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COOL NEWS! The smash hit Genshiken manga series may have ended, but your favorite characters live on in this exciting new novel with never-before-seen illustrations by Genshiken's original creator! The deafening whack-whack-whack of a helicopter above campus is the first indication that the balmy tranquility of the Genshiken Club is about to be disturbed. The chopper brings handsome Ranto Hairu: transfer student, scion of a powerful Japanese conglomerate, and newly named chairman of the on-campus club organization committee. Hairu has strong ideas about the kind of clubs that deserve to survive (earnest, industrious) and the kind that don't (arty, frivolous), and he's a big fan of brute force. For Madarame, Kousaka, Ohno, and the others, the idea of losing their cherished club is the ultimate nightmare--but it's only the first of many. Fortunately, the Genshiken boys and girls have a few tricks of their own, including a certain swordfighter summoned from ancient times who could prove very handy.
Otaku is the debut novel from former NFL player and tech enthusiast Chris Kluwe, with a story reminiscent of Ready Player One and Ender's Game. Ditchtown. A city of skyscrapers, built atop the drowned bones of old Miami. A prison of steel, filled with unbelievers. A dumping ground for strays, runaways, and malcontents. Within these towering monoliths, Ashley Akachi is a young woman trying her best to cope with a brother who's slipping away, a mother who's already gone, and angry young men who want her put in her place. Ditchtown, however, is not the only world Ash inhabits. Within Infinite Game, a virtual world requiring physical perfection, Ash is Ashura the Terrible, leader of the Sunjewel Warriors, loved, feared, and watched by millions across the globe. Haptic chambers, known as hapspheres, translate their every move in the real to the digital—and the Sunjewel Warriors' feats are legendary. However, Ash is about to stumble upon a deadly conspiracy that will set her worlds crashing together, and in the real, you only get to die once... At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
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.
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There's a new fandom comedy in town! Meet closet "otaku" Sota, a seemingly normal high school student with a secret obsession for the dog-eared anime character Papico. During one fateful trip to Akihabara, Sota's life took an unexpected turn when the crazed owner of a collectibles shop forces Sota to come out in all his fanboy glory. Talk about being in the wrong place at the wrong time, when the editor-in-chief of "Boy's Heaven," Kanari Momoe, shows up at Otakudo Headquarters looking for two young male interns...it's Sota and his friend Kenji that get roped into helping out! And to make matters worse, "Boy's Heaven" is a yaoi magazine! Dun dun duuuun!!
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.
After years of butting heads and petty disagreements, Hanako and Taro begin to realize that the next stage of their relationship may be the most challenging one yet. Naoya faces his own hurdles in trying to understand his feelings toward Ko, whose quest for personal growth has led her farther out of his reach. Fortunately, big brother Hirotaka has some insight to share on the topic, which may bring to light a new perspective of what Narumi means to him…
With the spread of manga (Japanese comics) and anime (Japanese cartoons) around the world, many have adopted the Japanese term 'otaku' to identify fans of such media. The connection to manga and anime may seem straightforward, but, when taken for granted, often serves to obscure the debates within and around media fandom in Japan since the term 'otaku' appeared in the niche publication Manga Burikko in 1983. Debating Otaku in Contemporary Japan disrupts the naturalization and trivialization of 'otaku' by examining the historical contingency of the term as a way to identify and contain problematic youth, consumers and fan cultures in Japan. Its chapters, many translated from Japanese and available in English for the first time – and with a foreword by Otsuka Eiji, former editor of Manga Burikko – explore key moments in the evolving discourse of 'otaku' in Japan. Rather than presenting a smooth, triumphant narrative of the transition of a subculture to the mainstream, the edited volume repositions 'otaku' in specific historical, social and economic contexts, providing new insights into the significance of the 'otaku' phenomenon in Japan and the world. By going back to original Japanese documents, translating key contributions by Japanese scholars and offering sustained analysis of these documents and scholars, Debating Otaku in Contemporary Japan provides alternative histories of and approaches to 'otaku'. For all students and scholars of contemporary Japan and the history of Japanese fan and consumer cultures, this volume will be a foundation for understanding how 'otaku', at different places and times and to different people, is meaningful.
This comprehensive history of Japanese animation draws on Japanese primary sources and testimony from industry professionals to explore the production and reception of anime, from its origins in Japanese cartoons of the 1920s and 30s to the international successes of companies such as Studio Ghibli and Nintendo, films such as Spirited Away and video game characters such as Pokémon.
Unlocking a vital understanding of how literary studies and media studies overlap and are bound together A synthetic history of new media reception in modern and contemporary Japan, The New Real positions mimesis at the heart of the media concept. Considering both mimicry and representation as the core functions of mediation and remediation, Jonathan E. Abel offers a new model for media studies while explaining the deep and ongoing imbrication of Japan in the history of new media. From stereoscopy in the late nineteenth century to emoji at the dawn of the twenty-first, Abel presents a pioneering history of new media reception in Japan across the analog and digital divide. He argues that there are two realities created by new media: one marketed to us through advertising that proclaims better, faster, and higher-resolution connections to the real; and the other experienced by users whose daily lives and behaviors are subtly transformed by the presence and penetration of the content carried through new media. Intervening in contemporary conversations about virtuality, copyright, copycat violence, and social media, each chapter unfolds with a focus on a single medium or technology, including 3D photographs, the phonograph, television, videogames, and emoji. By highlighting the tendency of the mediated to copy the world and the world to copy the mediated, The New Real provides a new path for analysis of media, culture, and their function in the world.