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.
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.
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.
Why are Westerners of all ages now so fascinated by Japanese animated films, movies made purely by Japanese animators for Japanese audiences? The U.S. audience for Japanese animation ranges from millions who don't even know that what they're watching is Japanese, to the growing anime cult, with anime fan clubs on almost every college campus, as well as anime fan magazines and social anime sections in video stores. In Samurai from Outer Space, Antonia Levi uncovers the hidden meaning of Japanese animation: the symbols and stories drawn from Shinto, Buddhism, and Japanese art - the things that Western viewers will overlook unless they are pointed out. With 20 color illustrations, Samurai from Outer Space is both an introduction for beginners and a goldmine of information for the already addicted.
Subcultures: The Basics is an accessible and engaging introduction to subcultures in a global context. This fully revised new edition adds new case studies and an additional chapter on the digital lives of subculturists as well as reflections on the relationships between subcultures and globalisation and the resurgence of the far-right. Blending theory and practice, this text examines a varied range of subcultures including hip hop, graffiti writing, heavy metal, punk, gamers, burlesque, parkour, riot grrrl, straight edge, roller derby, steampunk, b-boying/b-girling, body modification, and skateboarding. Subcultures: The Basics answers the key questions posed by those new to the subject, including: What is a subculture? What are the significant theories of subculture? How do subcultures emerge, who participates and why? How do subcultural identities interact with other aspects of self, such as social class, race, gender, and sexual identity? What is the relationship between deviance, resistance and the ‘mainstream’? How have both progressive and reactionary subculturists contributed to social change? How does society react to different subcultures? How have subcultures spread around the world? In what ways do digital technologies and social media influence subcultures? What happens when subculturists age? Tracing the history and development of subcultural theory to the present day, this text is essential reading for all those studying subcultures in the contexts of sociology, cultural studies, history, media studies, anthropology, musicology, and criminology. It pushes the field forward with cutting-edge theories of resistance and social change, place and space, critical race and queer studies, virtual participation, and ageing and participation across the life course. Key terms and concepts are highlighted throughout the text whilst each chapter includes boxed case studies and signposts students to further reading and resources.
Examines the ways in which collective cultural identities are being reshaped under conditions of a postmodern geography and a communications environment of cable and satellite broadcasting. Looks at Europe, America, Islam and the Orient.
Examines how anthropological fieldwork has been affected by technological shifts in the 25 years since the 1990 publication of Fieldnotes : the making of anthropology, edited by Roger Sanjek, published by Cornell University Press.