Book picks similar to
Anime and the Visual Novel: Narrative Structure, Design and Play at the Crossroads of Animation and Computer Games by Dani Cavallaro
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Beautiful Fighting Girl
Tamaki Saitō - 2011
Sometimes overtly sexual, always intensely cute, the beautiful fighting girl has been both hailed as a feminist icon and condemned as a symptom of the objectification of young women in Japanese society.In Beautiful Fighting Girl, Saito Tamaki offers a far more sophisticated and convincing interpretation of this alluring and capable figure. For Saito, the beautiful fighting girl is a complex sexual fantasy that paradoxically lends reality to the fictional spaces she inhabits. As an object of desire for male otaku (obsessive fans of anime and manga), she saturates these worlds with meaning even as her fictional status demands her ceaseless proliferation and reproduction. Rejecting simplistic moralizing, Saito understands the otaku’s ability to eroticize and even fall in love with the beautiful fighting girl not as a sign of immaturity or maladaptation but as a result of a heightened sensitivity to the multiple layers of mediation and fictional context that constitute life in our hypermediated world—a logical outcome of the media they consume.Featuring extensive interviews with Japanese and American otaku, a comprehensive genealogy of the beautiful fighting girl, and an analysis of the American outsider artist Henry Darger, whose baroque imagination Saito sees as an important antecedent of otaku culture, Beautiful Fighting Girl was hugely influential when first published in Japan, and it remains a key text in the study of manga, anime, and otaku culture. Now available in English for the first time, this book will spark new debates about the role played by desire in the production and consumption of popular culture.
Otaku: Japan's Database Animals
Hiroki Azuma - 2001
Hiroki Azuma's 'Otaku' offers a critical, philosophical, and historical inquiry into the characteristics and consequences of this consumer subculture.
Little Boy: The Arts of Japan's Exploding Subculture
Takashi Murakami - 2005
Focusing on the youth-driven phenomenon of otaku (roughly translated as “geek culture” or “pop cult fanaticism”), Takashi Murakami and a notable group of contributors explore the complex historical influences that shape Japanese contemporary art and its distinct graphic languages. The book’s title, Little Boy, is a reference to the atomic bomb dropped on Hiroshima in 1945, thus clearly locating the birth of these new cultural forms in the trauma and generational aftershock of the atomic bomb.This generously illustrated book showcases the work of key otaku artists and designers, many of whom are cult celebrities in Japan, and discusses their feature film and video animations, video games and internet sites, music, toys, fashion, and more. In the process, the following questions are posed: What is otaku, and what does it tell us about contemporary social, economic, and cultural life in Japan and throughout the world? How is it related to the pervasive and curious fixation on “cuteness” evident in Japanese popular culture? What impact did the atomic devastation of World War II have on the development of Japanese art and culture?This brilliantly designed, bilingual (English and Japanese) publication examines these themes to explore how contemporary Japanese art has become inseparable from the subcultural realms of manga and animé (Japanese animation)—a world where meticulous technique, apocalyptic imagery, and high and low cultures meet.Little Boy concludes Murakami’s “Superflat” trilogy, a project conceived in 2000 to introduce a new wave of Japanese artists and to place their work in the historical context of traditional styles and concepts.
The Anime Machine: A Media Theory of Animation
Thomas Lamarre - 2009
Thomas Lamarre contends that the history, techniques, and complex visual language of animation, particularly Japanese animation, demands serious and sustained engagement, and in The Anime Machine he lays the foundation for a new critical theory for reading Japanese animation, showing how anime fundamentally differs from other visual media.The Anime Machine defines the visual characteristics of anime and the meanings generated by those specifically "animetic" effects-the multiplanar image, the distributive field of vision, exploded projection, modulation, and other techniques of character animation-through close analysis of major films and television series, studios, animators, and directors, as well as Japanese theories of animation. Lamarre first addresses the technology of anime: the cells on which the images are drawn, the animation stand at which the animator works, the layers of drawings in a frame, the techniques of drawing and blurring lines, how characters are made to move. He then examines foundational works of anime, including the films and television series of Miyazaki Hayao and Anno Hideaki, the multimedia art of Murakami Takashi, and CLAMP's manga and anime adaptations, to illuminate the profound connections between animators, characters, spectators, and technology.Working at the intersection of the philosophy of technology and the history of thought, Lamarre explores how anime and its related media entail material orientations and demonstrates concretely how the "animetic machine" encourages a specific approach to thinking about technology and opens new ways for understanding our place in the technologized world around us.
Arcade Mania: The Turbo-Charged World of Japan's Game Centers
Brian Ashcraft - 2008
Another thing that makes Japan unique in the gaming world is the prevalence of game arcades. While the game arcade scene has died in the U.S., there are 9,500 "game centers" in Japan with more than 445,000 game machines. Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta. Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game, starting with the UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classic games from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about the history, background and characteristics of each game, all lavishly illustrated with photographs and game graphics. This book is a must-have for gamers everywhere.
The Anime Companion: What's Japanese in Japanese Animation?
Gilles Poitras - 1998
. . unless you're Japanese or unless you've got The Anime Companion. Find out why characters wear belly bands and what nosebleeds really mean. Learn about the Edo Jidai and those games they play at New Year's. Gilles Poitras has taken his popular anime website and created a new print version that's filled with curious details and fresh insights drawn from dozens of the most popular anime. And for students of Japanese, The Anime Companion is a great way to learn about Japan while indulging in your favorite pastime."Combining personal passion with an intelligent sense of perspective, this enjoyable book is just right for dipping into, full of amusing and informative snippets which fans will love and even non-fans can enjoy."—Helen McCarthy, author of The Complete Anime Guide"I've worked on over 20,000 pages of manga over the last ten years, and I still learned quite a bit from this fascinating book. For anyone with more than the most casual interest in anime and manga, The Anime Companion should be on their coffee table right next to the remote control."—Toren Smith, Studio Proteus"Entire generations of English speakers now receive their first exposure to Japanese culture through anime. But many cultural references can be puzzling. Gilles Poitras's book is like a Rosetta Stone for confused anime fans. Before slipping that next anime video into your VCR, make sure this book's handy!"—Frederik L. Schodt, author of Manga! Manga! and Dreamland JapanCategories covered:Building/Structure/LandmarkClothingCultureEntertainment/GameFood And DrinkGeneralGeographical Feature/LocationHistory/SocietyHomeNaturePeopleReligion/Mythology/BeliefSports/ActivityWeaponry/WarSample Entry: AIDORU (IDOL SINGER)Pop singers. Idol singers are not unique to Japan; every modern country has its clean-cut prefabricated stars known for their short careers. In Japan highly competitive management companies maneuver to get their latest singers in the spotlight for as long as they can before the nex
Anime: from Akira to Princess Mononoke, Experiencing Contemporary Japanese Animation
Susan J. Napier - 2001
However, anime is much more than children's cartoons. It runs the gamut from historical epics to sci-fi sexual thrillers. Often dismissed as fanciful entertainment, anime is actually quite adept at portraying important social and cultural issues like alienation, gender inequality, and teenage angst. This book investigates the ways that anime presents these issues in an in-depth and sophisticated manner, uncovering the identity conflicts, fears over rapid technological advancement, and other key themes present in much of Japanese animation.
The Science of Attack on Titan
Rikao Yanagita - 2015
THE (BRAZENLY MADE-UP) SCIENCE OF TITANWORLD!Tokyo University dropout Rikao Yanagita, head of the Sci-Fi/Fantasy Science Research Institute and author of dozens of bestselling books on the science of sci-fi, manga, and anime, tackles the mysteries of Attack on Titan! Why do Titans, come from the south? Is the maneuvering gear dangerous? How were the walls built? The unexpectedly scientific answers to these questions will blow your human minds! Read it alongside the Attack on Titan manga for even more fun surprises!
Starting Point: 1979-1996
Hayao Miyazaki - 1996
A hefty compilation of essays (both pictorial and prose), notes, concept sketches and interviews by (and with) Hayao Miyazaki. Arguably the most respected animation director in the world, Miyazaki is the genius behind "Howl's Moving Castle," Princess Mononoke" and the Academy Award-winning film, "Spirited Away."
Spin: 20 Years of Alternative Music: Original Writing on Rock, Hip-Hop, Techno, and Beyond
Will Hermes - 2005
Through the introduction of MTV and the alternative rock revolution, it's been many things. Rude. Brilliant. Soulful. Snotty. Angry. Delirious. In the past two decades, genres have spawned like mad, from goth, indie rock, and gangsta rap to emo and the garage rock revival. This twentieth-anniversary tribute celebrates the passion and fury of the music, with original essays, quotes, and photographs by contributors who are as hopelessly obsessed with it as you are. SPIN: 20 Years of Alternative Music features: Alan Light on Beastie Boys, Ann Powers on U2, Charles Aaron on R.E.M., Dave Eggers on The Smiths + Morrissey, Marc Spitz on Goth, Simon Reynolds on Depeche Mode + Synth-pop, Dave Itzkoff on ’80s Teen Movies, Chuck Klosterman on Weezer, Will Hermes on Radiohead, Neil Strauss on Nine Inch Nails + Industrial, Sacha Jenkins on Public Enemy, Andy Greenwald on Emo, RJ Smith on Gangsta Rap, Jon Dolan on The White Stripes, Chris Norris on Nirvana, Doug Brod on Oasis + Britpop, Jim DeRogatis on Smashing Pumpkins, Laura Sinagra on Courtney Love, Ta-Nehisi Coates on Tupac
Anime Explosion! The What? Why? and Wow! of Japanese Animation
Patrick Drazen - 2002
. . exploding. But where did Japanese animation come from, and what does it all mean? Written for fans, culture watchers, and perplexed outsiders, this is an engaging tour of the anime megaverse, from older arts and manga traditions to the works of modern directors like Miyazaki and Otomo. Read about anime standbys like giant robots, samurai, furry beasts, high school heroines, and gay/girl/fanboy love—even war and reincarnation, plus all of anime’s major themes, styles, and conventions. At the end of the book are essays on 15 of fandom’s favorite anime, including Evangelion, Esca-flowne, Sailor Moon, and Patlabor."A good resource and guide to the foundation, historical development and overall themes in Japanese animation and serves as an excellent reference source whether you are an established fan or a person who wants to learn about the cultural aspects of this specific and increasingly popular genre. It is an easy yet thorough read on the myriad of societal aspects and cultural references Japanese animation holds." -- Active Anime
Over The Top: How The Internet Is (Slowly But Surely) Changing The Television Industry
Alan Wolk - 2015
Given the intricacies of the industry, it's also going to be the most resistant to change. Alan Wolk, an industry veteran and longtime analyst and observer, lays out how the television industry is adapting to the digital era, explaining what's really happening in a tone that will appeal to laypeople and insiders alike. In the first section, Wolk takes us through how the industry works today, focusing on how the various players actually make money and who pays who for what. The next section deals with the changes that are taking place in the industry today–everything from time shifting to binge viewing to cord cutting–and how those changes are starting to create some seismic shifts. In the final section, Wolk reveals his predictions for the future and what the industry will look like in ten years time. Andrew Wallenstein, co-editor-in-chief of Variety says "Alan Wolk is one of the most insightful observers writing about the media business today. There's no better expert to help you navigate the confusing, complicated nexus of TV and the Internet." David Zaslav, President and CEO of Discovery Communications says "Alan Wolk has a deep understanding of the complex nature of television today… this is a fantastic primer of the business and one of the most educated perspectives on the future of our rapidly evolving industry."
A Goomba's Guide to Life
Steven R. Schirripa - 2002
Schirripa, The Sopranos’ own Bobby Bacala, exposes the inner mysteries of this unique Italian-American hybrid in A Goomba’s Guide to Life so that anyone can walk, talk, and live like a guy “from the neighborhood.”Über-goomba Steve Schirripa shows how being a goomba made him what he is today, offering lessons learned on his own journey from Bensonhurst to Vegas, and to his current gig as Bobby Bacala on one of TV’s most popular shows. Along the way, he shares secrets that will help you get in touch with your own inner goomba. You’ll learn what music to enjoy (Sinatra, yes; Snoop Dogg, no), what movies to watch (Raging Bull, yes; Titanic, never), which sports to follow (baseball is good; golf and tennis, fuhgeddaboudit), and even tips on goomba etiquette. Ever wonder how a real goomba gets the best seat in the house? (Hint: It involves tipping, jewelry, and intimidation.) Schirripa even includes goomba do’s and don’ts (never, ever criticize a goomba’s mother or her gravy; always wear more jewelry than you think you need).With knockout photographs of Schirripa and his compares, and insider information on how to think goomba, speak goomba, cook and eat goomba, and even how to behave at goomba weddings and funerals, A Goomba’s Guide to Life will show any wiseguy wannabe how to sing like a Soprano.
The Karate Way: Discovering the Spirit of Practice
Dave Lowry - 2009
Here, Dave Lowry, one of the best-known writers on the Japanese martial arts, illuminates the complete path of karate including practice, philosophy, and culture. He covers myriad subjects of interest to karate practitioners of all ages and levels, including: • The relationship between students and teachers • Cultivating the correct attitude during practice • The differences between karate in the East and West • Whether a karate student really needs to study in Japan to perfect the art • The meaning of rank and the black belt • Detailed descriptions of kicks, punches, evasions, and techniques and the philosophical concepts that they manifest • What practice means and looks like as one ages • How the practice of karate aims toward cultivating character and spiritual development After forty years studying karate and the budo arts, Lowry is an informative and reliable guide, highlighting aspects of the karate path that will surprise, entertain, and enlighten.
The Anime Encyclopedia: A Guide to Japanese Animation Since 1917
Jonathan Clements - 2001
Included are over 2,000 Japanese animation films-from today's "PokA(c)mon," "Tenchi Muyo, "and "Sailor Moon" to the classic "Tetsuwan Atomu" ("Astro Boy") and little-known artistic gems like the anime life of Mozart-with key personnel, running time, studio, alternative titles, cross references, critical comment, and sex/violence warnings. Illustrated and fully indexed.Jonathan Clements has translated over 70 anime and manga and was editor of "Manga Max" from 1998-2000. Helen McCarthy is former editor of "Anime UK" and "Manga Mania" and author of "The Anime Movie Guide," "Hayao Miyazaki: Master of Japanese Animation," and, with Jonathan Clements, "The Erotic Anime Movie Guide."