The Ultimate Anime & Manga Trivia Challenge: 200 Questions to Test Your Otaku Knowledge


Book Description

Are you an anime and manga enthusiast ready to prove your otaku cred? This collection presents 200 trivia questions guaranteed to test even the most seasoned fans. Covering topics from genre classifications to award-winning series and industry insiders, it's designed to challenge enthusiasts of all levels. Perfect for game nights with fellow weebs or solo study sessions to flex your fandom muscles. Whether you're brushing up before your next convention or just love Japanese otaku culture, this value-packed trivia challenge quest is the most epic way to flex that otaku intelligence! In this Anime & Manga Trivia Quiz Challenge book, you can expect: Nine different topics to choose from 200 questions about Anime & Manga Answers and explanations at the end of each section Multiple choice format Questions that are easy to read and comprehend Lightweight and portable, this book is great for car rides, waiting rooms, or bedtime reading. Don't miss out on this exclusive offer - Buy now before the price changes!




Musashi


Book Description

The classic samurai novel about the real exploits of the most famous swordsman. Miyamoto Musashi was the child of an era when Japan was emerging from decades of civil strife. Lured to the great Battle of Sekigahara in 1600 by the hope of becoming a samurai—without really knowing what it meant—he regains consciousness after the battle to find himself lying defeated, dazed and wounded among thousands of the dead and dying. On his way home, he commits a rash act, becomes a fugitive and brings life in his own village to a standstill—until he is captured by a weaponless Zen monk. The lovely Otsu, seeing in Musashi her ideal of manliness, frees him from his tortuous punishment, but he is recaptured and imprisoned. During three years of solitary confinement, he delves into the classics of Japan and China. When he is set free again, he rejects the position of samurai and for the next several years pursues his goal relentlessly, looking neither to left nor to right. Ever so slowly it dawns on him that following the Way of the Sword is not simply a matter of finding a target for his brute strength. Continually striving to perfect his technique, which leads him to a unique style of fighting with two swords simultaneously, he travels far and wide, challenging fighters of many disciplines, taking nature to be his ultimate and severest teacher and undergoing the rigorous training of those who follow the Way. He is supremely successful in his encounters, but in the Art of War he perceives the way of peaceful and prosperous governance and disciplines himself to be a real human being He becomes a reluctant hero to a host of people whose lives he has touched and been touched by. And, inevitably, he has to pit his skill against the naked blade of his greatest rival. Musashi is a novel in the best tradition of Japanese story telling. It is a living story, subtle and imaginative, teeming with memorable characters, many of them historical. Interweaving themes of unrequited love, misguided revenge, filial piety and absolute dedication to the Way of the Samurai, it depicts vividly a world Westerners know only vaguely. Full of gusto and humor, it has an epic quality and universal appeal. The novel was made into a three-part movie by Director Hiroshi Inagai. For more information, visit the Shopping area




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!




Absolute Power


Book Description

So what is evil? What makes a person a “villain?” Is it intent to harm…or is it something deeper than that? Each one of the thirteen authors in this amazing collection has taken a completely different approach to answering this question. They have gone above and beyond expressing the idea of evil and supervillainy. They get to the bottom of why villains are the way they are, and what they hope to gain from it. These are dangerous women wielding Absolute Power… and they’ll be glad to let you know exactly why you should fear them.




Nemu*nemu


Book Description

Join the out of this world adventures of two shooper cute stuffed animal buddiesNemu, a kind hearted pup that loves grilled cheese sandwiches and donuts, and Anpan, his pizza loving, washing machine fearing best friend. Follow along with their owners, Anise and Kana, as they go on epic journeys in a flying cardboard box, dress up as their favorite television heroes and visit a planet inhabited by... frogs? Grab a seat, because the show's about to start! This volume collects the fifth year of comics, with a foreword by Dave Roman of Astronaut Academy: Zero Gravity and bonus 5th Anniversary fan art.




Digital Roots


Book Description

As media environments and communication practices evolve over time, so do theoretical concepts. This book analyzes some of the most well-known and fiercely discussed concepts of the digital age from a historical perspective, showing how many of them have pre-digital roots and how they have changed and still are constantly changing in the digital era. Written by leading authors in media and communication studies, the chapters historicize 16 concepts that have become central in the digital media literature, focusing on three main areas. The first part, Technologies and Connections, historicises concepts like network, media convergence, multimedia, interactivity and artificial intelligence. The second one is related to Agency and Politics and explores global governance, datafication, fake news, echo chambers, digital media activism. The last one, Users and Practices, is finally devoted to telepresence, digital loneliness, amateurism, user generated content, fandom and authenticity. The book aims to shed light on how concepts emerge and are co-shaped, circulated, used and reappropriated in different contexts. It argues for the need for a conceptual media and communication history that will reveal new developments without concealing continuities and it demonstrates how the analogue/digital dichotomy is often a misleading one.




Playing with Videogames


Book Description

Playing with Videogames documents the richly productive, playful and social cultures of videogaming that support, surround and sustain this most important of digital media forms and yet which remain largely invisible within existing studies. James Newman details the rich array of activities that surround game-playing, charting the vibrant and productive practices of the vast number of videogame players and the extensive 'shadow' economy of walkthroughs, FAQs, art, narratives, online discussion boards and fan games, as well as the cultures of cheating, copying and piracy that have emerged. Playing with Videogames offers the reader a comprehensive understanding of the meanings of videogames and videogaming within the contemporary media environment.




The Rough Guide to Manga


Book Description

The Rough Guide to Manga is the ultimate handbook offering a comprehensive overview of one of the most fashionable genre's in today's popular culture. The guide features the manga story: from manga's twelfth-century roots to the rise of English-language manga with profiles of influential creators like Leiji Matsumoto and CLAMP as well as publishers to look out for. You'll find an overview of manga's unique styles, techniques and genres decoded as well as a canon of fifty must-read manga, including the iconic Astro Boy, global hits Fruits Basket and Battle Royale, plus less well-known works like Please Save My Earth. The Rough Guide to Manga demystifies unfamiliar terms and genres for newcomers whilst offering manga fans plenty of new recommendations including listings for manga magazines and websites along with a glossary of terms. Crammed with illustrations, and including a section on the anime connection, this is must-have Manga for beginners and enthusiasts alike.




The Dragon and the Dazzle


Book Description

"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover




Narrative Mechanics


Book Description

What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.