The Anime Café


Book Description

Immerse yourself in your favorite anime worlds and café culture, in its myriad forms, through 50 different anime movies and series--from the beloved films of Studio Ghibli to popular series such as One Piece. Food plays an important role in anime, whether it is briefly shown in a slice-of-life scene or the entire plotline of an episode or even a series, and popular anime food creator Nadine Estero (@issagrill) has perfectly captured these favorite food and drink moments once again, in this follow-up to her best-selling cookbook, The Anime Chef Cookbook. In The Anime Café, Nadine takes on lighter fare, focusing on 50 drinks, snacks, and sweet treats—traditional Japanese favorites and inventive re-creations—and bringing them from the screen to your table.​ In this cookbook, you’ll find:​ ​ Foods and drinks from a variety of popular anime series and movies​ 50 easy-to-make, fun, and delicious recipes​ A stunning anime-style food illustration accompanying every recipe ​ Information about the exact episodes that feature the items​ How to stock your anime kitchen​ A celebration of Japanese food and culture​




The Savior's Book Café Story in Another World (Manga) Vol. 2


Book Description

A SPELLBINDING ADVENTURE! Since being transported to a new world Tsukina has made a cozy life for herself, doing magic and running a book café. She’s even grown closer to Il, a handsome soldier who also loves reading. But Tsukina is keeping a huge secret from him: she is a Savior, sent to this world to help protect it. By hiding away in her book café, is she neglecting her duties? And will Il hate her for it when he finds out?




Cook Anime


Book Description

Learn to recreate delicious dishes referenced in over 500 of your favorite anime series with this practical guide to anime food. Japanese animation has beautiful designs, fleshed out characters, and engaging storylines—and it’s also overflowing with so many scrumptiously rendered meals. Do you ever watch your favorite anime series and start craving the takoyaki or the warmth of delicious ramen or the fluffy sweetness of mochi? Now, you can make your cravings a reality with Cook Anime! Join an otaku on her tour through anime food and find out what your favorite characters are savoring and sharing and then learn to make it at home! Including: -Miso Chashu Ramen from Naruto -Rice Porridge from Princess Mononoke -Onigiri from Fruits Basket -Taiyaki from My Hero Academia -Hanami Dango from Clannad -Rice from Haikyuu!! -And many more! Along with each recipe, you will discover facts behind the food, such as history, culture, tips, and more. A perfect gift for foodies and otaku alike, Cook Anime is the all-inclusive guide to making the meals of this Japanese art form.




The Savior's Book Café Story in Another World (Manga) Vol. 1


Book Description

In this charming tale, a woman gets transported to a fantasy world and pursues her own quest: opening a book cafe! Tsukina is a single, thirty-something office worker whose favorite thing is curling up with a good book. When a god tells her that she must go to another world to become its magical savior, Tsukina isn’t interested. She has zero desire to go on some grand hero’s journey. So when she arrives in this strange new land, she decides to use her magical powers to create a cozy little book café instead. Her first customer is a handsome soldier who loves reading almost as much as she does. But when a fellow “savior” starts causing trouble, Tsukina might have to play the hero after all!




The Anime Café


Book Description

Immerse yourself in your favorite anime world by drinking the same iconic drinks your favorite characters enjoy.




Anime Clubs for Public Libraries


Book Description

"Pard has created an indispensable guide for all anime clubs." Library Journal, Starred Review Anime (or “Japanese Animation”) has seen a continuing rise in popularity over the past decade of North American pop culture. Droves of die-hard, dedicated fans can be found all over comic shops, conventions, and social media at large, discussing or debating the merits of their favorite Anime fandoms. Public libraries have been quick to catch on, and have long been an excellent gathering place for this community of passionate consumers – be it for movie screenings or anime and manga collection offerings. With the recent widespread adoption of English dubbed content and the explosion of Anime merchandise sales outside of Japan, Anime and Manga are more accessible to North Americans than ever before. In addition to providing a long list of programming examples and ideas, this practical guide will teach librarians how to capture the interest of this fandom community, why the library is the perfect place to do so, and how to expand this thematic programming into further learning and socialization opportunities. Special Features include: Real examples of current and successful Anime Club programs created by librarians. Anime: It’s Not Just “Cartoons”! Discovering opportunities for youth engagement, STEM learning, and vital youth socialization within Japanese Animation. Clear, concise instructions for incorporating one off or series Anime events for all budget ranges and age groups. How to avoid cultural appropriation by engaging your community to make the most out of possible partnerships and resources. Anime Club party plans for a wide range of different holidays. How to obtain public performance rights for anime screenings, Where to find inclusive anime representations of diverse communities




Otaku Odyssey: Uncovering the Anime and Manga Subculture in Japan


Book Description

The scene opens with two well-known anime characters, Naruto and Luffy, sitting on a bench in a park. Naruto is holding a copy of "Otaku Odyssey: Uncovering the Anime and Manga Subculture in Japan" and is flipping through the pages, looking excited. Luffy is sitting next to him, munching on a piece of meat, looking curious. Naruto: "Luffy, have you heard about this new book? It's called "Otaku Odyssey: Uncovering the Anime and Manga Subculture in Japan." It's a guide for foreigners who are interested in traveling to Japan primarily for anime and manga. Luffy: "Really? That sounds cool! What's it about?" Naruto: "It's got a lot of information about the otaku culture and the anime and manga subculture in Japan. It tells you about the best places to find anime and manga-related experiences, and it even has a section on cosplay and the best Otaku districts like Akihabara, Nakano Broadway and Ikebukuro." Luffy: "Wow, that sounds really awesome! I've always wanted to visit Japan and check out all the anime and manga stuff there. I can't wait to get my hands on a copy of this book!" Naruto: "Me too, Luffy! It's going to be a great resource for our next adventure in Japan. Let's make sure to grab a copy and start planning our trip!" Luffy: "Yeah, let's do it! Gomu Gomu no Otaku Odyssey!" As the scene ends, the two friends high-five and continue discussing the book, excited for their upcoming trip to Japan and the new experiences they will have in the land of the rising sun.




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!




Watching Anime, Reading Manga


Book Description

Anime’s influence can be found in every corner of American media, from film and television to games and graphic arts. And Fred Patten is largely responsible. He was reading manga and watching anime before most of the current generation of fans was born. In fact, it was his active participation in fan clubs and his prolific magazine writing that helped create a market and build American anime fandom into the vibrant community it is today. Watching Anime, Reading Manga gathers together a quarter-century of Patten’s lucid observations on the business of anime, fandom, artists, Japanese society and the most influential titles. Illustrated with original fanzine covers and archival photos. Foreword by Carl Macek (Robotech). Fred Patten lives in Los Angeles. "Watching Anime, Reading Manga is a worthwhile addition to your library; it makes good bathroom browsing, cover-to-cover reading, and a worthwhile reference for writing or researching anime and manga, not to mention a window into the history of fandom in the United States." -- SF Site




Animation in Asia and the Pacific


Book Description

Animation has had a global renaissance during the 1990s, and nowhere is this more evident than in Asia. With the exception of China and Japan, most Asian nations are relatively new to this art form. Over the last decade, countries such as Taiwan, South Korea, the Philippines, and Thailand, as well as China, have acted as major offshore production plants for North American and European studios. One of the spurs for this increase in activity has been the global growth of terrestrial, cable, satellite, and video systems, all demanding large menus of programming, including animation. A second spur has been the exceptional popularity that Japanese animé has enjoyed across Asia, Europe, and the United States. Despite these developments, there has not been corresponding growth of a serious literature covering industrial and aesthetic issues about Asian animation, and the small amount of work that has been produced has not been published in English. Animation in Asia and the Pacific provides the first continent-wide analysis, delving into issues of production, distribution, exhibition, aesthetics, and regulation in this burgeoning field. Animation in Asia and the Pacific also offers vignettes of the fascinating experiences of a group of animation pioneers. The historical and contemporary perspectives derive from interviews, textual analysis, archival research, and participation/observation data.