THE INFLUENCE OF OTAKU CULTURE


Book Description

Dive into the fascinating world of Otaku culture with "The Influence of Otaku Culture"! This book is an in-depth and detailed exploration of how the anime and manga subculture, originating in Japan, is redefining the notion of entertainment and making its mark on global culture. From its humble origins in Japan's postwar era, Otaku culture has evolved into a force driving global trends in art, fashion, and entertainment. This book will take you through the history of Otaku culture, its growth and development, and how it has influenced global society. Discover how Otaku culture has revolutionized the entertainment industry, with anime series such as "Attack on Titans," "Naruto" and "My Hero Academia" gaining worldwide acclaim and becoming part of mainstream entertainment. Learn about how anime has inspired artists from around the world to create original artwork and animations that capture the essence of the Otaku aesthetic. But the influence of Otaku culture goes beyond entertainment. Explore how it has impacted fashion, video games, and even politics. Learn about its contribution to the economy, its influence on art and style, and its relevance in an ever-changing globalized world. "The Influence of Otaku Culture" also examines the criticisms and negative stereotypes associated with Otaku culture and the challenges of integrating it into society. It also discusses its role in education and tourism and explores possible future developments of Otaku culture. This book is a must-read for any fan of anime, manga, and Japanese culture, as well as those interested in the sociology of pop culture. Don't miss this opportunity to understand how Otaku culture changes the world!




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.




Tokyo Geek's Guide


Book Description

Tokyo is ground zero for Japan's famous "geek" or otaku culture--a phenomenon that has now swept across the globe. This is the most comprehensive Japan travel guide ever produced which features Tokyo's geeky underworld. It provides a comprehensive run-down of each major Tokyo district where geeks congregate, shop, play and hang out--from hi-tech Akihabara and trendy Harajuku to newer and lesser-known haunts like chic Shimo-Kita and working-class Ikebukuro. Dozens of iconic shops, restaurants, cafes and clubs in each area are described in loving detail with precise directions to get to each location. Maps, URLs, opening hours and over 400 fascinating color photographs bring you around Tokyo on an unforgettable trip to the centers of Japanese manga, anime and geek culture. Interviews with local otaku experts and people on the street let you see the world from their perspective and provide insights into Tokyo and Japanese culture, which will only continue to spread around the globe. Japanese pop culture, in its myriad forms, is more widespread today than ever before--with J-Pop artists playing through speakers everywhere, Japanese manga filling every bookstore; anime cartoons on TV; and toys and video games, like Pokemon Go, played by tens of millions of people. Swarms of visitors come to Tokyo each year on a personal quest to soak in all the otaku-related sights and enjoy Japanese manga, anime, gaming and idol culture at its very source. This is the go-to resource for those planning a trip, or simply dreaming of visiting one day!




Otaku and the Struggle for Imagination in Japan


Book Description

From computer games to figurines and maid cafes, men called “otaku” develop intense fan relationships with “cute girl” characters from manga, anime, and related media and material in contemporary Japan. While much of the Japanese public considers the forms of character love associated with “otaku” to be weird and perverse, the Japanese government has endeavored to incorporate “otaku” culture into its branding of “Cool Japan.” In Otaku and the Struggle for Imagination in Japan, Patrick W. Galbraith explores the conflicting meanings of “otaku” culture and its significance to Japanese popular culture, masculinity, and the nation. Tracing the history of “otaku” and “cute girl” characters from their origins in the 1970s to his recent fieldwork in Akihabara, Tokyo (“the Holy Land of Otaku”), Galbraith contends that the discourse surrounding “otaku” reveals tensions around contested notions of gender, sexuality, and ways of imagining the nation that extend far beyond Japan. At the same time, in their relationships with characters and one another, “otaku” are imagining and creating alternative social worlds.




Otaku


Book Description

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Anime's Knowledge Cultures


Book Description

Unlocking the technosocial implications of global geek cultures Why has anime, a “low-tech” medium from last century, suddenly become the cultural “new cool” in the information age? Through the lens of anime and its transnational fandom, Jinying Li explores the meanings and logics of “geekdom” as one of the most significant sociocultural groups of our time. In Anime’s Knowledge Cultures, Li shifts the center of global geography in knowledge culture from the computer boys in Silicon Valley to the anime fandom in East Asia. Drawing from film studies, animation studies, media theories, fan studies, and area studies, she provides broad cultural and theoretical explanations of anime’s appeal to a new body of tech-savvy knowledge workers and consumers commonly known as geeks, otaku, or zhai. Examining the forms, techniques, and aesthetics of anime, as well as the organization, practices, and sensibilities of its fandom, Anime’s Knowledge Cultures is at once a theorization of anime as a media environment as well as a historical and cultural study of transnational geekdom as a knowledge culture. Li analyzes anime culture beyond the national and subcultural frameworks of Japan or Japanese otaku, instead theorizing anime’s transnational, transmedial network as the epitome of the postindustrial knowledge culture of global geekdom. By interrogating the connection between the anime boom and global geekdom, Li reshapes how we understand the meanings and significance of anime culture in relation to changing social and technological environments.




Globalization, Consumption And Popular Culture In East Asia


Book Description

This book aims to provide comprehensive empirical and theoretical studies of expanding fandom communities in East Asia through the commodification of Japanese, Korean and Chinese popular cultures in the digital era. Using a multidisciplinary approach including political economy, East Asian studies, political science, international relations concepts and history, this book focuses on a few research objectives. In terms of methodology, it is an area studies approach based on interpretative work, observation studies, policy and textual analysis. First, it aims to examine the closely intertwined relationship between the three major stakeholders in the iron triangle of production companies, consumers and states (i.e., role of government in policy promotion). Second, it studies the interpenetration, adaptation, innovation and hybridization of exogenous Western culture with traditional popular cultures in (North) East Asia. Third, it studies the influence of popular cultures and how cultural products resonate with a regional audience through collective consumption, contents reflective of normative values, the emotive and cognitive appeal of familiar images and social learning as well as peer effect found in fan communities. It then examines how consumption contributes to soft cultural influence and how governments leverage on its comparative advantages and cultural assets for commercial success and in the process augment national (cultural) influence. These questions will be discussed and analyzed and contextualized through the case studies of J-pop (Japanese popular culture), K-pop (Korean popular culture or Hallyu) and Chinese popular culture (including Mando-pop and Taiwanese popular culture).




Digital Mediascapes of Transnational Korean Youth Culture


Book Description

Drawing on vivid ethnographic field studies of youth on the transnational move, across Seoul, Toronto, and Vancouver, this book examines transnational flows of Korean youth and their digital media practices. This book explores how digital media are integrated into various forms of transnational life and imagination, focusing on young Koreans and their digital media practices. By combining theoretical discussion and in depth empirical analysis, the book provides engaging narratives of transnational media fans, sojourners, and migrants. Each chapter illustrates a form of mediascape, in which transnational Korean youth culture and digital media are uniquely articulated. This perceptive research offers new insights into the transnationalization of youth cultural practices, from K-pop fandom to smartphone-driven storytelling. A transnational and ethnographic focus makes this book the first of its kind, with an interdisciplinary approach that goes beyond the scope of existing digital media studies, youth culture studies, and Asian studies. It will be essential reading for scholars and students in media studies, migration studies, popular culture studies, and Asian studies.




Re-imagining Japan after Fukushima


Book Description

The 2011 Tōhoku earthquake, tsunami and Fukushima nuclear disaster (collectively referred to as ‘3.11’, the date of the earthquake), had a lasting impact on Japan’s identity and global image. In its immediate aftermath, mainstream media presented the country as a disciplined, resilient and composed nation, united in the face of a natural disaster. However, 3.11 also drew worldwide attention to the negative aspects of Japanese government and society, thought to have caused the unresolved situation at Fukushima. Spurred by heightened emotions following the triple disaster, the Japanese became increasingly polarised between these two views of how to represent themselves. How did literature and popular culture respond to this dilemma? Re-imagining Japan after Fukushima attempts to answer that question by analysing how Japan was portrayed in post-3.11 fiction. Texts are selected from the Japanese, English and French languages, and the portrayals are also compared with those from non-fiction discourse. This book argues that cultural responses to 3.11 had a significant role to play in re-imagining Japan after Fukushima.




License to Play


Book Description

Play is one of the most powerful cultural forces in contemporary Japan and in other late modern societies. In this notable contribution to our understanding of play, Michal Daliot-Bul explores the intricate and dynamic transformations of culture and play (asobi) in Japan. Along the way, she takes readers on a theoretically informed journey to better comprehend what makes play a significant cultural function, asking such questions as “How can we explain the dialectics between play as a biological instinct and play as a culturally specific activity? What defines the best player? How is creativity related to play? What is the difference between play and playfulness? Are some cultures more play-oriented than others, and if so, why?” Daliot-Bul argues that the cultural meaning of play and its influence on sociocultural life are not inherent properties of a fixed, universal behavior called play but rather are conditioned by changing cultural contexts and competing social ideologies. Spanning Japan’s premodern period to the twenty-first century, the extent and expressions of play described in this book become thought-provoking lenses through which to view Japanese social dynamics and cultural complexities. As she approaches the post-industrialized 1970s in Japan, Daliot-Bul’s narrative also explores urban consumer culture as a system for organizing daily life, the tension between institutional and contemporary popular cultures, the production of new gender identities, and the cultural construction of urban space. License to Play is an insightful and engaging work that will appeal widely to scholars and students specializing in cultural studies, cultural anthropology, and Japanese studies. Given the global fascination with Japanese popular culture and with play-like pleasures in late consumer cultures, the book will also find a readership among those interested in Japan in general and the universal phenomenon of play.