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Syllabus of Record

Program: Pre-College at CET Japan: Global Perspectives Course Code / Title: (OS/EAST 135) Japanese Pop Culture as a Global Phenomenon Total Hours: 45 Credits: 3 semester credits (equivalent to 1 Dickinson credit) Primary Discipline / Suggested Cross Listings: East Asian Studies / International Studies, Sociology Language of Instruction: English Prerequisites/Requirements: None

Description This course provides a survey of Japanese pop culture, examining the reasons for its popularity both in Japan and globally, the creators and industries that produce it, and what it tells us about Japanese society. Genres and topics covered include , , pop music, video games, fashion, character goods, tourism, sumo, and the Japanese government’s “” initiative. Along the way, students experience the work of individual artists, and learn about Japan’s history, relations with other countries, language, and current events, as these are reflected in the country’s pop culture.

Objectives In this course, students: • Analyze the characteristics of Japanese pop culture, identifying and understanding its connections with and roots in broader Japanese society. • Gain an understanding of the how various pop culture industries work, and of the thinking, creativity, and values of individual artists in these industries. • “Step into the shoes” of decision-makers through case studies of Japanese companies in pop culture businesses, to learning about and proposing solutions to challenges they face, including changing technologies and a shrinking, aging domestic population. • Gain understanding of cultural differences between Japan other countries (particularly the US), and of the implications of such differences for the export of Japanese pop culture to overseas markets. • Evaluate the Japanese government’s “Cool Japan” initiative and its prospects for success in its goals of increasing Japan’s soft power and expanding cultural exports. Course Requirements Students are required to thoroughly prepare for each class and actively participate in all sessions. Students are expected to attend each class and field-based course component, as outlined in the CET Attendance Policy. Reading requirements are generally 20-30 pages per class session.

Assignments must be completed on time and include: • A 2-3 page essay connecting your personal experience in Japan with three things you learned in this course.

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CET Syllabus of Record

• Leading one class discussion about a current event or article related to Japanese pop culture • A journal that records reactions to experiencing Japanese pop culture in the context of Japan • Final 8-10 page paper and class presentation focusing on a specific form or aspect of Japanese pop culture, including global dimensions.

Grading The final grade is determined as follows: • Participation: 30% • Personal essay 15% • Pop culture journal 25% • Final paper: 15% • Final presentation: 15%

Readings Aoyagi, Hiroshi. “Pop Idols and the Asian Identity.” In Japan Pop! Inside the World of . New York: M.E. Sharpe, 2000. Craig, Tim. “Introduction.” In Japan Pop! Inside the World of Japanese Popular Culture. New York: M.E. Sharpe, 2000. Craig, Tim. Cool Japan: Inside Japan’s Cultural and Creative Industries. 2nd ed. Ashiya, Japan: BlueSky Publishing, forthcoming. Nunes, Paul F. “License to Overkill,” Harvard Business Review, December 2002. Excerpts from the manga works (Hiroshi Fujimoto and Motoo Abiko), The Phoenix (Tezuka Osamu), and Barefoot Gen (Keiji Nakazawa). (Bibliographic information not available).

Outline of Course Content Topic 1: Japanese pop culture • Characteristics and examples • As a reflection of Japanese society • Global popularity and economic importance Topic 2: Manga (Japanese comics) • Industry overview • Influence of Osamu Tezuka • Shonen Jump • Digitalization

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CET Syllabus of Record

Topic 3: Sumo • What it is, how it works, how to win • The current tournament • Role of foreign wrestlers and fans • Scandals and other challenges Topic 4: Licensing • What licensing agreements are • Licensing’s importance in cultural industries Topic 5: Anime • Characteristics and popularity • Production process, “production committee,” and financing • Industry working conditions • Studio Trigger and “” • Kyoto Animation tragedy Topic 6: Pop music • Industry overview • Idols • Johnny & Associates • AKB48 Topic 7: Tourism • Nationally and in Kyoto • Efforts to promote, benefits and drawbacks of success • Kyoto Toei Studio Park (“Eiga Mura”) Topic 8: Video games • History and industry overview • Production process • Square Enix • Changes in distribution Topic 9: (Japanese-style cute) • Roots of, examples • Academic debate concerning • and Topic 10: Fashion • Fashion in daily life - differences from the US • BAPE ()

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CET Syllabus of Record

• Entrepreneurship vs. business management Topic 11: The “Cool Japan” initiative • Industrial policy in cultural industries • Goals: increased soft power and cultural exports • The “Cool Japan” Fund • Arguments for and against, prospects for success

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