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
Total Pages 245
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.

Moe Manifesto

Moe Manifesto
Title Moe Manifesto PDF eBook
Author Patrick W. Galbraith
Publisher Tuttle Publishing
Total Pages 192
Release 2014-06-24
Genre Young Adult Nonfiction
ISBN 1462914136

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Moe is a huge cultural phenomenon and one of the driving forces behind the enormous success of Japanese anime and manga—not just in Japan but now throughout the world. In Japan, avid fans of manga comics, anime films and videogames use the term Moe to refer to the strong sense of emotional attachment they feel for their favorite characters. These fans have a powerful desire to protect and nurture the youthful, beautiful and innocent characters they adore—like Sagisawa Moe in Dinosaur Planet and Tomoe Hotaru in Sailor Moon. They create their own websites, characters, stories, discussion groups, toys and games based around the original manga and anime roles. Author Patrick Galbraith is the world's acknowledged expert on Moe and a journalist based in Tokyo. For this book, he interviewed twenty important figures in the world of Japanese manga and anime to gain their insights on the Moe phenomenon. These interviews provide us with the first in-depth survey of this subject. Galbraith uncovers how Moe is influencing an entire generation of manga artists and readers. For those new to anime, manga, and youth culture in Japan, he discusses what constitutes the ideal Moe relationship and why some fans are even determined to marry their fictional sweethearts. He reveals key moments in the development of Moe, and current and future trends in the spread of Moe works and characters from Japan to other parts of the world. The Moe Manifesto provides an insider's look at the earliest Moe characters such as Ayame by Tezuka Osamu. The book has over 100 illustrations of the most famous Moe characters, many in color, and it is sure to delight manga and anime fans of every age.

Beautiful Fighting Girl

Beautiful Fighting Girl
Title Beautiful Fighting Girl PDF eBook
Author Tamaki Saitō
Publisher U of Minnesota Press
Total Pages 243
Release 2011
Genre Art
ISBN 0816654506

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From Nausicaä to Sailor Moon, understanding girl heroines of manga and anime within otaku culture.

Otaku

Otaku
Title Otaku PDF eBook
Author Hiroki Azuma
Publisher U of Minnesota Press
Total Pages 177
Release 2009
Genre Social Science
ISBN 0816653518

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Printbegrænsninger: Der kan printes 10 sider ad gangen og max. 40 sider pr. session

The Otaku Encyclopedia

The Otaku Encyclopedia
Title The Otaku Encyclopedia PDF eBook
Author Patrick W. Galbraith
Publisher National Geographic Books
Total Pages 0
Release 2014-02-28
Genre Comics & Graphic Novels
ISBN 1568365497

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Otaku: Nerd; geek or fanboy. Originates from a polite second-person pronoun meaning "your home" in Japanese. Since the 1980s it’s been used to refer to people who are really into Japanese pop-culture, such as anime, manga, and videogames. A whole generation, previously marginalized with labels such as "geek" and "nerd," are now calling themselves "otaku" with pride. The Otaku Encyclopedia offers fascinating insight into the subculture of Cool Japan. With over 600 entries, including common expressions, people, places, and moments of otaku history, this is the essential "A to Z" of facts every Japanese pop-culture fan needs to know. Author Patrick W. Galbraith has spent several years researching deep into the otaku heartland and his intimate knowledge of the subject gives the reader an insider’s guide to words such as moé, doujinshi, cospla y and maid cafés. In-depth interviews with such key players as Takashi Murakami, otaku expert Okada Toshio, and J-pop idol Shoko Nakagawa are interspersed with the entries, offering an even more penetrating look into the often misunderstood world of otaku. Dozens of lively, colorful images—from portraits of the interview subjects to manga illustrations, film stills and photos of places mentioned in the text—pop up throughout the book, making The Otaku Encyclopedia as entertaining to read as it is informative.

The Ethics of Affect

The Ethics of Affect
Title The Ethics of Affect PDF eBook
Author Patrick W. Galbraith
Publisher
Total Pages 360
Release 2021-09-20
Genre
ISBN 9789176351598

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Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or "cute girl characters," in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is "real," even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as "my wife." This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.

Idols and Celebrity in Japanese Media Culture

Idols and Celebrity in Japanese Media Culture
Title Idols and Celebrity in Japanese Media Culture PDF eBook
Author P. W. Galbraith
Publisher Springer
Total Pages 317
Release 2012-08-30
Genre Social Science
ISBN 1137283785

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This is the most complete and compelling account of idols and celebrity in Japanese media culture to date. Engaging with the study of media, gender and celebrity, and sensitive to history and the contemporary scene, these interdisciplinary essays cover male and female idols, production and consumption, industrial structures and fan movements.