Doujin Work


Book Description

"Originally published in Japan in 2006 by Houbunsha, Tokyo"-- Colophon.




Dojin Work


Book Description

It's not easy drawing Dojin manga to make money on the side, and that's exactly what Najimi is learning-- and she's not alone. There are literally thousands of artists trying to make a buck, and many of them suck just as bad as Najimi. Enter Kaneru a rival artist who's deluded enough to think she's better than Najimi-- unfortunately she's awful too. They have to find a way to bring attention to their books-- but what could possibly draw the Otaku in?




Reading Japan Cool


Book Description

Japanese animation, video games, and manga have attracted fans around the world. The characters, the stories, and the sensibilities that come out of these cultural products are together called Japan Cool. This is not a sudden fad, but is rooted in manga—Japanese comics—which since the mid-1940s have developed in an exponential way. In spite of a gradual decline in readership, manga still commands over a third of the publishing output. The volume of manga works that is being produced and has been through history is enormous. There are manga publications that attract readers of all ages and genders. The diversity in content attracts readers well into adulthood. Surveys on reading practices have found that almost all Japanese people read manga or have done so at some point in their lives. The skills of reading manga are learned by readers themselves, but learned in the context of other readers and in tandem with school learning. Manga reading practices are sustained by the practices of other readers, and manga content therefore serves as a topic of conversation for both families and friends. Moreover, manga is one of the largest sources of content for media production in film, television, and video games. Manga literacy, the practices of the readers, the diversity of titles, and the sheer number of works provide the basis for the movement recognized as Japan Cool. Reading Japan Cool is directed at an audience of students of Japanese studies, discourse analysts, educators, parents, and manga readers.




Fandom Unbound


Book Description

In recent years, otaku culture has emerged as one of Japan s major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan s identity at home and abroad. In the American context, the word otaku is best translated as geek an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age."




Videogames, Identity and Digital Subjectivity


Book Description

This book argues that games offer a means of coming to terms with a world that is being transformed by digital technologies. As blends of software and fiction, videogames are uniquely capable of representing and exploring the effects of digitization on day-to-day life. By modeling and incorporating new technologies (from artificial intelligence routines and data mining techniques to augmented reality interfaces), and by dramatizing the implications of these technologies for understandings of identity, nationality, sexuality, health and work, games encourage us to playfully engage with these issues in ways that traditional media cannot.




Starting Out


Book Description

Your complete anime persona takes account of your unique personality and appearance, and develops and accentuates those traits which have a natural place in an anime life. Your individual characteristics, aside from being developed in alignment with your "ideal" anime life, are also contrasted with a group of friends, each also committed to developing an anime lifestyle and persona. Together, individual similarities and differences help create a dynamic and fun group environment. And since no anime lifestyle is complete without some exciting plot-line, the group is put into action going on adventures, working on projects, and achieving goals together. In chapter 1, you will take several quizzes to help you determine what anime personality traits you have. This will help you find your niche among the friends who will take the anime dream to the next level, providing a context for your individual character to be fully realized. In chapter 2, you will learn how you can bring the anime dream to it’s ultimate manifestation by structuring your group around a Group Focus. The Group Focus serves as a kind of plot-line within which talents will be realized and adventures will be had. In chapter 3, you’ll learn how to plan exciting adventures. From fun afternoons to overnight trips - adventures of all sorts are discussed in detail, as well as how to make them affordable and safe. Chapter 4 discusses ways to add anime magic to holidays. In addition to traditional Western holidays that are also celebrated in Japan, common Japanese holidays, celebrated in Japan and in anime, will be discussed. We will review ways to incorporate those holidays in your life through small celebrations with your friends. Chapter 5 discusses group projects - activities that you and your friends can work on together such as making a group photo book, sewing costumes, and making anime style accessories. There is even a how-to guide for creating anime-like photos.




A Sister's All You Need., Vol. 14 (light novel)


Book Description

Even if they have a breakout as an author, marry the girl they love, and become a dad, people can’t change their stripes that easily (especially if they write novels for a living)—Itsuki Hashima is still writing and as wild as ever. Meanwhile, as his wife lovingly watches over him, his little sister Chihiro is growing increasingly tired of her unrequited love. Itsuki, Chihiro, Miyako, Haruto, Nayuta, Ashley, Kaizu, Kaiko, Setsuna, Nadeshiko—they’ve all changed (or not changed) to varying degrees over time, but what does the future have in store for them? The popular romcom ensemble series reaches its conclusion!




Global Manga


Book Description

Outside Japan, the term ’manga’ usually refers to comics originally published in Japan. Yet nowadays many publications labelled ’manga’ are not translations of Japanese works but rather have been wholly conceived and created elsewhere. These comics, although often derided and dismissed as ’fake manga’, represent an important but understudied global cultural phenomenon which, controversially, may even point to a future of ’Japanese’ comics without Japan. This book takes seriously the political economy and cultural production of this so-called ’global manga’ produced throughout the Americas, Europe, and Asia and explores the conditions under which it arises and flourishes; what counts as ’manga’ and who gets to decide; the implications of global manga for contemporary economies of cultural and creative labour; the ways in which it is shaped by or mixes with local cultural forms and contexts; and, ultimately, what it means for manga to be ’authentically’ Japanese in the first place. Presenting new empirical research on the production of global manga culture from scholars across the humanities and social sciences, as well as first person pieces and historical overviews written by global manga artists and industry insiders, Global Manga will appeal to scholars of cultural and media studies, Japanese studies, and popular and visual culture.




Visions 2021__Illustrators Book


Book Description

Here are the "VISIONS" of 170 frontline illustrators. Compiled by pixiv, this artbook features the newest and best works of illustrators making a splash in the industry!




A Sister's All You Need., Vol. 8 (light novel)


Book Description

IS THIS THE END FOR KENJIRO TOKI’S CAREER .. .?!It’s a new year, and the anime version of Itsuki’s All About My Little Sister is about to be announced...but when a bored Itsuki is poking around for mentions of himself online, he discovers a tweet revealing the anime adaptation ahead of schedule. Who broke the embargo? None other than Gift Publishing’s official website! The fallout destroys Ituski’s and the anime staff’s trust in GF Bunko— who will take responsibility, and how? And as Itsuki and Toki wrestle with the anime, Haruto, Miyako, and GF’s latest crop of new writers are busy with their own lives...