The Otaku in Transition
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The Otaku Phenomenon : Pop Culture, Fandom, and Religiosity in Contemporary Japan
University of Louisville ThinkIR: The University of Louisville's Institutional Repository Electronic Theses and Dissertations 12-2017 The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan. Kendra Nicole Sheehan University of Louisville Follow this and additional works at: https://ir.library.louisville.edu/etd Part of the Comparative Methodologies and Theories Commons, Japanese Studies Commons, and the Other Religion Commons Recommended Citation Sheehan, Kendra Nicole, "The otaku phenomenon : pop culture, fandom, and religiosity in contemporary Japan." (2017). Electronic Theses and Dissertations. Paper 2850. https://doi.org/10.18297/etd/2850 This Doctoral Dissertation is brought to you for free and open access by ThinkIR: The University of Louisville's Institutional Repository. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of ThinkIR: The University of Louisville's Institutional Repository. This title appears here courtesy of the author, who has retained all other copyrights. For more information, please contact [email protected]. THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Submitted to the Faculty of the College of Arts and Sciences of the University of Louisville in Partial Fulfillment of the Requirements for the Degree of Doctor of Philosophy in Humanities Department of Humanities University of Louisville Louisville, Kentucky December 2017 Copyright 2017 by Kendra Nicole Sheehan All rights reserved THE OTAKU PHENOMENON: POP CULTURE, FANDOM, AND RELIGIOSITY IN CONTEMPORARY JAPAN By Kendra Nicole Sheehan B.A., University of Louisville, 2010 M.A., University of Louisville, 2012 A Dissertation Approved on November 17, 2017 by the following Dissertation Committee: __________________________________ Dr. -
ANDY: How Did CN/Toonami Learn About Big O to Begin Looking Into Airing It?
ANDY: How did CN/Toonami learn about Big O to begin looking into airing it? DEMARCO: A friend of ours at Bandai America, a man named Ken Iyadomi, sent us a tape of just the opening song and animation. We were immediately like “WHAT IS THIS AND HOW DO WE GET IT ON TOONAMI.” At that point, the show had not yet premiered in Japan. Why was Big O chosen to air on Toonami? What made it special? What drew you or your team to it, especially since it had failed in Japan and was cancelled— cancelled on a cliffhanger, of all things, too? Most of the Toonami team are people that grew up on giant robot/tokusatsu shows like Voltron, Ultraman, Gaiking, etc, so we were already primed to love the design of Big O. Combined with the clean, Batman The Animated series influenced animation and the great Queen-esque theme song, we felt like it was a show that might connect with a broader audience in the US. When did you get the idea to help produce more Big O? What was the catalyst to put yourself and CN in that position? What made Big O so special to pursue something this big? That idea came from Mike Lazzo, who runs Adult Swim. He was a big fan of the show and suggested to me that we call Bandai and see if they might be open to creating another season as a co-production. It’s not really that the first season perfomed particularly well; it’s just that we really loved it and wanted more! Director Kazuyoshi Katayama recalls CN having two requests for season 2: more action and to “reveal the mystery.” Can you elaborate on that? That may be his recollection, but that’s not mine. -
Soul of Chogokin
Soul of Chogokin Release Number Figure From the Series Date GX-01 Mazinger Z Mazinger Z 1997.12 GX-02 Great Mazinger Great Mazinger 1998.11 GX-03 Combattler V Combattler V 1999.06 GX-04 UFO Robo Grendizer Grendizer 2000.02 GX-05 Daiku Maryu Gaiking Gaiking 2001.04 GX-06 Getter Robo Getter Robo 2001.11 GX-07 Mazinger Z OVA Mazinkaiser 2001.12 GX-08 Aphrodai A Mazinger Z 2002.01 GX-09 Minerva X Mazinger Z 2002.02 GX-10 Boss Borot Mazinger Z 2002.03 GX-11 Dianan A Mazinger Z 2002.06 GX-12 Venus A Great Mazinger 2002.06 GX-13 Dancougar Dancougar 2003.02 GX-14 Eva 01 Test Type Neon Genesis Evangelion 2003.06 GX-15 Eva 02 Production Model Neon Genesis Evangelion 2003.08 GX-16 Eva 00 "Kai" Neon Genesis Evangelion 2003.08 GX-17 Eva 00 "Yellow" Neon Genesis Evangelion 2003.09 GX-18 Getter Dragon Getter Robo G 2003.11 GX-19 Getter Lyger Getter Robo G 2003.12 GX-20 Getter Poseidon Getter Robo G 2003.12 GX-21 Eva 03 Production Model Neon Genesis Evangelion 2004.03 GX-22 Eva 04 Production Model Neon Genesis Evangelion 2004.03 GX-23 Zambot 3 Zambot 3 2004.05 GX-24 Tetsujin 28 Tetsujin 28-go 2004.09 GX-25 Garada K7 Mazinger Z 2004.11 GX-26 Doublas M2 Mazinger Z 2004.12 GX-27 Gaiking Gaiking 2005.05 GX-28 Blue Gale Xabungle Xabungle 2005.09 GX-29 Black Ox Tetsujin 28-go 2005.11 GX-30 Battle Fever Robo Battle Fever J 2006.03 GX-31 Voltes V Voltes V 2006.05 GX-32 Gold Lightan Gold Lightan 2006.07 GX-33 Leopardon Spider-Man (tokusatsu) 2006.08 GX-34 Gunbuster Gunbuster 2006.11 GX-35 Walker Gallia Xabungle 2007.01 GX-36 Ideon Ideon 2007.03 GX-37 King Joe -
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 -
Practice-Oriented Exercises As One of the Ways to Form the Competences of University Students
International Journal of Environmental & Science Education, 2016, 11(7), 1509-1526 Practice-Oriented Exercises as One of the Ways to Form the Competences of University Students Marina Alexandrovna Romanova, Olga Vladimirovna Shashkina & Elena Viktorovna Starchenko Sakhalin State University, RUSSIA Received 11January 2016 Revised 26 April 2016 Accepted 03 May 2016 The article describes the methods of teaching students majoring in languages with the use of practice-oriented exercises, the need for the development and implementation of which is defined by a new methodological basis of modern higher vocational education – a competence-based approach. The study hypothesis involves the assumption that practice-oriented exercises allow to intensify the mental, practical and creative student activities, form a positive motivation both to study Japanese and be engaged in future professional activities. The article contains the results of the joint work of teachers of the Sakhalin State University on drawing up and introduction of practice-oriented exercises for students studying Japanese at the level of professional communication at the university and majoring in "Oriental and African Studies" and "Pedagogical Education". The study represents the general content of practice-oriented exercises, implying an interdisciplinary impact and integration of training courses, independent work of students, students' clear understanding of the ultimate goals of the task and assessment means. The content of each exercise, the rationale for its development, objectives, targets, the progress and the learning results have been described in detail. Students' comments have been presented demonstrating the efficiency of using practice-oriented exercises in the educational process. Keywords: competences; methods of teaching students; practice-oriented exercises; Japanese language; educational process INTRODUCTION Relevance of the study A competence-based approach described in the works of Bermus A.G., Zimnyaya I.A., Kogan E.Y., Lebedev O.E., etc. -
Perceptions of Masculinities in Japanese Society
Journal CAJLE, Vol. 13 (2012) Acquisition of Cultural Competence through Visual Media: Perceptions of Masculinities in Japanese Society Kaori Yoshida Ritsumeikan Asia Pacific University Abstract Many foreign students studying in universities and colleges in Japan have a rather essentialist understanding of Japan, often derived from the media in their home countries, and sustained by a still influential “nihonjinron” discourse in which naïve approaches and materials are utilized for learning about Japanese culture. It is therefore imperative to establish methods that can improve these students’ cultural competence beyond “nihonjinron” and enable them to question apparent cultural phenomena. Assuming that visual media can be used as a tool to deconstruct pre-existing perceptions and images of Japan, this paper attempts to demonstrate how film can be used effectively in Japanese culture courses, focusing on an important, yet overlooked topic — Japanese masculinity. For this purpose, the paper examines three films produced in different historical periods, each of which is associated with significant events or phenomena that reflect or affect the concept of masculinity in Japan. The findings of the analysis will provide instructors with concrete ideas on what points should be brought up for discussion to better understand Japanese masculinity. 1. Introduction Since the 1980s and 90s, Japan has sought to promote internationalization, with increasing numbers of foreign students arriving on Japanese shores to study each year. These students often have certain preconceptions and images of Japan, its culture and people, based on such concepts as Zen, bushidō, and otaku. It is not until students become exposed to life in Japan that they begin to realize the limited scope of their knowledge of Japanese culture, and more importantly, to see those preconceptions as largely a product of media representations. -
Reflections of (And On) Otaku and Fujoshi in Anime and Manga
University of Central Florida STARS Electronic Theses and Dissertations, 2004-2019 2014 The Great Mirror of Fandom: Reflections of (and on) Otaku and Fujoshi in Anime and Manga Clarissa Graffeo University of Central Florida Part of the Film and Media Studies Commons Find similar works at: https://stars.library.ucf.edu/etd University of Central Florida Libraries http://library.ucf.edu This Masters Thesis (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2004-2019 by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Graffeo, Clarissa, "The Great Mirror of Fandom: Reflections of (and on) Otaku and ujoshiF in Anime and Manga" (2014). Electronic Theses and Dissertations, 2004-2019. 4695. https://stars.library.ucf.edu/etd/4695 THE GREAT MIRROR OF FANDOM: REFLECTIONS OF (AND ON) OTAKU AND FUJOSHI IN ANIME AND MANGA by CLARISSA GRAFFEO B.A. University of Central Florida, 2006 A thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in the Department of English in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Spring Term 2014 © 2014 Clarissa Graffeo ii ABSTRACT The focus of this thesis is to examine representations of otaku and fujoshi (i.e., dedicated fans of pop culture) in Japanese anime and manga from 1991 until the present. I analyze how these fictional images of fans participate in larger mass media and academic discourses about otaku and fujoshi, and how even self-produced reflections of fan identity are defined by the combination of larger normative discourses and market demands. -
Harga Sewaktu Wak Jadi Sebelum
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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 -
Densha Otoko 電車男 (Train Man)* 177,553 Characters in 1,840 Utterances Divided Into 6 Parts/Chapters
Michal Ptaszynski Pawel Dybala, Rafal Rzepka, Kenji Araki AFFECTING CORPORA: EXPERIMENTS WITH AUTOMATIC AFFECT ANNOTATION SYSTEM – A Case Study of the 2channel Forum – Presentation Outline Introduction Specificities of the Japanese language ML-Ask – Automatic affect annotation tool Contextual Valence Shifters Evaluation of ML-Ask Experiment on a large corpus Results Conclusions Future Works Introduction Some problems with today affect analysis systems (for Japanese) ① No standards for emotion type classification ② Simplified classification (+/- , happiness/sadness) ③ How to tell if the utterance is emotive? ④ No evaluations on large corpora compare: ① Endo, D., Saito, S. and Yamamoto, K. Kakariuke kankei wo riyo shita kanjoseikihyogen no chushutsu.(Extracting expressions evoking emotions using dependency structure), Proceedings of The Twelve Annual Meeting of The Association for Natural Language Processing. 2006 Tsuchiya, Seiji, Yoshimura, Eriko, Watabe, Hirokazu and Kawaoka, Tsukasa. The Method of the Emotion Judgment Based on an Association Mechanism. Journal of Natural Language Processing, Vol.14, No.3, The Association for Natural Language Processing. 2007 Ryoko Tokuhisa, Kentaro Inui, Yuji Matsumoto. Emotion Classification Using Massive Examples Extracted from the Web, In Proc. of Coling 2008,pp.881-888,2008. ② Peter D. Turney. 2002. Thumbs Up or Thumbs Down? Semantic Orientation Applied to Unsupervised Classification of Reviews. In Proceedings of ACL’02, pp. 417-424 Jorge Teixeira, Vasco Vinhas, Eugenio Oliveira and Luis Reis. A New Approach to Emotion Assessment Based on Biometric Data. In Proceedings of WI-IAT’08, pages 459-500, 2008. ③ Ryoko Tokuhisa, Kentaro Inui, Yuji Matsumoto. Emotion Classification Using Massive Examples Extracted from the Web, In Proc. of Coling 2008,pp.881-888,2008. -
Josee, the Tiger and the Fish
SPECIAL THEME: JAPANESE CINEMA AND YOUTH CULTURE Issue 31 News and Re views Winter 2009 A PUBLICATION OF THE ASIAN EDUCATIONAL MEDIA SERVICE I CENTER FOR EAST ASIAN AND PACIFIC STUDIES I UNIVERSITY OF ILLINOIS AT URBANA-CHAMPAIGN multi-dimensional, human actors living in com - plex time s—in this case Japan during the end of World War I I—a central purpose of teaching social studies. On a more personal level, the film shows not just the process of breaking down sim - plified, perhaps glorified views of adult relatives (something teenagers often do with incredible skill), but shows how replacing this image with a more complex and even flawed understanding can . lead to respect rather than cynicism. C N I Morimoto anchors the film around interviews , S E that are, at times, painfully honest with R U four surviving kamikaze pilots as well as T C I P with survivors from the USS Drexler , sunk D O by a kamikaze attack. These interviews are O W combined with historical footage from E G World War II, as well as additional interviews D E with historians and Morimoto’s family mem - bers in Osaka, with voiceover narration by Wings of Defeat Morimoto. These aspects of the film introduce I Wings of Defeat. Directed by Risa Morimoto. 2007. 90 minutes the larger historical narrative without resorting (full-length) or 56 minutes (abbreviated, educator version). In English to the preachy tone of an educational documen - and Japanese with English subtitles. tary that often causes half the students in a class I Wings of Defeat: Another Journey. -
BANDAI NAMCO Group
TABLE OF CONTENTS 1 BANDAI NAMCO Group Outline Results of Operations 01 Consolidated Business Performance / Management Indicators 02 Sales by Category Products / Service Data 03 Sales by IPs / Toys and Hobby Unit 05 Network Entertainment Unit 06 Real Entertainment Unit / Visual and Music Production Unit / IP Creation Unit 2 Related Market Data Toys and Hobby 07 Toy Market 08 Plastic Model Market / Figure Market / Capsule Toy Market / Card Product Market 09 Candy Toy Market / Children’s Lifestyle (Sundries) Market / Babies’ / Children’s Clothing Market Network Entertainment 09 Game App Market / Top Publishers in the Global App Market 10 Home Video Game Market BANDAI NAMCO Group Real Entertainment 10 Amusement Machine Market / Amusement Facility Market FACT BOOK 2020 Visual and Music Production 11 Visual Software Market / Music Content Market IP Creation 11 Animation Market 3 ESG Data BANDAI NAMCO Group Important CSR Themes: FY2020.3 Activity Report 12 Safety and Cleanliness of Products and Services 13 Environmental Consideration 14 Policies Regarding Influence on Society of the Group’s Content and Products / Supply Chain Management Environment-Related Information 15 Overview of Environmental Performance Data for FY2020.3 / BANDAI NAMCO Group CO2 Emissions Human Resources-Related Information (Total for Unit Core Companies) 17 Number of Employees by Type of Employment / Number of Female Managers / Number of Employ- ees Hired after Graduation / Employment Rate for People with Disabilities / Averages / Number of Employees That Took Leave for Childcare or Family Nursing / Annual Paid Leave Utilization Rate / Industrial Accidents / Systems to Promote Achieve- ment of Work–Life Balance (Examples) 4 BANDAI NAMCO Group’s History History 18 BANDAI’s History / NAMCO’s History 26 BANDAI NAMCO Group’s History Notes: 1.