan gaya animasi Jepang yang pada umumnya dicirikan dengan grafis yang warna-warni, karakter yang bersemangat dan tema yang terkadang tidak masuk akal. Selain manga dan anime, cosplay juga termasuk ke dalam budaya populer Jepang. Cosplay adalah kata-kata bahasa Jepang yang dibuat dari menggabungkan dua kata dari bahasa Inggris "costume" dan "play". Cosplay merupakan sebuah pertunjukan seni di mana para pesertanya menggunakan kostum dan aksesori yang menunjukkan secara spesifik suatu karakter atau ide. Pada umumnya cosplay mengacu pada manga dan anime, manga, dan video game. Penduduk Jepang merupakan masyarakat penyuka game. Budaya Jepang yang disiplin dan pekerja keras menyebabkan masyarakat Jepang menyukai game sebagai salah satu sarana hiburan karena dengan bermain game masyarakat Jepang dapat mendapatkan kesenangan, menyegarkan kembali pikiran yang jenuh dengan pekerjaannya dan dapat membayangkan dirinya sebagai karakter game yang dimainkannya.