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This new edition of the groundbreaking popular book from Susan J Napier, Anime from Akira to Howl's Moving Castle, is a must-have for both seasoned and new fans of anime.Japanese animation is more popular than ever following the 2002 Academy Award given to Hayao Miyazaki's Spirited Away. It confirmed that anime is more than just children's cartoons, often portraying important social and cultural themes. With new chapters on Spirited Away and other recent releases, including Howl's Moving Castle-- which broke records in Japan--this edition will be the authoritative source on anime for an exploding market of viewers who want to know more.
Film --- Japan --- Animated films --- film --- animatie --- anime --- eenentwintigste eeuw --- filmgeschiedenis --- 791.46 --- Animated films - Japan
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Une étude des évolutions techniques et artistiques qui ont marqué dix siècles d'animation japonaise. Entre conte, romance, aventure, cyberpunk, fantastique, etc., ce phénomène de société regroupe tous les genres et inspire de nombreux artistes internationaux. L'ouvrage présente également des réalisateurs et des producteurs comme Tezuka Osamu et le studio Tôei, Hayao Miyazaki et le studio Ghibli...
Animation (Cinematography) --- Animated films --- Animators --- Animation (Cinéma) --- Dessins animés --- Animateurs (Cinéma) --- History and criticism --- Histoire et critique --- Animated television programs --- Drawings --- Themes, motives --- Animation (Cinéma) --- Dessins animés --- Animateurs (Cinéma) --- Japan --- Animated films - Japan - Drawings - History and criticism --- Animated films - Japan - Themes, motives - History and criticism --- Animated television programs - Japan - History and criticism --- Art --- Drawing --- Graphic artists --- kunst --- beeldverhalen --- History and criticism.
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La bombe d’Hiroshima, premier engin atomique lancé sur une population civile, n’a pas seulement marqué à jamais la psyché japonaise : elle a aussi reconfiguré la flèche du temps pour l’ensemble de notre monde. C’est à l’exploration de cette ombre historique, projetée sur le plus commercial des médiums artistiques, le manga, qu’invite Pierre Pigot : comment des mangakas comme Miyazaki, Matsumoto ou Nakazawa ont forgé une esthétique capable de donner une apparence aux lourds fantômes de l’histoire comment, du Voyage de Ryû à L’École emportée, et de Princesse Mononoké à Albator, les mangas et dessins-animés ont exploré ces secrets de l’histoire humaine et ces hantises de la catastrophe, qui peuplent les coulisses de l’art depuis soixante ans comment, enfin, un manga aussi populaire aujourd’hui que One Piece dissimule au cœur de ses milliers de pages une idée secrète capable de nous donner les clés pour lutter contre cette prégnance de l’apocalypse. Apocalypse manga – ou le manga enfin sauvé de sa singularité orientale, et rendu aux mains de ses lecteurs.
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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.
Sociology of knowledge --- Film --- Japan --- Animated films -- Japan -- History and criticism. --- Animated films --- History and criticism. --- J6848 --- -animatie --- film --- animatietheorie --- anime --- gender studies --- 791.46 --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Japan: Media arts and entertainment -- anime --- animatie --- History and criticism
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"Well-known through hit movies like Spirited Away, Akira, and Ghost in the Shell, anime has a long history spanning a wide range of directors, genres, and styles. Christopher Bolton's Interpreting Anime is a thoughtful, carefully organized introduction to Japanese animation for anyone eager to see why this genre has remained a vital, adaptable art form for decades. Interpreting Anime is easily accessible and structured around individual films and a broad array of critical approaches. Each chapter centers on a different feature-length anime film, juxtaposing it with a particular medium--like literary fiction, classical Japanese theater, and contemporary stage drama--in order to reveal what is unique about anime's way of representing the world. This analysis is abetted by a suite of questions provoked by each film, along with Bolton's incisive responses. Throughout, Interpreting Anime applies multiple frames, such as queer theory, psychoanalysis, and theories of postmodernism, giving readers a thorough understanding of both the cultural underpinnings and critical significance of each film. What emerges from the sweep of Interpreting Anime is Bolton's original, articulate case for what makes anime unique as a medium: how it at once engages profound social and political realities while also drawing attention to the very challenges of representing reality in animation's imaginative and compelling visual forms."--Publisher information.
Animated films --- Criticism and interpretation --- History and criticism --- Animated films - Japan - Criticism and interpretation --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Caricatures and cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- J6848 --- Japan: Media arts and entertainment -- anime
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In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as “geek”—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.
Animated films -- Japan -- History and criticism. --- Comic books, strips, etc. -- Japan -- History and criticism. --- Fans (Persons). --- Japan -- Civilization -- 1945-. --- Popular culture -- Japan. --- Popular culture -- Japanese influences. --- Subculture -- Japan. --- Fans (Persons) --- Mass media and culture --- Subculture --- Popular culture --- Animated films --- Comic books, strips, etc --- Sociology & Social History --- Journalism & Communications --- Social Sciences --- Social Change --- Recreation & Sports --- Communication & Mass Media --- J4143 --- J5960 --- J6848 --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Subcultures --- Culture and mass media --- Aficionados --- Devotees --- Enthusiasts (Fans) --- Supporters (Persons) --- Japanese influences --- History and criticism --- Japan: Sociology and anthropology -- cultural trends and movements -- popular culture --- Japan: Literature -- modern fiction and prose -- manga --- Japan: Media arts and entertainment -- anime --- E-books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Culture --- Ethnopsychology --- Social groups --- Counterculture --- Persons --- Hobbyists --- Comic books, strips, etc. --- Animated films -- Japan -- History and criticism --- Comic books, strips, etc. -- Japan -- History and criticism --- Japan -- Civilization -- 1945 --- -Popular culture -- Japan --- Popular culture -- Japanese influences --- Subculture -- Japan --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation (Cinematography) --- Animation cels --- Japanese influences. --- History and criticism. --- Japan --- Civilization --- Subculture. --- Manhua (Comic books) --- Manhwa (Comic books)
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The Mechademia series was born at Schoolgirls and Mobile Suits, the previous iteration of the Mechademia conferences. Like SGMS, the Mechademia series became an international center for discussion of the cultural study, creation, theories, aesthetics, semiotics, and history, as well as the fascination and wonder of the remarkably broad range of objects and practices that have developed around the global proliferation of Japanese anime, manga, and gaming.
Animated films --- Animated television programs --- Video games --- Comic books, strips, etc --- Popular culture --- Animated films. --- Animated television programs. --- Comic books, strips, etc. --- Video games. --- Television games --- Videogames --- Electronic games --- Civilization --- Comic strips --- Comics --- Funnies --- Manga (Comic books, strips, etc.) --- Manhua (Comic books, strips, etc.) --- Manhwa (Comic books, strips, etc.) --- Serial picture books --- Caricatures and cartoons --- Wit and humor, Pictorial --- Cartoons (Television programs) --- Television cartoon shows --- Television programs --- Animation (Cinematography) --- Animated cartoons (Motion pictures) --- Animated videos --- Cartoons, Animated (Motion pictures) --- Motion picture cartoons --- Moving-picture cartoons --- Motion pictures --- Abstract films --- Animation cels --- Culture, Popular --- Mass culture --- Pop culture --- Popular arts --- Communication --- Intellectual life --- Mass society --- Recreation --- Culture --- History and criticism --- Japanese influences --- Japanese influences. --- Japan. --- al-Yābān --- Giappone --- Government of Japan --- Iapōnia --- I͡Aponii͡ --- Japam --- Japani --- Japão --- Japon --- Japonia --- Japonsko --- Japonya --- Jih-pen --- Mư̄ang Yīpun --- Nihon --- Nihonkoku --- Nippon --- Nippon-koku --- Nipponkoku --- Prathēt Yīpun --- Riben --- State of Japan --- Yābān --- Yapan --- Yīpun --- Zhāpān --- Film --- Japan --- Manhua (Comic books) --- Manhwa (Comic books) --- Popular culture - Japan --- Graphic arts - Japan --- Popular culture - Japanese influences --- Animated films - Japan - History and criticism --- Human beings - Variation --- Computer games --- Internet games --- Games --- futurologie --- beeldverhalen --- Graphic arts --- Human beings --- Anime --- Manga
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From sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese "cool" is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States.
Toys --- Games --- Animated films --- Video games --- Consumer goods --- Toy industry --- Philosophy, Japanese. --- Japanese philosophy --- Amusements --- Children's paraphernalia --- Infants' supplies --- Miniature objects --- Leisure industry --- Consumer products --- Consumers' goods --- Goods, Consumer --- Commercial products --- Television games --- Videogames --- Electronic games --- Games, Japanese --- Marketing. --- Japan --- Social life and customs. --- Philosophy, Japanese --- J6852 --- Marketing --- Japan: Games, toys and hobbies -- toys --- 745.036 --- 745.04 --- animatie --- animatiefilms --- anime --- Anne Allison ; Foreword by Gary Cross --- beeldverhaal --- cultuurgeschiedenis --- design --- eenentwintigste eeuw --- games --- globalisering --- manga --- popcultuur --- speelgoed --- tekenkunst --- twintigste eeuw --- Verenigde Staten --- videospellen --- virtual reality --- Jouets --- Jeux --- Dessins animés --- Jeux vidéo --- Biens de consommation --- Philosophie japonaise --- Industrie --- Commercialisation --- Japon --- Social life and customs --- Moeurs et coutumes --- Toys - Japan --- Games - Japan --- Animated films - Japan --- Video games - Japan --- Consumer goods - Japan --- Toy industry - Japan --- Toys - Japan - Marketing --- Japan - Social life and customs --- Computer games --- Internet games --- america. --- animation. --- anime. --- canada. --- capitalism. --- comic books. --- cultural goods. --- cultural studies. --- global consumption. --- global culture. --- global imagination. --- global marketplace. --- globalization. --- hong kong. --- japan. --- japanese culture. --- japanese toys. --- karaoke. --- made in japan. --- manga. --- martial arts. --- media studies. --- millennials. --- nonfiction. --- popular toys. --- postindustrial. --- postwar japan. --- social science. --- sushi. --- technoware. --- toy industry. --- united states. --- video games. --- youth products.
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