EAST 361 Japanese Animation and New Media: an Introduction to Media Subcultures
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DIJ Gender and Sexuality Lecture Series: Rachael Hutchinsons on Female Bodies in Japanese Videogames on June 23 (Wed)
H-Japan DIJ Gender and Sexuality Lecture Series: Rachael Hutchinsons on Female Bodies in Japanese Videogames on June 23 (Wed) Discussion published by DIJ Hist&Hum Study Group (B. Geilhorn) on Thursday, June 17, 2021 You are cordially invited to the next DIJ Gender and Sexuality Lecture Series' online talk on June 23 (Wed), 2021, 7:30p.m. JST (ONE HOUR LATER THAN USUAL) Croft, Quiet, and Kantai Collection: Female Bodies in Japanese Videogames (dij.tokyo/croft) Rachael Hutchinson, University of Delaware This presentation examines the representation of women in Japanese videogames, situating the depiction of female bodies in terms of political discourse. I first briefly overview different kinds of depiction in a range of genres, from fighting and fantasy genres to shooters and war games, with examples drawn from Tomb Raider, Soul Calibur and Metal Gear Solid. I then focus on a case study, the online card-based wargame Kantai Collection (DMM.com, 2013), in which the player serves as Admiral of the Japanese imperial fleet. Sending historical battleships off to a nameless war in the Pacific, the player occupies a masculine subject-positioning where each battleship is anthropomorphized as a beautiful ‘ship girl’ (kanmusume). Attributes of the Japanese warships are directly reflected in the physical characteristics of the women: a large warship with high tonnage is represented by a mature, full-bodied woman, while a smaller ship is represented by a younger, girlish figure. The body of the woman is thus analogous to the body of the ship, with sexuality and fertility made synonymous with a ship’s destructive force. -
Imagined Identity and Cross-Cultural Communication in Yuri!!! on ICE Tien-Yi Chao National Taiwan University
ISSN: 2519-1268 Issue 9 (Summer 2019), pp. 59-87 DOI: 10.6667/interface.9.2019.86 Russia/Russians on Ice: Imagined Identity and Cross-cultural Communication in Yuri!!! on ICE tien-yi chao National Taiwan University Abstract Yuri!!! on ICE (2016; 2017) is a Japanese TV anime featuring multinational figure skaters com- peting in the ISU Grand Prix of Figure Skating Series. The three protagonists, including two Russian skaters Victor Nikiforov, and Yuri Purisetsuki (Юрий Плисецкий), and one Japanese skater Yuri Katsuki (勝生勇利), engage in extensive cross-cultural discourses. This paper aims to explore the ways in which Russian cultures, life style, and people are ‘glocalised’ in the anime, not only for the Japanese audience but also for fans around the world. It is followed by a brief study of Russian fans’ response to YOI’s display of Russian memes and Taiwanese YOI fan books relating to Russia and Russians in YOI. My reading of the above materials suggests that the imagined Russian identity in both the official anime production and the fan works can be regarded as an intriguing case of cross-cultural communication and cultural hybridisation. Keywords: Yuri!!! on ICE, Japanese ACG (animation/anime, comics, games), anime, cross-cul- tural communication, cultural hybridisation © Tien-Yi Chao This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. http://interface.ntu.edu.tw/ 59 Russia/Russians on Ice: Imagined Identity and Cross-cultural Communication in Yuri!!! on ICE Yuri!!! on ICE (ユーリ!!! on ICE; hereinafter referred to as YOI)1 is a TV anime2 broadcast in Japan between 5 October and 21 December 2016, featuring male figure skaters of various nationalities. -
Kantai Collection Origin: Admiral Abilities: Captain's Orders Free
Kantai Collection Origin: Admiral Abilities: Captain’s Orders Free Yamato Damashii -100 Beacon of Hope -300 Memories Reborn -600 Gear: Admiral’s Uniform Free Marriage Ring and Documents Free Upgraded Gear (Armor, Armor, & Armor) Free Remodeling Equipment x3 -300 Shipgirls: Flagship: Queen Elizabeth Class Battleship Warspite -150 Type IXC U-boat (Submarine) U-511 ` -50 J Class Destroyer 'Lucky' Jervis Free Maestrale Class Destroyer Libeccio Free John C. Butler-class Destroyer Escort Samuel B. Roberts Free Tashkent Class Destroyer Tashkent Free Drawbacks: Iron & Blood +300 Shellshock +300 “So,” the darkened hall was filled with silence, “he’s been found. Admiral Ootori has been discovered.” “That rapscallion from the forward base actually made it out?” A voice asked. “How many shipgirls are with him.” “None.” The original speaker replied. “He wasn’t completely,” an hand moved through the air, “there when the scouts found him. He kept reporting his name and number, like he was being tortured.” Again the hand traced through the air. “One of the shipgirls reported that he manifested a broken wreck of a Yamato Class for a moment before it all fell apart and he’s been catatonic since..” “What?” Several shocked voices took to the air. “Indeed.” The original speaker said slowly. “An Admiral who lost every last ship he had under him, but he somehow survived. That could scar a man for life, especially one so young.” “Don’t be coy!” The table shook as a meaty fist hit it. “You said that he could manifest a ship, like the shipgirls?” “That is indeed what was implied by the reporting shipgirl’s brief, yes.” The first voice sighed. -
View / Open Hirao Oregon 0171N 11721.Pdf
BINDING A UNIVERSE: THE FORMATION AND TRANSMUTATIONS OF THE BEST JAPANESE SF (NENKAN NIHON SF KESSAKUSEN) ANTHOLOGY SERIES by AKIKO HIRAO A THESIS Presented to the Department of East Asian Languages and Literatures and the Graduate School of the University of Oregon in partial fulfillment of the requirements for the degree of Master of Arts September 2016 THESIS APPROVAL PAGE Student: Akiko Hirao Title: Binding a Universe: The Formation and Transmutations of the Best Japanese SF (Nenkan Nihon SF Kessakusen) Anthology Series This thesis has been accepted and approved in partial fulfillment of the requirements for the Master of Arts degree in the Department of East Asian Languages and Literatures by: Alisa Freedman Chairperson Glynne Walley Member and Scott L. Pratt Dean of the Graduate School Original approval signatures are on file with the University of Oregon Graduate School. Degree awarded September 2016. ii © 2016 Akiko Hirao This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs (United States) License. iii THESIS ABSTRACT Akiko Hirao Master of Arts Department of East Asian Languages and Literatures September 2016 Title: Binding a Universe: The Formation and Transmutations of the Best Japanese SF (Nenkan Nihon SF Kessakusen) Anthology Series The annual science fiction anthology series The Best Japanese SF started publication in 2009 and showcases domestic writers old and new and from a wide range of publishing backgrounds. Although representative of the second golden era of Japanese science fiction in print in its diversity and with an emphasis on that year in science fiction, as the volumes progress the editors’ unspoken agenda has become more pronounced, which is to create a set of expectations for the genre and to uphold writers Project Itoh and EnJoe Toh as exemplary of this current golden era. -
Distinctive Difference Game Titles Between Japanese Context And
What is “Japanese video game” • Kohler, Chris. "Power-up: how Japanese video games gave the world an extra life." (2004). • Picard, Martin. "The foundation of geemu: A brief history of early Japanese video games." Game Studies 13.2 (2013). • Pelletier-Gagnon, Jérémie. Video Games and Japaneseness: An analysis of localization and circulation of Japanese video games in North America. Diss. McGill University, 2011. What is “Japanese video game” • Some famous “Made in Japan” games is not famous in Japan. Ex : “Zaxxon”(1982), “Jet Grind Radio” (2000), “Cooking Mama”(2006) (C)SEGA 1982 (C)SEGA 2000 (C)TAITO 2006 Some famous Japanese game is not famous in English context. Ex : “moon”(1997) (C) ASCII 1997 (C) ASCII 1997 Japanese gamer don’t know famous game titles. • For example, most of Japanese video game players don’t know “Tempest”(1981), “Canabalt”(2009) (C)ATARI 1981 (C)Semi-Secret Software 2009 Do you know the game ? https://goo.gl/forms/ZJr4iQqam95p9kcC2 1.Purpose of the study A) Today Japanese video game context and English video game context, each context have much local bias. We want to know local game history. B) Developing method to know characteristic history in each area. 2.Significance of the study A) Making basic resource for local game history research, and area studies. B) Extended use case trial of Media Art DB. # Now, This DB don’t include work – version relation.(at 2016/8) Media ART DB / Game Domain(Published by Agency for Cultural Affairs Japan) 3.Method 1. Picking up video game titles from a. video game books, awards, exhibitions about video games, and sales data. -
Hak Cipta Dan Penggunaan Kembali: Lisensi Ini Mengizinkan Setiap
Hak cipta dan penggunaan kembali: Lisensi ini mengizinkan setiap orang untuk menggubah, memperbaiki, dan membuat ciptaan turunan bukan untuk kepentingan komersial, selama anda mencantumkan nama penulis dan melisensikan ciptaan turunan dengan syarat yang serupa dengan ciptaan asli. Copyright and reuse: This license lets you remix, tweak, and build upon work non-commercially, as long as you credit the origin creator and license it on your new creations under the identical terms. Team project ©2017 Dony Pratidana S. Hum | Bima Agus Setyawan S. IIP BAB III METODOLOGI 3.1. Gambaran Umum Penulis melakukan studi literatur dan observasi sebagai metode perancangan komposisi shot motion comic “Halley’s Wishes”. Karya motion comic ini sendiri mengambil genre drama dengan unsur komedi dan memiliki tema harapan. Penulis adalah perancang motion comic “Halley’s Wishes” dimana penulis mengumpulkan data, menulis cerita, mendesain karakter dan environment, merancang aset visual dan animasi, serta melakukan proses editing dari aset tersebut untuk menghasilkan video dari motion comic yang berupa mp4 dengan rasio 1.78:1 (HDTV standard) resolusi 1280 x 720p. Keputusan ini diambil agar pembaca yang menggunakan smartphone dengan koneksi standar dalam mengakses motion comic “Halley’s Wishes” dapat menikmati motion comic tersebut pada kualitas yang sama dengan pembaca yang menggunakan device dan memiliki koneksi yang lebih baik, sesuai dengan studi Huwaei (2015). “Halley’s Wishes” adalah motion comic dengan target audience anak perempuan Indonesia, meski tidak menutupi kemungkinan bagi pembaca lainnya untuk turut menikmati karya ini. Oleh karena itu, “Gakuen Babysitter” yang merupakan sebuah shoujo manga dengan genre drama dipilih sebagai bahan observasi dan referensi atas transisi panel motion comic “Halley’s Wishes”. -
20-22 August 2018 the National Videogame Arcade REPLAYING JAPAN 2018
Replaying Japan 2018 20-22 August 2018 The National Videogame Arcade www.thenva.com REPLAYING JAPAN 2018 LOCAL ORGANISERS Alice Roberts, Iain Simons, James Newman and the team at The National Videogame Arcade CONFERENCE CO-ORGANISERS Ritsumeikan Center for Game Studies, Ritsumeikan University Philosophy and Humanities Computing, University of Alberta Institute of East Asian Studies / Japanese Studies, Leipzig University Digital Games Research Association (DiGRA) Japan CONFERENCE CHAIRS Geoffrey ROCKWELL, Philosophy and Humanities Computing, University of Alberta Akinori NAKAMURA, College of Image Arts and Sciences, Ritsumeikan University Jérémie PELLETIER-GAGNON, Comparative Literature and Humanities Computing, University of Alberta Martin PICARD, Institute of East Asian Studies / Japanese Studies, Leipzig University Martin ROTH, Institute of East Asian Studies / Japanese Studies, Leipzig University PROGRAMME COMMITTEE Koichi HOSOI, College of Image Arts and Sciences, Ritsumeikan University Kazufumi FUKUDA, Ritsumeikan Global Innovation Research Organization, Ritsumeikan University Akito INOUE, Graduate School of Core Ethics and Frontier Sciences, Ritsumeikan University Shuji WATANABE, College of Image Arts and Sciences, Ritsumeikan University Tsugumi OKABE, Comparative Literature, University of Alberta Mitsuyuki INABA, College of Policy Science, Ritsumeikan University Hiroshi YOSHIDA, Graduate School of Core Ethics and Frontier Science, Ritsumeikan University !2 of !56 THE NATIONAL VIDEOGAME ARCADE The National Videogame Arcade is a not-for-profit organisation that exists to develop the role of videogames in culture, education and society. It is funded by revenue generated by visitors, hospitality and events as well as generous patrons. The National Videogame Arcade opened in March 2015 and welcomes tens of thousands of visitors a year. As well as the core visitor attraction, we also deliver education programmes to school visits and informal learners. -
Nintendo Co., Ltd
Nintendo Co., Ltd. Earnings Release for Fiscal Year Ended March 2018 Supplementary Information [Note] Forecasts announced by Nintendo Co., Ltd. herein are prepared based on management's assumptions with information available at this time and therefore involve known and unknown risks and uncertainties. Please note such risks and uncertainties may cause the actual results to be materially different from the forecasts (earnings forecast, dividend forecast and other forecasts). Nintendo Co., Ltd. Consolidated Statements of Income Transition million yen FY3/2014 FY3/2015 FY3/2016 FY3/2017 FY3/2018 Net sales 571,726 549,780 504,459 489,095 1,055,682 Cost of sales 408,506 335,196 283,494 290,197 652,141 Gross profit 163,219 214,584 220,965 198,898 403,540 (Gross profit ratio) (28.5%) (39.0%) (43.8%) (40.7%) (38.2%) Selling, general and administrative expenses 209,645 189,814 188,083 169,535 225,983 Operating profit -46,425 24,770 32,881 29,362 177,557 (Operating profit ratio) (-8.1%) (4.5%) (6.5%) (6.0%) (16.8%) Non-operating income 53,136 46,043 14,550 28,593 23,509 (of which foreign exchange gains) (39,287) (34,051) ( - ) ( - ) ( - ) Non-operating expenses 624 283 18,641 7,591 1,710 (of which foreign exchange losses) ( - ) ( - ) (18,356) (5,256) (766) Ordinary profit 6,086 70,530 28,790 50,364 199,356 (Ordinary profit ratio) (1.1%) (12.8%) (5.7%) (10.3%) (18.9%) Extraordinary income 4,922 3,737 407 64,775 3,240 Extraordinary losses 79 2,176 1,482 409 1,507 Profit before income taxes 10,929 72,091 27,715 114,730 201,090 Income taxes 34,132 30,228 11,197 12,147 60,144 Profit -23,202 41,862 16,518 102,582 140,945 Profit attributable to non-controlling interests 20 18 13 8 1,354 Profit attributable to owners of parent -23,222 41,843 16,505 102,574 139,590 (Profit attributable to (-4.1%) (7.6%) (3.3%) (21.0%) (13.2%) owners of parent ratio) - 1 - Nintendo Co., Ltd. -
Dishing out Silver Spoon : Agricultural Tourism in the Tokachi-Obihiro Area of Hokkaido
Title Dishing out Silver Spoon : Agricultural Tourism in the Tokachi-Obihiro Area of Hokkaido Author(s) Mason, Michele M. Citation International Journal of Contents Tourism, 1.2, 31-43 Issue Date 2016-06-13 Doc URL http://hdl.handle.net/2115/62624 Type bulletin (article) File Information IJCT-Vol-1.2-Mason-2016.pdf Instructions for use Hokkaido University Collection of Scholarly and Academic Papers : HUSCAP Dishing out Silver Spoon: Agricultural Tourism in the Tokachi-Obihiro Area of Hokkaido Michele M. Mason Abstract: Arakawa Hiromu’s best-selling manga Silver Spoon, which began serialization in 2011, kicked off an impromptu migration of fans to the story’s setting, the Tokachi-Obihiro region of Hokkaido. Both local tourism officials and agricultural stakeholders quickly devised a number of strategies to capitalize on the newfound interest in their region. Their efforts only intensified when anime and film versions were released in 2013 and 2014. This article examines the ways local officials, business owners, and other constituents have pursued not only profits from Silver Spoon-inspired tourism, but also the chance to offer a different picture of agricultural life than is typically disseminated in the media. Below, I demonstrate how the promotion of Ban’ei horse racing, a wide-variety of agricultural products, and hands-on farming and food production experiences are at the heart of local community’s attempts to appropriate the cultural capital of Silver Spoon to craft narratives of Tokachi identity, heritage, and pride. アブストラクト:荒川弘によるベストセラーマンガ作品『銀の匙 -
Universidade Regional Do Noroeste Do Estado Do Rio Grande Do Sul
UNIVERSIDADE REGIONAL DO NOROESTE DO ESTADO DO RIO GRANDE DO SUL MAUREEN LOUISE DE PAULI HEINRICH A ARTE DE SER UMA FANGIRL: YURI!!! ON ICE E A EXPERIÊNCIA DE FAZER PARTE DE UM FANDOM IJUÍ (RS) 2017 MAUREEN LOUISE DE PAULI HEINRICH A ARTE DE SER UMA FANGIRL: YURI!!! ON ICE E A EXPERIÊNCIA DE FAZER PARTE DE UM FANDOM Monografia apresentada ao Curso de Comunicação Social da Universidade Regional do Noroeste do Estado do Rio Grande do Sul – Unijuí, como requisito parcial à obtenção do título de bacharel em Publicidade e Propaganda. Orientadora: Márcia Regina Conceição de Almeida IJUÍ (RS) 2017 MAUREEN LOUISE DE PAULI HEINRICH A ARTE DE SER UMA FANGIRL: YURI!!! ON ICE E A EXPERIÊNCIA DE FAZER PARTE DE UM FANDOM Monografia apresentada ao Curso de Comunicação Social da Universidade Regional do Noroeste do Estado do Rio Grande do Sul – Unijuí, como requisito parcial à obtenção do título de bacharel em Publicidade e Propaganda. Aprovado em ___ de ______________ de 2017 BANCA EXAMINADORA ___________________________________________________________________ Márcia Regina Conceição de Almeida – Orientadora ___________________________________________________________________ Rúbia Beatriz Schwanke– Banca ___________________________________________________________________ Nilse Maria Maldaner – Banca Suplente Don't stop us now, the moment of truth We were born to make history We'll make it happen, we'll turn it around Yes, we were born to make history Dean Fujioka – History Maker AGRADECIMENTOS Ao finalmente enxergar este trabalho finalizado, a única coisa que se passa pela minha cabeça é “todo meu sangue, suor e lágrimas, e meu corpo, mente e alma, eu sei que eles pertencem a você.”1 Para um desavisado, não passa de um drama exagerado de uma autora cansada, mas a verdade, porém, é que esta é a prova definitiva de que metade de mim é fangirl, e a outra também. -
Spring 2020 Seven Seas
SPRING 2020 SEVEN SEAS This edition of the catalogue was printed on November 12, 2019. To view updates, please see the Spring 2020 Raincoast eCatalogue or visit www.raincoast.com 20S Macm Seven Seas Adachi and Shimamura (Light Novel) Vol. 1 by Hitoma Iruma, illustrated by Non Seven Seas • On Sale: Jun 2/20 • 5 x 7.12 • 320 pages 9781645055358 • $16.99 • pb • Comics & Graphic Novels / Manga / Gay & Lesbian • Adachi and Shimamura (Light Novel) The yuri light novels about a sweet romance between high school girls - soon to be an anime series! Adachi and Shimamura, two young women who attend the same high school, are inseparable friends. Whether playing table tennis, chatting about favorite TV shows, or just relaxing together, they're happy to share their days. When Adachi's friendship turns into romantic attraction, the relationship begins to change, one day at a time. This beloved yuri series has been charming audiences in Japan for years, and now, for the (...) Syrup (Yuri Anthology) by Milk Morinaga, Kodama Naoko and Yoshimurakana Seven Seas • On Sale: Jun 9/20 • 5.88 x 8.25 • 180 pages 9781645055334 • $16.99 • pb • Comics & Graphic Novels / Manga / Gay & Lesbian A beautiful new yuri manga anthology about adult women in love by some of the hottest names in the industry! Beyond the tales of high school girls in the first bloom of love, stories of grown women yearn to be told. The Syrup collection focuses on women navigating love for other women amidst the ups and downs of a working life. Featuring short manga stories by a star-studded line-up - including Milk Morinaga ( Girl Friends ), Kodama Naoko ( I Married My Best Friend to Shut (...) Adachi and Shimamura (Light Novel) Vol. -
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