MANGA ANIME GAMEs ART FASHION FOOD LITERATURE ARCHITECTURE DESIGN TECHNOLOGY CONTENTS INTRODUCTION 03 MANGA, ANIME and GAMES 04 CONTEMPORARY ART 08 FASHION 09 FOOD 10 LITERATURE 11 ARCHITECTURE 12 DESIGN 14 TECHNOLOGY 15 CONTRIBUTORS A General Introduction to Manga, Anime and Games: Megumi Onouchi (Media Content Producer) Manga: Tomohiko Murakami (Manga Critic) Anime: Mayumi Ekuni-Valler (Editor) Games: Daichi Baba (Computer Game Writer) Art: Yumi Yamaguchi (Art Producer) Fashion: Eriko Minamitani (Fashion Journalist) Food: Chieko Hirano (Food Journalist) Literature: Hiroharu Ayame (Professor, Japanese Language and Literature, Notre Dame Seishin University) Architecture: Hiroyuki Suzuki (Professor, History of Architecture, University of Tokyo) Design: Masafumi Fukagawa (Curator, Kawasaki City Museum) Technology: Kazuma Yamane (Non-fiction Writer) Adviser to the project: Yasuki Hamano (Professor, Graduate School of Frontier Sciences, University of Tokyo) Published by the Ministry of Foreign Affairs (MOFA), Japan Edited by the Embassy of Japan in the United Kingdom The views expressed in the articles are those of the contributors, and are not necessarily a reflection of the views of the Japanese Government. © MOFA 2007 Printed in the UK All over the world, people have been focusing their young people of contemporary Japanese culture population and that anyone can enjoy. attention on contemporary Japanese culture. Since as “cool”. The truth is that subcultures have often And what about the character of the people the 1990s there has been a burst of creative arisen during the significant periods in Japanese who give form to Japanese culture? We were energy in the fields of manga, anime, gaming, art, history. As they matured, they went on to form a brought up surrounded by beautiful natural scenery architecture, design, literature, food and fashion. complex multi-layered culture. For instance, the and landscapes and from olden times have honed a This has now blossomed into a Japanese contemporary tea ceremony became fashionable in the Azuchi- sharp appreciation of beauty. We approach the culture whose influence reverberates around the Momoyama period (1568-1600), while ukiyo-e creation of objects with a love for their beauty and, globe and which fascinates so many people, prints were popular in the Edo period (1600-1867). with a long tradition of diligence and dedication, go particularly from amongst the younger generation. These tangible and intangible cultural treasures about the task of creation with an uncompromising After the collapse of the “bubble economy”, were stored up as assets which, through being stance: while striving for simplicity and the Japan underwent a period of economic recession passed on to subsequent generations, have eradication of the superfluous, we do not neglect throughout the 1990s. However, in the world of blossomed again in contemporary culture. attention to the tiniest detail. At the root of this popular culture, there was a constant flow of So what are the elements that constitute approach lies a spirit of harmony which is evident in enormously varied and striking images and works contemporary Japanese culture? Japan certainly our philosophy of co-existence with nature. from a group of Japanese creative artists. This absorbed culture from mainland Asia in ancient It is impossible to fully convey here the magic cultural activity developed a dynamic of its own and mediaeval times. In modern times Japan of contemporary Japanese culture, which draws on which enveloped not only the creators but also the absorbed culture from the West, and in the a creative tradition with unbroken links to the past. consumers, and now, even at this very moment, post-WWII era particularly from the USA. But However, we offer this brochure in the hope that is being given more overseas exposure. This we see our contemporary culture not only as it will enable people from other parts of the world phenomenon of recent years, which is in sharp absorbing elements from other cultures but to gain a greater understanding and appreciation of contrast to the former exotic images of Japan as the also as interpreting them from a unique Japanese contemporary culture. land of Mt. Fuji, geisha and kabuki, is stimulating perspective, then re-shaping them into a new the formation of a new image of Japanese culture. style and fusing them with something completely But let us look more closely at the historical different. It is a culture in which the old and the Photo credits from left: ©Hiroshi Ueda ©JAXA/ISAS ©Fashion Strategy Forum, HISUI 2007 s/s collection ©LOUIS VUITTON/JIMMY COHRSSEN Photo by Hidetoyo background that gave rise to the perception among new co-exist, one that appeals to the general Sasaki From right: ©Kyoto Kitcho ©LOUIS VUITTON/JIMMY COHRSSEN 03 A GENERAL INTRODUCTION TO ©TEZUKA PRODUCTIONS A worldwide movement Manga for everyone Nowadays, the term “manga” is used worldwide to The foundations of modern Japanese manga and refer to Japanese cartoons, as distinct from American anime were first laid in 1959, with the comics or French bandes dessinées. Likewise, the simultaneous publication of such comics for young term “anime” refers to Japan-produced animation people as Shukan Shonen ¯ Magajin (Boys’ Weekly) as opposed to Disney cartoons or animation and Shukan Shonen ¯ Sande ¯ (Boys’ Sunday Weekly), produced elsewhere. The 1990s saw the Japanese and then in 1963 with the commencement of TV animated films AKIRA and Ghost in the Shell become broadcasting of productions such as the animated popular among young people in North America, series Tetsuwan Atom (Astro Boy) by the cartoonist Europe and Asia, but it was also a period during Osamu Tezuka and Tetsujin 28-go (Gigantor), which children and young people began to perceive which was based on an original script by cartoonist Japanese pop culture as “cool”. In 2003, Spirited Mitsuteru Yokoyama. Since then, the intimate Away, directed by Hayao Miyazaki, won an Academy relationship between manga and anime has Award for best animated feature film. Moreover, continued, and even today over 60% of the Pokémon, the animated TV programme immensely animated cartoons produced are based on manga, popular among children, was shown in over 68 with the cartoonists, manga publishers, animation countries around the world, further enhancing its production companies and the TV stations all in appeal. In consequence, the Pokémon market grew to commercial partnership. ©2001 Nibariki-GNDDTM 3 trillion yen in size (about US$250 billion), of which 2 trillion yen was from overseas sales. The Japanese manufacturer Nintendo became a byword for home game machines, while shipments of the PlayStation and PS2, made by Sony Computer Entertainment, reached 100 million units each. Japanese pop culture, which includes manga, anime and games, and ©Shirow Masamune-Production I.G/KODANSHA the market for them, clearly has the power to Top right, Tetsuwan Atom (Astro Boy) ; Above, Sen to Chihiro transcend national borders, languages and no Kamikakushi (Spirited Away) and Ghost in the Shell: Stand 1987 Akira Committee 04 Alone Complex (TV series). Bottom right, AKIRA religious differences. © In the 1980s, adults started to show an interest Media cross-fertilisation in manga and anime, which until then had been for children, leading to the launch of manga magazines In the animation market, creations such as Space for male adults. Similarly, a number of women’s Battleship Yamato and Mobile Suit Gundam JR Kikaku ©Pokémon • magazines were also launched in the 1970s and appeared in the 1970s and evolved into a variety ShoPro 1980s, adding to the series of girls’ comics such as of forms, from TV animation to film, music and • Margaret and Sho¯ jo Komikku (Girls’ Comics). The character-based products. This then led to the TV Tokyo • market then underwent further establishment of a market for toys given away as subdivision into targeted categories, “freebies” with candy and plastic versions of from infants to small children, girls, favourite characters. Then in 1983, with the GAME FREAK • teenagers, businessmen, young coming to market of the first home game machines, Creatures • women and housewives, each of games themselves started to generate their own them being offered a full line-up of manga, anime, card game and character-product GAINAX,khara/Project Eva. A plastic Pokémon © ©Nintendo character magazines and products. spin-offs in a kind of media cross-fertilisation. ▼ Neon Genesis Evangelion directed by Hideaki Anno Tezuka, who made his debut in 1946, launched a (by Rumiko MANGA style identifiable as modern Japanese. He drew Takahashi), in which complex stories that hinted at Disney animation, the protagonist Hollywood movies and Russian literature, in which changes sex on the characters suffer and feel anger, and which contact with water, sometimes end in tragedy, thereby transforming refers to confusion manga from simple entertainment into a about gender. In the thematically and artistically expressive medium. cyberpunk science From the ’60s to the ’70s, manga magazines fiction AKIRA (by saw explosive growth in the market, becoming Katsuhiro Otomo) another mass medium, with issue circulations and in Monster running into the millions. The themes they tackled (by Naoki Urasawa), tracked the troubles of youth as the postwar a psychological- ©2002 Studio Nuts. First published by Shogakukan Inc. in Naoki URASAWA, Japan as "MONSTER". baby boomers were growing up, and through suspense series set Monster this interaction
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