Mechademia 3

Mechademia 3
Title Mechademia 3 PDF eBook
Author Frenchy Lunning
Publisher U of Minnesota Press
Pages 305
Release 2014-11-01
Genre Literary Criticism
ISBN 1452914176

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Dramatic advances in genetics, cloning, robotics, and nanotechnology have given rise to both hopes and fears about how technology might transform humanity. As the possibility of a posthuman future becomes increasingly likely, debates about how to interpret or shape this future abound. In Japan, anime and manga artists have for decades been imagining the contours of posthumanity, creating dazzling and sometimes disturbing works of art that envision a variety of human/nonhuman hybrids: biological/mechanical, human/animal, and human/monster. Anime and manga offer a constellation of posthuman prototypes whose hybrid natures require a shift in our perception of what it means to be human. Limits of the Human—the third volume in the Mechademia series—maps the terrain of posthumanity using manga and anime as guides and signposts to understand how to think about humanity’s new potentialities and limits. Through a wide range of texts—the folklore-inspired monsters that populate Mizuki Shigeru’s manga; Japan’s Gothic Lolita subculture; Tezuka Osamu’s original cyborg hero, Atom, and his manga version of Fritz Lang’s Metropolis (along with Ôtomo Katsuhiro’s 2001 anime film adaptation); the robot anime, Gundam; and the notion of the uncanny in Ghost in the Shell 2: Innocence, among others—the essays in this volume reject simple human/nonhuman dichotomies and instead encourage a provocative rethinking of the definitions of humanity along entirely unexpected frontiers. Contributors: William L. Benzon, Lawrence Bird, Christopher Bolton, Steven T. Brown, Joshua Paul Dale, Michael Dylan Foster, Crispin Freeman, Marc Hairston, Paul Jackson, Thomas LaMarre, Antonia Levi, Margherita Long, Laura Miller, Hajime Nakatani, Susan Napier, Natsume Fusanosuke, Sharalyn Orbaugh, Ôtsuka Eiji, Adèle-Elise Prévost and MUSEbasement; Teri Silvio, Takayuki Tatsumi, Mark C. Taylor, Theresa Winge, Cary Wolfe, Wendy Siuyi Wong, and Yomota Inuhiko.

Mechademia 8

Mechademia 8
Title Mechademia 8 PDF eBook
Author Frenchy Lunning
Publisher U of Minnesota Press
Pages 519
Release 2013-11-01
Genre Art
ISBN 1452940215

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Known as the “Walt Disney of Japan” it is no surprise that Tezuka Osamu is still the best-known manga creator to Western fans. Current scholarship has uncovered the profound complexity and ambiguity not only of his work but of the man, the artist, and his life—dismantling his position as the god of manga. Contributors to this volume of Mechademia—a series devoted to creative and critical work on anime, manga, and the fan arts—analyze Tezuka and his complicated approaches toward life and nonlife on earth, as well as his effect on the lives of other manga artists. Using essays and reprints of Japanese manga on Tezuka, this book questions his influence and attitudes toward the nonhuman, evolutionary theory, the aesthetic lineage of contemporary manga, incipient feminism in the reinscription of the nonhuman feminine, the sexual politics of manga bodies, the origins of the moe culture, and the styles of didacticism revealing the digressions of insects and classical modes, among others. The authors offer varying perspectives on the historical transformations in production, distribution, and reception that gradually integrated and differentiated an overlapping series of markets and readerships in the postwar era. Divided into four sections that explore different “lives”—“Nonhuman Life,” “Media Life,” “A Life in Manga,” and “Everyday Life”—Mechademia 8 serves as a prehistory of the impersonal politics of the present while tracing Tezuka’s legacy. Contributors: Akatsuka Fujio; Anno Moyoko; Linda H. Chance, U of Pennsylvania; Jonathan Clements; Hideaki Fujiki, Nagoya U; Patrick W. Galbraith; Verina Gfader, U of Huddersfield; Alicia Gibson; G. Clinton Godart, USC; Yorimitsu Hashimoto, Osaka U; Ryan Holmberg; Hikari Hori, Columbia U; Mary A. Knighton, College of William and Mary; Thomas Lamarre, McGill U; Christine L. Marran, U of Minnesota; Natsume Fusanosuke, Gakushuin U, Tokyo; Ōtsuka Eiji, Kobe Design U; Baryon Tensor Posadas; Renato Rivera Rusca, Meiji U; Frederik L. Schodt; Marc Steinberg, Concordia U; Tezuka Osamu; Toshiya Ueno, Wako U, Tokyo; Matthew Young.

Emerging Worlds of Anime and Manga

Emerging Worlds of Anime and Manga
Title Emerging Worlds of Anime and Manga PDF eBook
Author Frenchy Lunning
Publisher U of Minnesota Press
Pages 214
Release 2006
Genre Art
ISBN 9780816649457

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This inaugural volume on anime and manga engages the rise of Japanese popular culture through game design, fashion, graphic design, commercial packaging, character creation, and fan culture. Promoting dynamic ways of thinking, along with a wealth of images, this cutting-edge work opens new doors between academia and fandom.

Mechademia 6

Mechademia 6
Title Mechademia 6 PDF eBook
Author Frenchy Lunning
Publisher U of Minnesota Press
Pages 337
Release 2011-11-03
Genre Art
ISBN 1452933162

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Manga and anime inspire a wide range of creative activities for fans: blogging and contributing to databases, making elaborate cosplay costumes, producing dôjinshi (amateur) manga and scanlations, and engaging in fansubbing and DIY animation. Indeed, fans can no longer be considered passive consumers of popular culture easily duped by corporations and their industrial-capitalist ideologies. They are now more accurately described as users, in whose hands cultural commodities can provide instant gratification but also need to be understood as creative spaces that can be inhabited, modified, and enhanced. User Enhanced, the sixth volume of the Mechademia series, examines the implications of this transformation from consumer to creator. Why do manga characters lend themselves so readily to user enhancement? What are the limitations on fan creativity? Are fans simply adding value to corporate properties with their enhancements? And can the productivity and creativity of user activities be transformed into genuine cultural enrichment and social engagement? Through explorations of the vitality of manga characters, the formal and structural open-endedness of manga, the role of sexuality and desire in manga and anime fandom, the evolution of the Lolita fashion subculture, the contemporary social critique embodied in manga like Helpman! and Ikigami, and gamer behavior within computer games, User Enhanced suggests that commodity enhancement may lead as easily to disengagement and isolation as to interaction, connection, and empowerment. Contributors: Brian Bergstrom; Lisa Blauersouth; Aden Evens, Dartmouth College; Andrea Horbinski; Itô Gô, Tokyo Polytechnic U; Paul Jackson; Yuka Kanno; Shion Kono, Sophia U, Tokyo; Thomas Lamarre, McGill U; Christine L. Marran, U of Minnesota; Miyadai Shinji, Tokyo Metropolitan U; Miyamoto Hirohito, Meiji U; Livia Monnet, U of Montreal; Miri Nakamura, Wesleyan U; Matthew Penney, Concordia U, Montreal; Emily Raine; Brian Ruh; Kumiko Saito, Bowling Green State U; Rio Saitô, College of Visual Arts, St. Paul; Cathy Sell; James Welker, U of British Columbia; Yoshikuni Igarashi, Vanderbilt U.

Mechademia 5

Mechademia 5
Title Mechademia 5 PDF eBook
Author Frenchy Lunning
Publisher U of Minnesota Press
Pages 402
Release 2013-11-30
Genre Social Science
ISBN 1452915652

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Passionate fans of anime and manga, known in Japan as otaku and active around the world, play a significant role in the creation and interpretation of this pervasive popular culture. Routinely appropriating and remixing favorite characters, narratives, imagery, and settings, otaku take control of the anime characters they consume. Fanthropologies—the fifth volume in the Mechademia series, an annual forum devoted to Japanese anime and manga—focuses on fans, fan activities, and the otaku phenomenon. The zones of activity discussed in these essays range from fan-subs (fan-subtitled versions of anime and manga) and copyright issues to gender and nationality in fandom, dolls, and other forms of consumption that fandom offers. Individual pieces include a remarkable photo essay on the emerging art of cosplay photography; an original manga about an obsessive doll-fan; and a tour of Akihabara, Tokyo's discount electronics shopping district, by a scholar disguised as a fuzzy animal. Contributors: Madeline Ashby; Jodie Beck, McGill U; Christopher Bolton, Williams College; Naitō Chizuko, Otsuma U; Ian Condry, Massachusetts Institute of Technology; Martha Cornog; Kathryn Dunlap, U of Central Florida; Ōtsuka Eiji, Kobe Design U; Gerald Figal, Vanderbilt U; Patrick W. Galbraith, U of Tokyo; Marc Hairston, U of Texas at Dallas; Marilyn Ivy, Columbia U; Koichi Iwabuchi, Waseda U; Paul Jackson; Amamiya Karin; Fan-Yi Lam; Thomas Lamarre, McGill U; Paul M. Malone, U of Waterloo; Anne McKnight, U of Southern California; Livia Monnet, U of Montreal; Susan Napier, Tufts U; Kerin Ogg; Timothy Perper; Eron Rauch; Brian Ruh, Indiana U; Nathan Shockey, Columbia U; Marc Steinberg, Concordia U; Jin C. Tomshine, U of California, San Francisco; Carissa Wolf, North Dakota State U.

Otaku and the Struggle for Imagination in Japan

Otaku and the Struggle for Imagination in Japan
Title Otaku and the Struggle for Imagination in Japan PDF eBook
Author Patrick W. Galbraith
Publisher Duke University Press
Pages 249
Release 2019-12-06
Genre Comics & Graphic Novels
ISBN 147800701X

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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.

Anime

Anime
Title Anime PDF eBook
Author Rayna Denison
Publisher Bloomsbury Publishing
Pages 201
Release 2015-10-22
Genre Performing Arts
ISBN 1472576764

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Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a “genre,” but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.