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.

The Moe Manifesto: An Insider's Look at the Worlds of Manga, Anime, and Gaming


Patrick W. Galbraith - 2014
    These fans have a powerful desire to protect and nurture the young, 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.

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.

Empire of Signs


Roland Barthes - 1970
    With this book, Barthes offers a broad-ranging meditation on the culture, society, art, literature, language, and iconography--in short, both the sign-oriented realities and fantasies--of Japan itself.

Robot Ghosts and Wired Dreams: Japanese Science Fiction from Origins to Anime


Christopher Bolton - 2007
    Unlike American and British science fiction, its most popular examples have been visual—from Gojira (Godzilla) and Astro Boy in the 1950s and 1960s to the anime masterpieces Akira and Ghost in the Shell of the 1980s and 1990s—while little attention has been paid to a vibrant tradition of prose science fiction in Japan.Robot Ghosts and Wired Dreams remedies this neglect with a rich exploration of the genre that connects prose science fiction to contemporary anime. Bringing together Western scholars and leading Japanese critics, this groundbreaking work traces the beginnings, evolution, and future direction of science fiction in Japan, its major schools and authors, cultural origins and relationship to its Western counterparts, the role of the genre in the formation of Japan’s national and political identity, and its unique fan culture.Covering a remarkable range of texts—from the 1930s fantastic detective fiction of Yumeno Kyûsaku to the cross-culturally produced and marketed film and video game franchise Final Fantasy—this book firmly establishes Japanese science fiction as a vital and exciting genre.Contributors: Hiroki Azuma; Hiroko Chiba, DePauw U; Naoki Chiba; William O. Gardner, Swarthmore College; Mari Kotani; Livia Monnet, U of Montreal; Miri Nakamura, Stanford U; Susan Napier, Tufts U; Sharalyn Orbaugh, U of British Columbia; Tamaki Saitô; Thomas Schnellbächer, Berlin Free U.Christopher Bolton is assistant professor of Japanese at Williams College.Istvan Csicsery-Ronay Jr. is professor of English at DePauw University.Takayuki Tatsumi is professor of English at Keio University.

Amusing Ourselves to Death: Public Discourse in the Age of Show Business


Neil Postman - 1985
    In this eloquent, persuasive book, Neil Postman alerts us to the real and present dangers of this state of affairs, and offers compelling suggestions as to how to withstand the media onslaught. Before we hand over politics, education, religion, and journalism to the show business demands of the television age, we must recognize the ways in which the media shape our lives and the ways we can, in turn, shape them to serve out highest goals.

Reality is Broken: Why Games Make Us Better and How They Can Change the World


Jane McGonigal - 2010
    The average young person in the UK will spend 10,000 hours gaming by the age of twenty-one. What's causing this mass exodus? According to world-renowned game designer Jane McGonigal the answer is simple: videogames are fulfilling genuine human needs. Drawing on positive psychology, cognitive science and sociology, Reality is Broken shows how game designers have hit on core truths about what makes us happy, and utilized these discoveries to astonishing effect in virtual environments. But why, McGonigal asks, should we use the power of games for escapist entertainment alone? In this groundbreaking exploration of the power and future of gaming, she reveals how gamers have become expert problem solvers and collaborators, and shows how we can use the lessons of game design to socially positive ends, be it in our own lives, our communities or our businesses. Written for gamers and non-gamers alike, Reality is Broken sends a clear and provocative message: the future will belong to those who can understand, design and play games.

Understanding Media: The Extensions of Man


Marshall McLuhan - 1964
    Terms and phrases such as "the global village" and "the medium is the message" are now part of the lexicon, and McLuhan's theories continue to challenge our sensibilities and our assumptions about how and what we communicate.There has been a notable resurgence of interest in McLuhan's work in the last few years, fueled by the recent and continuing conjunctions between the cable companies and the regional phone companies, the appearance of magazines such as WiRed, and the development of new media models and information ecologies, many of which were spawned from MIT's Media Lab. In effect, media now begs to be redefined. In a new introduction to this edition of Understanding Media, Harper's editor Lewis Lapham reevaluates McLuhan's work in the light of the technological as well as the political and social changes that have occurred in the last part of this century.

The Society of the Spectacle


Guy Debord - 1967
    From its publication amid the social upheavals of the 1960s up to the present, the volatile theses of this book have decisively transformed debates on the shape of modernity, capitalism and everyday life in the late twentieth century. Now finally available in a superb English translation approved by the author, Debord's text remains as crucial as ever for understanding the contemporary effects of power, which are increasingly inseparable from the new virtual worlds of our rapidly changing image/information culture.

Alone Together: Why We Expect More from Technology and Less from Each Other


Sherry Turkle - 2011
    Developing technology promises closeness. Sometimes it delivers, but much of our modern life leaves us less connected with people and more connected to simulations of them.In Alone Together, MIT technology and society professor Sherry Turkle explores the power of our new tools and toys to dramatically alter our social lives. It’s a nuanced exploration of what we are looking for—and sacrificing—in a world of electronic companions and social networking tools, and an argument that, despite the hand-waving of today’s self-described prophets of the future, it will be the next generation who will chart the path between isolation and connectivity.

The Secret Life of Pronouns: What Our Words Say About Us


James W. Pennebaker - 2011
    In the last fifty years, we've zoomed through radically different forms of communication, from typewriters to tablet computers, text messages to tweets. We generate more and more words with each passing day. Hiding in that deluge of language are amazing insights into who we are, how we think, and what we feel.In The Secret Life of Pronouns, social psychologist and language expert James W. Pennebaker uses his groundbreaking research in computational linguistics-in essence, counting the frequency of words we use-to show that our language carries secrets about our feelings, our self-concept, and our social intelligence. Our most forgettable words, such as pronouns and prepositions, can be the most revealing: their patterns are as distinctive as fingerprints.Using innovative analytic techniques, Pennebaker X-rays everything from Craigslist advertisements to the Federalist Papers-or your own writing, in quizzes you can take yourself-to yield unexpected insights. Who would have predicted that the high school student who uses too many verbs in her college admissions essay is likely to make lower grades in college? Or that a world leader's use of pronouns could reliably presage whether he led his country into war? You'll learn why it's bad when politicians use "we" instead of "I," what Lady Gaga and William Butler Yeats have in common, and how Ebenezer Scrooge's syntax hints at his self-deception and repressed emotion. Barack Obama, Sylvia Plath, and King Lear are among the figures who make cameo appearances in this sprightly, surprising tour of what our words are saying-whether we mean them to or not.

Industrial Society and Its Future


Theodore J. Kaczynski - 1995
    They have greatly increased the life-expectancy of those of us who live in "advanced" countries, but they have destabilized society, have made life unfulfilling, have subjected human beings to indignities, have led to widespread psychological suffering (in the Third World to physical suffering as well) and have inflicted severe damage on the natural world. The continued development of technology will worsen the situation. It will certainly subject human beings to greater indignities and inflict greater damage on the natural world, it will probably lead to greater social disruption and psychological suffering, and it may lead to increased physical suffering even in "advanced" countries.

The Japanese Mind: Understanding Contemporary Japanese Culture


Roger J. Davies - 2002
    Readers of this book will gain a clear understanding of what really makes the Japanese, and their society, tick. Among the topics explored: aimai (ambiguity), amae (dependence upon others' benevolence), amakudari (the nation's descent from heaven), chinmoku (silence in communication), gambari (perseverence), giri (social obligation), haragei (literally, "belly art"; implicit, unspoken communication), kenkyo (the appearance of modesty), sempai-kohai (seniority), wabi-sabi (simplicity and elegance), and zoto (gift giving), as well as discussions of childrearing, personal space, and the roles of women in Japanese society. Includes discussion topics and questions after each chapter.

How Music Works


David Byrne - 2012
    In the insightful How Music Works, Byrne offers his unique perspective on music - including how music is shaped by time, how recording technologies transform the listening experience, the evolution of the industry, and much more.

Homo Ludens: A Study of the Play Element in Culture


Johan Huizinga - 1938
    Like civilization, play requires structure and participants willing to create within limits. Starting with Plato, Huizinga traces the contribution of Homo Ludens, or "Man the player" through Medieval Times, the Renaissance, and into our modern civilization. Huizinga defines play against a rich theoretical background, using cross-cultural examples from the humanities, business, and politics. Homo Ludens defines play for generations to come."A happier age than ours once made bold to call our species by the name of Homo Sapiens. In the course of time we have come to realize that we are not so reasonable after all as the Eighteenth Century with its worship of reason and naive optimism, though us; "hence moder fashion inclines to designate our species asHomo Faber Man the Maker. But though faber may not be quite so dubious as sapiens it is, as a name specific of the human being, even less appropriate, seeing that many animals too are makers. There is a third function, howver, applicable to both human and animal life, and just as important as reasoning and making--namely, playing. it seems to me that next to Homo Faber, and perhaps on the same level as Homo Sapiens, Homo Ludens, Man the Player, deserves a place in our nomenclature. "--from the Foreward, by Johan Huizinga