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Book Mechademia 1

    Book Details:
  • Author : Frenchy Lunning
  • Publisher : U of Minnesota Press
  • Release : 2006-12-22
  • ISBN : 1452942641
  • Pages : 214 pages

Download or read book Mechademia 1 written by Frenchy Lunning and published by U of Minnesota Press. This book was released on 2006-12-22 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: After decades in which American popular culture dominated global media and markets, Japanese popular culture—primarily manga and anime, but also toys, card and video games, and fashion—has exploded into a worldwide phenomenon. From Pokémon and the Power Rangers to Paranoia Agent and Princess Mononoke, Japanese popular culture is consumed by an eager and exponentially increasing audience of youths, teenagers, and adults. Mechademia, a new annual edited by Frenchy Lunning, begins an innovative and fresh conversation among scholars, critics, and fans about the complexity of art forms like Superflat, manga, and anime. The inaugural volume, Mechademia 1 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 state-of-the-art graphic design and a wealth of images, this cutting-edge work opens new doors between academia and fandom.The premiere issue features the interactive worlds that anime and manga have created, including the origins of cosplay (the manga and anime costume subculture), Superflat, forgotten images from a founding manga artist, video game interactivity, the nature of anime fandom in America, and the globalization of manga. Contributors: Anne Allison, Duke U; William L. Benzon; Christopher Bolton, Williams College; Vern L. Bullough, California State U, Northridge; Martha Cornog; Patrick Drazen; Marc Hairston; Mari Kotani; Thomas LaMarre; Antonia Levi, Portland State U; Thomas Looser, NYU; Susan Napier, U of Texas, Austin; Michelle Ollie; Timothy Perper; Sara Pocock; Brian Ruh; Takayuki Tatsumi, Keio U, Tokyo; Toshiya Ueno, Wako U, Tokyo; Theresa Winge, U of Northern Iowa; Mark J. P. Wolf, Concordia U; Wendy Siuyi Wong, York U.Frenchy Lunning is professor of liberal arts at the Minneapolis College of Art and Design.

Book Emerging Worlds of Anime and Manga

Download or read book Emerging Worlds of Anime and Manga written by Frenchy Lunning and published by U of Minnesota Press. This book was released on 2006 with total page 214 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Mechademia 8

    Book Details:
  • Author : Frenchy Lunning
  • Publisher : Mechademia
  • Release : 2013
  • ISBN : 9780816689552
  • Pages : 0 pages

Download or read book Mechademia 8 written by Frenchy Lunning and published by Mechademia. This book was released on 2013 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Contributors to volume eight of Mechademia analyze Tezuka Osamu and his complicated approaches toward life and nonlife, as well as his effect on other manga artists. Using essays and reprints of Japanese manga on Tezuka, this volume questions his influence and attitudes toward the nonhuman, the sexual politics of manga bodies, and the origins of the moe culture, among others.

Book Otaku and the Struggle for Imagination in Japan

Download or read book Otaku and the Struggle for Imagination in Japan written by Patrick W. Galbraith and published by Duke University Press. This book was released on 2019-12-06 with total page 245 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book The Anime Machine

    Book Details:
  • Author : Thomas Lamarre
  • Publisher : U of Minnesota Press
  • Release : 2013-11-30
  • ISBN : 145291477X
  • Pages : 713 pages

Download or read book The Anime Machine written by Thomas Lamarre and published by U of Minnesota Press. This book was released on 2013-11-30 with total page 713 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the longevity of animation and its significance within the history of cinema, film theorists have focused on live-action motion pictures and largely ignored hand-drawn and computer-generated movies. 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.

Book Fanthropologies

    Book Details:
  • Author : Frenchy Lunning
  • Publisher : Mechademia
  • Release : 2010
  • ISBN : 9780816673872
  • Pages : 379 pages

Download or read book Fanthropologies written by Frenchy Lunning and published by Mechademia. This book was released on 2010 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: From fan-subs to cosplay, exploring the fan cultures inspired by anime and manga.

Book Beautiful Fighting Girl

    Book Details:
  • Author : Tamaki Saitō
  • Publisher : U of Minnesota Press
  • Release : 2011
  • ISBN : 0816654506
  • Pages : 243 pages

Download or read book Beautiful Fighting Girl written by Tamaki Saitō and published by U of Minnesota Press. This book was released on 2011 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: From Nausicaä to Sailor Moon, understanding girl heroines of manga and anime within otaku culture.

Book Electrified Voices

    Book Details:
  • Author : Kerim Yasar
  • Publisher : Studies of the Weatherhead East Asian Institute, Columbia University
  • Release : 2018
  • ISBN : 9780231187121
  • Pages : 304 pages

Download or read book Electrified Voices written by Kerim Yasar and published by Studies of the Weatherhead East Asian Institute, Columbia University. This book was released on 2018 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Kerim Yasar traces the origins of the modern soundscape, showing how the revolutionary nature of sound technology and the rise of a new auditory culture played an essential role in the formation of Japanese modernity. Electrified Voices is a far-reaching cultural history of the telegraph, telephone, phonograph, radio, and early sound film in Japan.

Book Anime

    Book Details:
  • Author : Rayna Denison
  • Publisher : Bloomsbury Publishing
  • Release : 2015-10-22
  • ISBN : 1472576764
  • Pages : 201 pages

Download or read book Anime written by Rayna Denison and published by Bloomsbury Publishing. This book was released on 2015-10-22 with total page 201 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Interpreting Anime

    Book Details:
  • Author : Christopher Bolton
  • Publisher : U of Minnesota Press
  • Release : 2018-02-20
  • ISBN : 1452956847
  • Pages : 314 pages

Download or read book Interpreting Anime written by Christopher Bolton and published by U of Minnesota Press. This book was released on 2018-02-20 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: For students, fans, and scholars alike, this wide-ranging primer on anime employs a panoply of critical approaches 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—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.

Book Manga

    Book Details:
  • Author : Toni Johnson-Woods
  • Publisher : Bloomsbury Publishing USA
  • Release : 2010-04-15
  • ISBN : 1441107878
  • Pages : 369 pages

Download or read book Manga written by Toni Johnson-Woods and published by Bloomsbury Publishing USA. This book was released on 2010-04-15 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: Once upon a time, one had to read Japanese in order to enjoy manga. Today manga has become a global phenomenon, attracting audiences in North America, Europe, Africa, and Australia. The style has become so popular, in fact, that in the US and UK publishers are appropriating the manga style in a variety of print material, resulting in the birth of harlequin mangas which combine popular romance fiction titles with manga aesthetics. Comic publishers such as Dark Horse and DC Comics are translating Japanese "classics", like Akira, into English. And of course it wasn't long before Shakespeare received the manga treatment. So what is manga? Manga roughly translates as "whimsical pictures" and its long history can be traced all the way back to picture books of eighteenth century Japan. Today, it comes in two basic forms: anthology magazines (such as Shukan Shonen Jampu) that contain several serials and manga 'books' (tankobon) that collect long-running serials from the anthologies and reprint them in one volume. The anthologies contain several serials, generally appear weekly and are so thick, up to 800 pages, that they are colloquially known as phone books. Sold at newspaper stands and in convenience stores, they often attract crowds of people who gather to read their favorite magazine. Containing sections addressing the manga industry on an international scale, the different genres, formats and artists, as well the fans themselves, Manga: An Anthology of Global and Cultural Perspectives is an important collection of essays by an international cast of scholars, experts, and fans, and provides a one-stop resource for all those who want to learn more about manga, as well as for anybody teaching a course on the subject.

Book Comics Studies

    Book Details:
  • Author : Charles Hatfield
  • Publisher : Rutgers University Press
  • Release : 2020-08-14
  • ISBN : 0813591414
  • Pages : 337 pages

Download or read book Comics Studies written by Charles Hatfield and published by Rutgers University Press. This book was released on 2020-08-14 with total page 337 pages. Available in PDF, EPUB and Kindle. Book excerpt: A concise introduction to one of today's fastest-growing, most exciting fields, Comics Studies: A Guidebook outlines core research questions and introduces comics' history, form, genres, audiences, and industries. Authored by a diverse roster of leading scholars, this Guidebook offers a perfect entryway to the world of comics scholarship.

Book Korean Wave in South Asia

Download or read book Korean Wave in South Asia written by Ratan Kumar Roy and published by Springer Nature. This book was released on 2022-06-28 with total page 257 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a systematic investigation of Korean cultural wave in South Asia, discovering and analysing the dynamics of fandom, mechanism of media industry and growing phenomena of Korean culture in this part of the world. This is one of the very first academic volumes in South Asia that examines cultural politics, language and literatures of Korea in a regional location when there might be some on examining the political and diplomatic relations divorced from socio-cultural interactions. It focuses on three major aspects: identity formation in the age of digital culture, fandom and aspiration in the wake of subculture, and transcultural flow in South Asia. Through these thematic indicators and empirical instances the volume explores the modes of transcultural flow vis a via the global cultural flow. The patterns and processes of identity construction transformed among the teenagers and youths in the realm of digital media and embodying the Korean cultural elements. The book will contribute in the area of media and cultural studies, global culture and politics, arts and humanities, social sciences and area studies. Chapter 1 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Book Drawing on Tradition

Download or read book Drawing on Tradition written by Jolyon Baraka Thomas and published by University of Hawaii Press. This book was released on 2012-10-31 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: Manga and anime (illustrated serial novels and animated films) are highly influential Japanese entertainment media that boast tremendous domestic consumption as well as worldwide distribution and an international audience. Drawing on Tradition examines religious aspects of the culture of manga and anime production and consumption through a methodological synthesis of narrative and visual analysis, history, and ethnography. Rather than merely describing the incidence of religions such as Buddhism or Shinto in these media, Jolyon Baraka Thomas shows that authors and audiences create and re-create “religious frames of mind” through their imaginative and ritualized interactions with illustrated worlds. Manga and anime therefore not only contribute to familiarity with traditional religious doctrines and imagery, but also allow authors, directors, and audiences to modify and elaborate upon such traditional tropes, sometimes creating hitherto unforeseen religious ideas and practices. The book takes play seriously by highlighting these recursive relationships between recreation and religion, emphasizing throughout the double sense of play as entertainment and play as adulteration (i.e., the whimsical or parodic representation of religious figures, doctrines, and imagery). Building on recent developments in academic studies of manga and anime—as well as on recent advances in the study of religion as related to art and film—Thomas demonstrates that the specific aesthetic qualities and industrial dispositions of manga and anime invite practices of rendition and reception that can and do influence the ways that religious institutions and lay authors have attempted to captivate new audiences. Drawing on Tradition will appeal to both the dilettante and the specialist: Fans and self-professed otaku will find an engaging academic perspective on often overlooked facets of the media and culture of manga and anime, while scholars and students of religion will discover a fresh approach to the complicated relationships between religion and visual media, religion and quotidian practice, and the putative differences between “traditional” and “new” religions.

Book The Sacred in Fantastic Fandom

Download or read book The Sacred in Fantastic Fandom written by Carole M. Cusack and published by McFarland. This book was released on 2019-04-16 with total page 210 pages. Available in PDF, EPUB and Kindle. Book excerpt: To the casual observer, similarities between fan communities and religious believers are difficult to find. Religion is traditional, institutional, and serious; whereas fandom is contemporary, individualistic, and fun. Can the robes of nuns and priests be compared to cosplay outfits of Jedi Knights and anime characters? Can travelling to fan conventions be understood as pilgrimages to the shrines of saints? These new essays investigate fan activities connected to books, film, and online games, such as Harry Potter-themed weddings, using The Hobbit as a sacred text, and taking on heroic roles in World of Warcraft. Young Muslim women cosplayers are brought into conversation with Chaos magicians who use pop culture tropes and characters. A range of canonical texts, such as Supernatural, Buffy the Vampire Slayer, and Sherlock--are examined in terms of the pleasure and enchantment of repeated viewing. Popular culture is revealed to be a fertile source of religious and spiritual creativity in the contemporary world.

Book Cult Cinema

    Book Details:
  • Author : Ernest Mathijs
  • Publisher : John Wiley & Sons
  • Release : 2012-03-30
  • ISBN : 1444396439
  • Pages : 326 pages

Download or read book Cult Cinema written by Ernest Mathijs and published by John Wiley & Sons. This book was released on 2012-03-30 with total page 326 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cult Cinema: an Introduction presents the first in-depth academic examination of all aspects of the field of cult cinema, including audiences, genres, and theoretical perspectives. Represents the first exhaustive introduction to cult cinema Offers a scholarly treatment of a hotly contested topic at the center of current academic debate Covers audience reactions, aesthetics, genres, theories of cult cinema, as well as historical insights into the topic

Book Encyclopedia of Video Games  2 volumes

Download or read book Encyclopedia of Video Games 2 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2012-08-16 with total page 788 pages. Available in PDF, EPUB and Kindle. Book excerpt: This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.