Holy Anime!


Book Description

Christianity has been in Japan for five centuries, but embraced by less than one percent of the population. It’s a complicated relationship, given the sudden appearance in Japan of Renaissance Catholicism which was utterly unlike the historic faiths of Shinto and Buddhism; Japan had to invent a word for “religion” since Japan did not share the west’s reliance on faith in a personal God. Japan’s views of this “outsider” religion resemble America’s view of the “outsider” Islamic faith. Understanding this through the book Orientalism by Edward Said, Patrick Drazen samples depictions of Christianity in the popular Japanese media of comics and cartoons. The book begins with the work of postwar comics master Tezuka Osamu, with results that range from the comic to the revisionist to the blasphemous and obscene.




Anime


Book Description

Japanese animation is at the nexus of an international multimedia industry worth over $23.6 billion a year, linked to everything from manga to computer games, Pokémon and plushies. In this comprehensive guide, Jonathan Clements chronicles the production and reception history of the entire medium, from a handful of hobbyists in the 1910s to the Oscar-winning Spirited Away and beyond. Exploring the cultural and technological developments of the past century, Clements addresses how anime's history has been written by Japanese scholars, and covers previously neglected topics such as wartime instructional animation and work-for-hire for American clients. Founded on the testimonies of industry professionals, and drawing on a myriad of Japanese-language documents, memoirs and books, Anime: A History illuminates the anime business from the inside – investigating its innovators, its unsung heroes and its controversies. This new edition has been updated and revised throughout, with full colour illustrations and three new chapters on anime's fortunes among Chinese audiences and subcontractors, 21st century trends in 'otaku economics', and the huge transformations brought about by the rise of global streaming technology.




Anime and Manga


Book Description




Anime Explosion!


Book Description

One of the best overviews of the anime phenomenon, its history and cultural significance, ideal for surveys and in-depth study.




Anime Fan Communities


Book Description

How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.




Anime and the Visual Novel


Book Description

This book describes the thematic and structural traits of a recent and popular development within the realm of anime: series adapted from visual novels. Visual novels are interactive fiction games in which players creatively control decisions and plot turning points. Endings alter according to the player's choices, providing a motivation to replay the game and opt for alternative decisions each time. Pictorial sumptuousness, plot depth and subtle characterization are vital aspects of the medium. Anime based on visual novels capitalizes on the parent games' attributes, yielding thought-provoking yarns and complex personalities.




Transported to Another World


Book Description

Anime/manga (Japanese animation and comics) have been increasing in popularity worldwide for decades. But despite being a global phenomenon, there’s been surprisingly little psychological research formally studying its devoted fanbase. In this book we aim to do just that with an overview of nearly a decade of research by fan psychologists. Otaku and cosplayers, genre preferences, hentai, parasocial connections, motivation, personality, fanship and fandom, stigma, and well-being – this book looks at all of these topics through a psychological lens. Many of these findings are being presented for the first time, without the jargon and messy statistical analyses, but in plain language so it’s accessible to all readers – fans and curious observers alike!







Fiction, Invention and Hyper-reality


Book Description

The twentieth century was a period of rapid change for religion. Secularisation resulted in a dramatic fall in church attendance in the West, and the 1950s and 1960s saw the introduction of new religions including the International Society for Krishna Consciousness (ISKCON), the Church of Scientology, and the Children of God. New religions were regarded with suspicion by society in general and Religious Studies scholars alike until the 1990s, when the emergence of a second generation of 'new new' religions – based on popular cultural forms including films, novels, computer games and comic books – and highly individualistic spiritualities confirmed the utter transformation of the religio-spiritual landscape. Indeed, Scientology and ISKCON appeared almost traditional and conservative when compared to the radically de-institutionalised, eclectic, parodic, fun-loving and experimental fiction-based, invented and hyper-real religions. In this book, scholarly treatments of cutting-edge religious and spiritual trends are brought into conversation with contributions by representatives of Dudeism, the Church of All Worlds, the Temple of the Jedi Order and Tolkien spirituality groups. This book will simultaneously entertain, shock, challenge and delight scholars of religious studies, as well as those with a wider interest in new religious movements.




Erased, Vol. 1


Book Description

Twenty-nine-year-old Satoru Fujinuma is floundering through life. Amid his daily drudgery, he finds himself in the grip of an incredible, inexplicable, and uncontrollable phenomenon that rewinds time, a condition that seems to only make his drab life worse. But then, one day, everything changes. A terrible incident forever changes Satoru's life as he knows it...and with it, comes a "Revival" that sends Satoru eighteen years into the past! In the body of his boyhood self, Satoru encounters sights he never imagined he would see again--the smile of his mother, alive and well, his old friends, and Kayo Hinazuki, the girl who was kidnapped and murdered when he was a boy the first time around. To return to the present and prevent the tragedy that brought him back to his childhood in the first place, Satoru begins plotting a way to change Hinazuki's fate...But up against the clock and a faceless evil, does eleven-year-old Satoru even stand a chance?