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Tourists in Paradise Writing the Pure Land in Medieval Japanese Fiction
Japanese Journal of Religious Studies 33/2: 269–296 © 2006 Nanzan Institute for Religion and Culture R. Keller Kimbrough Tourists in Paradise Writing the Pure Land in Medieval Japanese Fiction Late-medieval Japanese fiction contains numerous accounts of lay and monastic travelers to the Pure Land and other extra-human realms. In many cases, the “tourists” are granted guided tours, after which they are returned to the mun- dane world in order to tell of their unusual experiences. This article explores several of these stories from around the sixteenth century, including, most prominently, Fuji no hitoana sōshi, Tengu no dairi, and a section of Seiganji engi. I discuss the plots and conventions of these and other narratives, most of which appear to be based upon earlier oral tales employed in preaching and fund-raising, in order to illuminate their implications for our understanding of Pure Land-oriented Buddhism in late-medieval Japan. I also seek to demon- strate the diversity and subjectivity of Pure Land religious experience, and the sometimes startling gap between orthodox doctrinal and popular vernacular representations of Pure Land practices and beliefs. keywords: otogizōshi – jisha engi – shaji engi – Fuji no hitoana sōshi – Bishamon no honji – Tengu no dairi – Seiganji engi – hell – travel R. Keller Kimbrough is an assistant professor of Japanese Literature at the University of Colorado at Boulder. 269 ccording to an anonymous work of fifteenth- or early sixteenth- century Japanese fiction by the name of Chōhōji yomigaeri no sōshi 長宝 寺よみがへりの草紙 [Back from the dead at Chōhōji Temple], the Japa- Anese Buddhist nun Keishin dropped dead on the sixth day of the sixth month of Eikyō 11 (1439), made her way to the court of King Enma, ruler of the under- world, and there received the King’s personal religious instruction and a trau- matic tour of hell. -
The Shôkyû Version of the Kitano Tenjin Engi Emaki: a Brief Introduction to Its Content and Function
Eras Edition 11, November 2009 – http://www.arts.monash.edu.au/publications/eras The Shôkyû version of the Kitano Tenjin engi emaki: A brief introduction to its content and function Sara L. Sumpter (University of Pittsburgh) Abstract: This article examines the political and social atmosphere surrounding the production of the thirteenth-century hand scroll Kitano Tenjin engi emaki (Illustrated Legends of the Kitano Shrine), which depicts the life, death and posthumous revenge of the ninth-century courtier Sugawara no Michizane. The article combines an analysis of the content and religious iconography of the scroll, a study of early Japanese beliefs in angry spirits of the dead, and a narration of the actual life of Michizane in an attempt to produce a sketch of the rituals and superstitions of Heian and early Kamakura period Japanese society, and to suggest possible functions of the hand scroll that complement them. The hand scroll sets collectively known as the Kitano Tenjin engi emaki (Illustrated Legends of the Kitano Shrine) each tell the story of the life and death of the ninth- century courtier and poet, Sugawara no Michizane (845–903), and of the posthumous revenge undertaken by his vengeful spirit (onryô). According to the scrolls, Michizane was falsely accused of treason by rivals at the Heian court who were jealous of his astronomical rise to power. He was exiled to Dazaifu on the island of Kyushu in 901 and died there two years later in despair. His spirit persisted in seeking retribution against his enemies and in reclaiming his position and honours. He is said to have stalked his numerous rivals in the form of the thunder god (raijin) before ultimately revealing to a frightened court, through a series of intermediaries, the means of his pacification: deification and worship at the Kitano Shrine in Kyoto.1 Today the Kitano Tenjin engi emaki (hereafter referred to as the Tenjin scrolls) number more than thirty extant examples, ranging in date from the early thirteenth century to the nineteenth century. -
Sony Computer Entertainment Inc. Introduces Playstation®4 (Ps4™)
FOR IMMEDIATE RELEASE SONY COMPUTER ENTERTAINMENT INC. INTRODUCES PLAYSTATION®4 (PS4™) PS4’s Powerful System Architecture, Social Integration and Intelligent Personalization, Combined with PlayStation Network with Cloud Technology, Delivers Breakthrough Gaming Experiences and Completely New Ways to Play New York City, New York, February 20, 2013 –Sony Computer Entertainment Inc. (SCEI) today introduced PlayStation®4 (PS4™), its next generation computer entertainment system that redefines rich and immersive gameplay with powerful graphics and speed, intelligent personalization, deeply integrated social capabilities, and innovative second-screen features. Combined with PlayStation®Network with cloud technology, PS4 offers an expansive gaming ecosystem that is centered on gamers, enabling them to play when, where and how they want. PS4 will be available this holiday season. Gamer Focused, Developer Inspired PS4 was designed from the ground up to ensure that the very best games and the most immersive experiences reach PlayStation gamers. PS4 accomplishes this by enabling the greatest game developers in the world to unlock their creativity and push the boundaries of play through a system that is tuned specifically to their needs. PS4 also fluidly connects players to the larger world of experiences offered by PlayStation, across the console and mobile spaces, and PlayStation® Network (PSN). The PS4 system architecture is distinguished by its high performance and ease of development. PS4 is centered around a powerful custom chip that contains eight x86-64 cores and a state of the art graphics processor. The Graphics Processing Unit (GPU) has been enhanced in a number of ways, principally to allow for easier use of the GPU for general purpose computing (GPGPU) such as physics simulation. -
Another Free Ebook
FREEANOTHER EBOOK Yukito Ayatsuji | 496 pages | 28 Oct 2014 | Yen on | 9780316339100 | English | United States Another Synonyms, Another Antonyms | Both the novel and the manga have been licensed in North America by Yen Press. A episode anime television series produced by P. Works aired in Japan between January 10 and March 27,with Another original video animation episode released on May 26,and a live-action film of the same Another was released Another Japanese theatres on August 4, InMisaki, a popular student of Yomiyama North Middle School's classsuddenly died partway through the school year. Devastated by the loss, the students and teacher behaved like Misaki was still alive, leading to a strange presence on the Another photo. The class is soon Another up in a strange phenomenon, in which students and their relatives begin to die in often gruesome ways. Another is a page novel written by Yukito Ayatsuji. The novel was originally serialized in Kadokawa Shoten's literary magazine Yasai Jidai Another intermittent periods between the August and May issues. Another S is a side novel set in the same time period, an adventure of Mei Misaki during summer vacation. Another 0 is set during Aunt Reiko's year in classin Yen Press has licensed the novels in North America. A sequel, [26] titled Anotherwas serialized in Kadokawa Shoten's Shosetsu Yasei Jidai magazine from the November issue [27] to the Another issue, [28] and as its name implies, takes place in Yen Press has licensed the original four-volume manga in North America and released it as an omnibus. -
Exploitation and Social Reproduction in the Japanese Animation Industry
California State University, Monterey Bay Digital Commons @ CSUMB Capstone Projects and Master's Theses Capstone Projects and Master's Theses 5-2018 Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett California State University, Monterey Bay Follow this and additional works at: https://digitalcommons.csumb.edu/caps_thes_all Part of the Asian Studies Commons, Behavioral Economics Commons, Labor Economics Commons, Labor History Commons, and the Other History Commons Recommended Citation Garrett, James, "Exploitation and Social Reproduction in the Japanese Animation Industry" (2018). Capstone Projects and Master's Theses. 329. https://digitalcommons.csumb.edu/caps_thes_all/329 This Capstone Project (Open Access) is brought to you for free and open access by the Capstone Projects and Master's Theses at Digital Commons @ CSUMB. It has been accepted for inclusion in Capstone Projects and Master's Theses by an authorized administrator of Digital Commons @ CSUMB. For more information, please contact [email protected]. Exploitation and Social Reproduction in the Japanese Animation Industry James Garrett Senior Capstone School of Social, Behavior & Global Studies: Global Studies Major Capstone Advisors: Ajit Abraham & Richard Harris 1 Acknowledgements I would like to thank the Global Studies department and faculty of California State University, Monterey Bay, for the dedication of their pursuit of understanding and acknowledging the complexities of global changes and shifts through an interdisciplinary curriculum. In particular, I would like to thank Dr. Angie Tran and Dr. Robina Bhatti for helping me to develop a more complex understanding of advanced capitalist societies and the place of labor within those societies. I would also like to thank Dr. -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
The Top Seven Japanese Publishing Companies from PW's Global Ranking 2009 by Rudiger Wischenbart Jun 21, 2010
The Top Seven Japanese Publishing Companies from PW's Global Ranking 2009 By Rudiger Wischenbart Jun 21, 2010 You've probably heard of Kodansha, but that company isn't the only publisher in Japan. Here are short profiles of the seven Japanese companies on our top fifty list. We thought Japan might be a fun place to start, but we'll be running profiles of the other countries on the list in the weeks to come. -- Name: Bungeishunjū Ltd. (Kabushiki-gaisha Bungeishunjū) Ranking: 43 Source: Japan Company Yearbook, internet resources Owner: n.a. Group revenues: 29,659 m Yen (2008: 29,834 mY, 2007 : 31.271 m Yen) HQ: Chiyoda, Tokyo, Japan Key personell: Takahiro Hirao, President Number of employees: 360 Website: http://www.bunshun.co.jp/ Notices: Bungeishunjū Ltd. established in 1923 by the writer Kan Kikuchi, is a Japanese publishing company known for its leading monthly magazine Bungeishunjū. It also grants the annual Akutagawa Prize, established in 1935, one of the most prestigious literary awards in Japan, as well as the annual Naoki Prize for popular novelists. They also grant the annual Bungeishunjū Manga Award for achievement in Manga literature. The publishing company Bungeishunjū is well established by its tradition of discovering new literary talent. It also keeps a high profile in freedom of speech and in anti-piracy issues. -- Name: GakkenHoldings Co Ltd (Kabushiki-gaisha Gakushū Kenkyū Sha) Ranking: 24 Source: Japan Company Yearbook, media reports Owner: Listed at the Tokyo Stock Exchange Group revenues: Publisher Revenues: 77887 m Yen (2008: 67,601 m Yen) HQ: Tokyo, Japan Key personnel: Yoichiro Endo - President, Representative Director, Fumio Togashi, Senior Managing Director. -
Sony Playstation 4
Sony PlayStation 4 Last Updated on September 24, 2021 Title Publisher Qty Box Man Comments Akiba's Trip 2 Acquire Aleste Collection M2 Aleste Collection: Game Gear Micro Include Edition M2 Assassin's Creed IV: Black Flag Ubisoft Assault Suit Leynos extreme Co.,Ltd. Battle Princess Madelyn 3goo K.K. Battlefield 4 Electronic Arts Biohazard 7: Resident Evil Capcom Biomutant THQ Nordic Blade Arcus from Shining EX Sega Blair Witch: Limited Edition Blaster Master Zero Trilogy: MetaFight Chronicle Inti Creates Boku no Hiro Academia: One's Justice Bandai Namco Entertainment BQM: Blockquest Maker: Complete Edition Wonderland Kazakiri Call of Duty: Ghosts Activision Capcom Belt Action Collection Capcom Capcom Belt Action Collection: Collector's Box Capcom Clannad Prototype Closed Nightmare Nippon Ichi Software Coffee Talk Chorus Worldwide Cyber Troopers: Virtual On x Toaru Majutsu no Index: Toaru Majutsu no Dennou Senki Sega Daedalus: The Awakening of Golden Jazz: Limited Edition Arc System Works Darius Burst: Chronicle Saviours CS Kadokawa Games / Taito Dark Souls III Bandai Namco Games Dark Souls III: The Fire Fades Edition From Software Dark Souls: Remastered Bandai Namco Entertainment Dead or Alive Xtreme 3: Fortune KoeiTecmo Detroit: Become Human: Premium Edition Sony Interactive Entertainment Devil May Cry 4: Special Edition Capcom Digimon World: Next Order Bandai Namco Entertainment Dragon Quest XI: Sugisarishi Toki O Motomete Square Enix Dragon's Crown Pro: Royal Package Atlus Earth Defense Force: Iron Rain D3 Publisher ESP RA.DE. ψ M2 ESP RA.DE. ψ: Limited Edition M2 Farming Simulator 17 Intergrow Fatal Twelve Prototype Fell Seal: Arbiter's Mark 1C Entertainment / DMM Games Fighting EX Layer Arc System Works Final Fantasy Reishiki HD: Suzaku Edition Square Enix Final Fantasy Reishiki HD Square Enix Game Tengoku CruisinMix Special Kadokawa Games Game Tengoku CruisinMix Special: Gokuraku Box Kadokawa Games Game Tengoku: Cruisin Mix : Gentai Box Kadokawa Games, Ltd., Degic.. -
Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes
Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes Edited by Manuel Hernández-Pérez Printed Edition of the Special Issue Published in Arts www.mdpi.com/journal/arts Japanese Media Cultures in Japan and Abroad Japanese Media Cultures in Japan and Abroad Transnational Consumption of Manga, Anime, and Media-Mixes Special Issue Editor Manuel Hern´andez-P´erez MDPI • Basel • Beijing • Wuhan • Barcelona • Belgrade Special Issue Editor Manuel Hernandez-P´ erez´ University of Hull UK Editorial Office MDPI St. Alban-Anlage 66 4052 Basel, Switzerland This is a reprint of articles from the Special Issue published online in the open access journal Arts (ISSN 2076-0752) from 2018 to 2019 (available at: https://www.mdpi.com/journal/arts/special issues/japanese media consumption). For citation purposes, cite each article independently as indicated on the article page online and as indicated below: LastName, A.A.; LastName, B.B.; LastName, C.C. Article Title. Journal Name Year, Article Number, Page Range. ISBN 978-3-03921-008-4 (Pbk) ISBN 978-3-03921-009-1 (PDF) Cover image courtesy of Manuel Hernandez-P´ erez.´ c 2019 by the authors. Articles in this book are Open Access and distributed under the Creative Commons Attribution (CC BY) license, which allows users to download, copy and build upon published articles, as long as the author and publisher are properly credited, which ensures maximum dissemination and a wider impact of our publications. The book as a whole is distributed by MDPI under the terms and conditions of the Creative Commons license CC BY-NC-ND. -
The Emergence of the Anime Media Mix: Character
THE EMERGENCE OF THE ANIME MEDIA MIX: CHARACTER COMMUNICATION AND SERIAL CONSUMPTION BY MARC AARON STEINBERG B.A., MCGILL UNIVERSITY, 1999 M.A., MCGILL UNIVERSITY, 2002 A.M., BROWN UNIVERSITY, 2006 A DISSERTATION SUBMITTED IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY IN THE DEPARTMENT OF MODERN CULTURE AND MEDIA AT BROWN UNIVERSITY PROVIDENCE, RHODE ISLAND MAY 2009 © Copyright 2009 by Marc Aaron Steinberg This dissertation by Marc Aaron Steinberg is accepted in its present form by the Department of Modern Culture and Media as satisfying the dissertation requirement for the degree of Doctor of Philosophy. Date___________________ _________________________________ Mary Ann Doane, Advisor Recommended to the Graduate Council Date___________________ _________________________________ Philip Rosen, Reader Date___________________ _________________________________ Thomas Lamarre, Reader Approved by the Graduate Council Date___________________ _________________________________ Sheila Bonde, Dean of the Graduate School ! """! VITA Marc Aaron Steinberg was born on July 27, 1977 in Montreal, Quebec, Canada. He attended McGill University where he received his B.A. in East Asian Studies in 1999, and his M.A. in East Asian Studies in 2002. He received his Ph.D. from Brown University in Modern Culture and Media in 2009. He has published articles on the subjects of contemporary art, architecture and Japanese animation! "$! !"#"$%&'(%! )*+,"'+-*./)*/0*'(#1+2$+34+*"#5/6-&#*"4%!6"3"*/7-#&,!&$'!8%(-#59/:&4'&#(/;/<-$+('5=/ ! "#! ACKNOWLEDGEMENTS This project reached completion thanks to the help, support, advice and contributions of family, friends and professors. I would like to extend particular thanks to Mary Ann Doane and Philip Rosen for their warm welcome to Brown, their intellectual guidance, encouragement and support over the years of graduate school, and their faith in this project. -
Notice of the 12Th Annual Meeting of Shareholders
Securities Code: 3635 June 1, 2021 To Our Shareholders: 1-18-12 Minowa-cho, Kouhoku-ku, Yokohama-shi, Kanagawa KOEI TECMO HOLDINGS CO., LTD. Yoichi Erikawa, President & CEO (Representative Director) Notice of the 12th Annual Meeting of Shareholders The Company hereby notifies shareholders that the 12th Annual Meeting of Shareholders will be held as described below. Recently, self-restraint of leaving home has been requested by the government and prefectural governors to prevent the spread of Coronavirus Disease 2019 (COVID-19). As a result of due consideration to the given situation, we have decided to hold the Annual Meeting of Shareholders following appropriate measures to prevent infection. Also, considering the situation in which self-restraint of leaving home is requested, we suggest that, from the perspective of preventing the spread of infection, you exercise your voting rights in writing or by electromagnetic means (such as on the Internet) in advance if at all possible for this Annual Meeting of Shareholders, and refrain from attending on the date concerned. We kindly request you read the following Reference Document for the Annual Meeting of Shareholders, and exercise your voting rights by any of the methods described in the “Information on Exercise of Voting Right” (pages6 and 7) no later than Wednesday, June 16, 2021 at 6:00 p.m. Date: Thursday, June 17, 2021 at 10:00 a.m. Venue: 3-7 Minatomirai 2-chome, Nishi-ku, Yokohama-shi, Kanagawa The Yokohama Bay Hotel Tokyu 2nd basement, Ambassador’s Ballroom (Please see the “Venue Information Map for the Annual Meeting of Shareholders.”) Purposes: Items to be reported: 1. -
8. Platform Producer Meets Game Master
8. Platform Producer Meets Game Master On the Conditions for the Media Mix Marc Steinberg Boni, Marta (ed.), World Building. Transmedia, Fans, Industries. Amster- dam University Press, 2017 doi: 10.5117/9789089647566/ch08 Abstract This chapter examines the necessary conditions for the creation of a trans- media franchise. Despite transmedia storytelling manuals’ optimistic repetition of the refrain that all you need is your imagination, transmedia development requires specific, often precise conditions to occur. This chapter focuses on two of these necessary conditions in particular: condi- tions or media a priori that have been essential to the development of the Japanese media mix from the 1980s onwards. Exploring Kadokawa Tsuguhiko and his associates’ creation of transmedia worlds within the Japanese publisher Kadokawa Books during the 1980s and 1990s, this chapter suggests that one of these a priori is the development of maga- zines. A second, strategic or conceptual a priori for the media mix during the 1980s is the development of the figure of the creator as game master or producer—something that closely resembles what in Hollywood has more recently be called the transmedia producer. In focusing on these two developments and their industry context in the Japan of the 1980s and 1990s, we arrive at the two the necessary conditions for the contemporary form of the media mix and its creation of transmedia worlds. Keywords: Media mix; Platform producer; Transmedia in Japan; Ka- dokawa Books; Otsuka Eiji What are the necessary conditions for transmedia development? What are the medial conditions that support the creation and prolonging of story- worlds? Transmedia storytelling manuals often repeat what they present as a truism: that anyone with an active imagination can create a storyworld.