“What Is Manga” Problematic: the Tension and Interrelationship Between the “Style” Versus “Made in Japan” Positions
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JKA918 Manga Studies (JB, VT2019) (1) Studying Manga: Introduction to the Research Field Inside and Outside of Japan JB (2007)
JKA918 Manga Studies (JB, VT2019) (1) Studying manga: Introduction to the research field inside and outside of Japan JB (2007), “Considering Manga Discourse: Location, Ambiguity, Historicity”. In Japanese Visual Culture, edited by Mark MacWilliams, pp. 351-369. Armonk, NY: M. E. Sharpe [e-book]; JB (2016), Chapter 8 “Manga, which Manga? Publication Formats, Genres, Users,” in Japanese Civilization in the 21st Century. New York: Nova Science Publishers, ed. Andrew Targowski et al., pp. 121-133; Kacsuk, Zoltan (2018), “Re-Examining the ‘What is Manga’ Problematic: The Tension and Interrelationship between the ‘Style’ Versus ‘Made in Japan’ Positions,” Arts 7, 26; https://www.mdpi.com/2076-0752/7/3/26 (2) + (3) Archiving popular media: Museum, database, commons (incl. sympos. Archiving Anime) JB (2012), “Manga x Museum in Contemporary Japan,” Manhwa, Manga, Manhua: East Asian Comics Studies, Leipzig UP, pp. 141-150; Azuma, Hiroki ((2009), Otaku: Japan’s Database Animals, UP of Minnesota; ibid. (2012), “Database Animals,” in Ito, Mizuko, ed., Fandom Unbound: Otaku Culture in a Connected World, Yale UP, pp. 30–67. [e-book] (4) Manga as graphic narrative 1: Tezuka Osamu’s departure from the ‘picture story’ Pre- reading: ex. Shimada Keizō, “The Adventures of Dankichi,” in Reading Colonial Japan: Text, Context, and Critique, ed. Michele Mason & Helen Lee, Stanford UP, 2012, pp. 243-270. [e-book]; Natsume, Fusanosuke (2013). “Where Is Tezuka?: A Theory of Manga Expression,” Mechademia vol. 8, pp. 89-107 [e-journal]; [Clarke, M.J. (2017), “Fluidity of figure and space in Osamu Tezuka’s Ode to Kirihito,” Journal of Graphic Novels and Comics, 26pp. -
Comics and War
Representations of war Comics and War Mathieu JESTIN Bettina SEVERIN-BARBOUTIE ABSTRACT Recounting war has always played a role in European comics, whether as an instrument of propaganda, heroisation or denunciation. But it is only in recent decades that the number of stories about war has proliferated, that the range of subjects, spaces treated and perspectives has increased, and that the circulation of stories across Europe has become more pronounced. For this reason, comic books feed into a shared collection of popular narratives of war just as they fuel anti-war representations. "“Everyone Kaputt. The First World War in Comic Books.” Source: with the kind permission of Barbara Zimmermann. " In Europe, there is growing public interest in what is known in France as the ‘ninth art’. The publishing of comic books and graphic novels is steadily increasing, including a growing number which deal with historical subjects; comic book festivals are increasing in number and the audience is becoming larger and more diverse. Contrary to received ideas, the comic is no longer merely ‘an entertainment product’; it is part of culture in its own right, and a valid field of academic research. These phenomena suggest that the comic, even if it is yet to gain full recognition in all European societies, at least meets with less reticence than it faced in the second half of the twentieth century. It has evolved from an object arousing suspicion, even rejection, into a medium which has gained wide recognition in contemporary European societies. War illustrated: themes and messages As in other media in European popular culture, war has always been a favourite subject in comics, whether at the heart of the narrative or in the background. -
Thi Bui's the Best We Could Do: a Teaching Guide
Thi Bui’s The Best We Could Do: A Teaching Guide The UO Common Reading Program, organized by the Division of Undergraduate Studies, builds community, enriches curriculum, and engages research through the shared reading of an important book. About the 2018-2019 Book A bestselling National Book Critics Circle Finalist, Thi Bui’s The Best We Could Do offers an evocative memoir about the search for a better future by seeking to understand the past. The book is a marvelous visual narrative that documents the story of the Bui family escape after the fall of South Vietnam in the 1970s, and the difficulties they faced building new lives for themselves as refugees in America. Both personal and universal, the book explores questions of community and family, home and healing, identity and heritage through themes ranging from the refugee experience to parenting and generational changes. About the Author Thi Bui is an author, illustrator, artist, and educator. Bui was born in Vietnam three months before the end of the Vietnam War and came to the United States in 1978 as part of a wave of refugees from Southeast Asia. Bui taught high school in New York City and was a founding teacher of Oakland International High School, the first public high school in California for recent immigrants and English learners. She has taught in the MFA in Comics program at California College for the Arts since 2015. The Best We Could Do (Abrams ComicArts, 2017) is her debut graphic novel. She is currently researching a work of graphic nonfiction about climate change in Vietnam. -
The Practical Use of Comics by TESOL Professionals By
Comics Aren’t Just For Fun Anymore: The Practical Use of Comics by TESOL Professionals by David Recine A Thesis Submitted in Partial Fulfillment of the Requirements for the Degree of Master of Arts in TESOL _________________________________________ Adviser Date _________________________________________ Graduate Committee Member Date _________________________________________ Graduate Committee Member Date University of Wisconsin-River Falls 2013 Comics, in the form of comic strips, comic books, and single panel cartoons are ubiquitous in classroom materials for teaching English to speakers of other languages (TESOL). While comics material is widely accepted as a teaching aid in TESOL, there is relatively little research into why comics are popular as a teaching instrument and how the effectiveness of comics can be maximized in TESOL. This thesis is designed to bridge the gap between conventional wisdom on the use of comics in ESL/EFL instruction and research related to visual aids in learning and language acquisition. The hidden science behind comics use in TESOL is examined to reveal the nature of comics, the psychological impact of the medium on learners, the qualities that make some comics more educational than others, and the most empirically sound ways to use comics in education. The definition of the comics medium itself is explored; characterizations of comics created by TESOL professionals, comic scholars, and psychologists are indexed and analyzed. This definition is followed by a look at the current role of comics in society at large, the teaching community in general, and TESOL specifically. From there, this paper explores the psycholinguistic concepts of construction of meaning and the language faculty. -
Piracy Or Productivity: Unlawful Practices in Anime Fansubbing
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Aaltodoc Publication Archive Aalto-yliopisto Teknillinen korkeakoulu Informaatio- ja luonnontieteiden tiedekunta Tietotekniikan tutkinto-/koulutusohjelma Teemu Mäntylä Piracy or productivity: unlawful practices in anime fansubbing Diplomityö Espoo 3. kesäkuuta 2010 Valvoja: Professori Tapio Takala Ohjaaja: - 2 Abstract Piracy or productivity: unlawful practices in anime fansubbing Over a short period of time, Japanese animation or anime has grown explosively in popularity worldwide. In the United States this growth has been based on copyright infringement, where fans have subtitled anime series and released them as fansubs. In the absence of official releases fansubs have created the current popularity of anime, which companies can now benefit from. From the beginning the companies have tolerated and even encouraged the fan activity, partly because the fans have followed their own rules, intended to stop the distribution of fansubs after official licensing. The work explores the history and current situation of fansubs, and seeks to explain how these practices adopted by fans have arisen, why both fans and companies accept them and act according to them, and whether the situation is sustainable. Keywords: Japanese animation, anime, fansub, copyright, piracy Tiivistelmä Piratismia vai tuottavuutta: laittomat toimintatavat animen fanikäännöksissä Japanilaisen animaation eli animen suosio maailmalla on lyhyessä ajassa kasvanut räjähdysmäisesti. Tämä kasvu on Yhdysvalloissa perustunut tekijänoikeuksien rikkomiseen, missä fanit ovat tekstittäneet animesarjoja itse ja julkaisseet ne fanikäännöksinä. Virallisten julkaisujen puutteessa fanikäännökset ovat luoneet animen nykyisen suosion, jota yhtiöt voivat nyt hyödyntää. Yhtiöt ovat alusta asti sietäneet ja jopa kannustaneet fanien toimia, osaksi koska fanit ovat noudattaneet omia sääntöjään, joiden on tarkoitus estää fanikäännösten levitys virallisen lisensoinnin jälkeen. -
Doing Social Sciences Via Comics and Graphic Novels. an Introduction
Re-formats: Envisioning Sociology – peer-reviewed Sociologica. V.15 N.1 (2021) https://doi.org/10.6092/issn.1971-8853/12773 ISSN 1971-8853 Doing Social Sciences Via Comics and Graphic Novels. An Introduction Eduardo Barberis* a Barbara Grüning b a Department of Economics, Society, Politics, University of Urbino Carlo Bo (Italy) b Department of Sociology and Social Research, University of Milan-Bicocca (Italy) Submitted: March 16, 2021 – Revised version: April 25, 2021 Accepted: May 8, 2021 – Published: May 26, 2021 Abstract Visual communication is far from new and is almost as old as the social sciences. In the last decades, the interest in the visual dimension of society as well as towards the visual as expression of local and global cultures increased to the extent that specific disciplinary approaches took root — e.g. visual anthropology and visual sociology. Nevertheless, it seems to us that whereas they are mostly engaged in collecting visual data and analyzing visual cultural products, little attention is paid to one of the original uses of visual mate- rial in ethnographic and social research, that is communicating social sciences. Depart- ing from some general questions, such as how visualizing sociological concepts, what role non-textual stimuli play in sociology, how they differentiate according to the kind of pub- lic, and how we can critically and reflexively assess the social and disciplinary implications of visualizations of empirical research, we collect in the special issues contributions from social scientists and comics artists who materially engaged in the production of social sci- ences via comics and graphic narratives. The article is divided into three parts. -
ICLA Research Committee Comics Studies and Graphic Narrative Statement of Purpose the Research Committee Comics Studies and Gr
ICLA Research Committee Comics Studies and Graphic Narrative Statement of Purpose The research committee Comics Studies and Graphic Narrative seeks to advance the study of the medium of comics in the field of comparative literature. The committee aims to facilitate opportunities for discussion, to present research in joint sessions at the AILC/ICLA congresses and other major meetings, to encourage and enable the publication of the results in journals and anthologies, and to support young and emerging scholars in the field. The main research foci of this committee are: • the history of the medium, in particular of specific genres (the superhero, the graphic novel, bande dessinée, manga, autobiography and other nonfiction genres); • the history of the comics industry, and future developments in the production of comics including, for example, digital comics; • narrative studies in comics (the forms and conventions of graphic storytelling, the development and adaptation of narrative theory in analyzing comics); • the relationship between text and image; • the culture of comics and fandom; • media studies of comics, in particular the study of adaptation and translation, (transmedial relations between comics and other media, such as screen media;, comics and the history of literature and the visual arts; • Cultural studies of comics, for example the study of gender, race, politics, disabilities, place and the environment; • The teaching of comics, and the pedagogical uses of comics; • comparative approaches to these studies from different traditions, cultures and language areas; All research committee members share a strong commitment to developing methods of analysis and comics’ theory as well as trans- and intermedial relations. Comics studies is an interdisciplinary field that builds on a variety of disciplinary approaches from art history and media studies to literary studies, narratology, history and sociology, and thus offers a platform for discussion and interaction across research areas that have traditionally stood apart. -
Manga As a Teaching Tool 1
Manga as a Teaching Tool 1 Manga as a Teaching Tool: Comic Books Without Borders Ikue Kunai, California State University, East Bay Clarissa C. S. Ryan, California State University, East Bay Proceedings of the CATESOL State Conference, 2007 Manga as a Teaching Tool 2 Manga as a Teaching Tool: Comic Books Without Borders The [manga] titles are flying off the shelves. Students who were not interested in EFL have suddenly become avid readers ...students get hooked and read [a] whole series within days. (E. Kane, personal communication, January 17, 2007) For Americans, it may be difficult to comprehend the prominence of manga, or comic books, East Asia.1. Most East Asian nations both produce their own comics and publish translated Japanese manga, so Japanese publications are popular across the region and beyond. Japan is well-known as a highly literate society; what is less well-known is the role that manga plays in Japanese text consumption (Consulate General of Japan in San Francisco). 37% of all publications sold in Japan are manga of one form or another, including monthly magazines, collections, etc. (Japan External Trade Organization [JETRO], 2006). Although Japan has less than half the population of the United States, manga in all formats amounted to sales within Japan of around 4 billion dollars in 2005 (JETRO, 2006). This total is about seven times the United States' 2005 total comic book, manga, and graphic novel sales of 565 million dollars (Publisher's Weekly, 2007a, 2007b). Additionally, manga is closely connected to the Japanese animation industry, as most anime2 television series and films are based on manga; manga also provides inspiration for Japan's thriving video game industry. -
Gender and Audience Reception of English-Translated Manga
Girly Girls and Pretty Boys: Gender and Audience Reception of English-translated Manga June M. Madeley University of New Brunswick, Saint John Introduction Manga is the term used to denote Japanese comic books. The art styles and publishing industry are unique enough to warrant keeping this Japanese term for what has become transnational popular culture. This paper represents a preliminary analysis of interview data with manga readers. The focus of the paper is the discussion by participants of their favourite male and female characters as well as some general discussion of their reading practices. Males and females exhibit some reading preferences that are differentiated by gender. There is also evidence of gendered readings of male and female characters in manga. Manga in Japan are published for targeted gender and age groups. The broadest divisions are between manga for girls, shōjo, and manga for boys, shōnen. Unlike Canada and the USA, manga is mainstream reading in Japan; everyone reads manga (Allen and Ingulsrud 266; Grigsby 64; Schodt, Dreamland 21). Manga stories are first serialized in anthology magazines with a specific target audience. Weekly Shōnen Jump is probably the most well known because it serializes the manga titles that have been made into popular anime series on broadcast television in North America (and other transnational markets) such as Naruto and Bleach. Later, successful titles are compiled and reprinted as tankobon (small digest-sized paperback books). The tankobon is the format in which manga are translated into English and distributed by publishers with licensing rights purchased from the Japanese copyright holders. Translated manga are also increasingly available through online scanlations produced by fans who are able to translate Japanese to English. -
The Magic of Antiquity in Superhero Comics
NEW VOICES IN CLASSICAL RECEPTION STUDIES Issue 4 (2009) SAYING ‘SHAZAM’:THE MAGICOF ANTIQUITYIN SUPERHERO COMICS © Luke V. Pitcher, Durham University INTRODUCTION: COMICS, CULTURE AND THE CLASSICS Nine episodes into the third season of the NBC TV drama Heroes, Hiro Nakamura finds himself in a predicament.1 Like many of the characters on the show, Hiro has recently discovered that he has superhuman powers—in his case, the ability to bend space and time. However, an enemy has just wiped the last eighteen years of his memory. Hiro now has the knowledge and persona of a ten-year old. How is he to go about rediscovering what he has lost and regain his sense of his mission? Hiro’s friend Ando suggests that they should go to some place that will help him remember. Hiro eagerly agrees, and teleports both of them to somewhere he thinks can do this: ‘the source of all knowledge’,2 the sort of locale where wise men gather, like ‘the Greek oracle at Delphi, the Library at Alexandria’.Ando is disconcerted when he discovers that his friend has whisked him to a comics store. Geekiness is a prominent part of Hiro’s character. Nonetheless, Heroes in general, and Hiro’s quest to recover his identity through comic books in particular, illuminate the position that comics hold in contemporary popular culture. In the first place, the show exemplifies the extent of the ‘cross-fertilisation’that can now take place between comics and higher-profile forms of cultural production, such as TV shows, films, and novels. Heroes is implicated at all levels with the comics industry: its plot (as we have just seen), often includes them; comics-related in-jokes abound;3 until November 2008, the comic book writer Jeph Loeb was one of its co-executive producers; and one episode featured a cameo appearance from the former president of Marvel Comics, Stan Lee.4 Of course, Heroes is a show about people with super-powers. -
Korean Webtoons' Transmedia Storytelling
International Journal of Communication 13(2019), 2094–2115 1932–8036/20190005 Snack Culture’s Dream of Big-Screen Culture: Korean Webtoons’ Transmedia Storytelling DAL YONG JIN1 Simon Fraser University, Canada The sociocultural reasons for the growth of webtoons as snack culture and snack culture’s influence in big-screen culture have received little scholarly attention. By employing media convergence supported by transmedia storytelling as a theoretical framework alongside historical and textual analyses, this article historicizes the emergence of snack culture. It divides the evolution of snack culture—in particular, webtoon culture—to big-screen culture into three periods according to the surrounding new media ecology. Then it examines the ways in which webtoons have become a resource for transmedia storytelling. Finally, it addresses the reasons why small snack culture becomes big-screen culture with the case of Along With the Gods: The Two Worlds, which has transformed from a popular webtoon to a successful big-screen movie. Keywords: snack culture, webtoon, transmedia storytelling, big-screen culture, media convergence Snack culture—the habit of consuming information and cultural resources quickly rather than engaging at a deeper level—is becoming representative of the Korean cultural scene. It is easy to find Koreans reading news articles or watching films or dramas on their smartphones on a subway. To cater to this increasing number of mobile users whose tastes are changing, web-based cultural content is churning out diverse subgenres from conventional formats of movies, dramas, cartoons, and novels (Chung, 2014, para. 1). The term snack culture was coined by Wired in 2007 to explain a modern tendency to look for convenient culture that is indulged in within a short duration of time, similar to how people eat snacks such as cookies within a few minutes. -
Il Giappone Dei Manga LO SPECCHIO DELLA SOCIETÀ GIAPPONESE NEL FUMETTO E NEL CINEMA DI ANIMAZIONE Di Gianluca Di Fratta
Il Giappone dei Manga LO SPECCHIO DELLA SOCIETÀ GIAPPONESE NEL FUMETTO E NEL CINEMA DI ANIMAZIONE di Gianluca Di Fratta Università degli Studi di Milano-Bicocca 11 ottobre 2018 L’utilizzo di testo e immagini è riservato Le origini del manga in Giappone sono fatte risalire all’epoca Meiji (1868-1912) e riportate all’esempio dei primi disegnatori stranieri che furono attivi in quegli anni. La nascita di un giornalismo illustrato favorisce la diffusione di una vignetta, spesso umoristica o satirica, interessata agli avvenimenti politici e all’evoluzione dei costumi, che vede tra i suoi principali esponenti Kitazawa Rakuten. In epoca Taisho (1912-1926) il manga risente del clima di fermento culturale che caratterizza il periodo: - grande editoria - edizioni economiche - produzione di massa - movimenti di avanguardia occidentali Emergono i primi esempi di manga indirizzati a un pubblico giovanile grazie ad autori quali Kabashima Katsuichi (Shochan no boken) e Aso Yutaka (Nonkina tosan): - fukidashi - linguaggio scritto e iconico - convenzioni grafiche - katei manga Gli anni Trenta vedono l’affermazione del potere militare in Giappone e il manga è utilizzato per la propaganda imperialistica del paese. Ciò non influisce sulla qualità dei disegni e dei contenuti come dimostra l’opera di Tagawa Suiho (Norakuro) e di Sakamoto Gajo (Tanku Tankuro) e l’abbondante produzione di manga per ragazzi che continuerà fino al diretto coinvolgimento degli autori nelle azioni di sostegno alla guerra. Soggetto favorito dei manga del dopoguerra è la realtà quotidiana colta con toni realistici, intenti satirici o caricaturali, vigore polemico: - nuovi costumi - situazione economica - bilancio delle vittime - interrogativi sulle responsabilità Nella seconda metà degli anni Quaranta nei manga emerge l’immagine di un Giappone in ricostruzione di cui si fanno portavoce Nanbu Shotaro e Hasegawa Machiko (Sazae-san) attraverso la loro produzione umoristica.