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A tell-all account of Studio Gainax, the creators of the classic anime Neon Genesis Evangelion. Yasuhiro Takeda, a member of the Gainax company since its inception, talks about everything from the untold stories of Eva to the Gainax tax evasion scandal that plagued its production. Including a series of stunning revelations, this history of Gainax is a must-read for any serious anime fan.
Formed by a small group of university students in the early 1980s, Studio Gainax is now one of the most adventurous and widely esteemed anime companies on the scene. And it is fascinating for its unique approach to animation. Formal experimentation, genre-straddling, self-reflexivity, unpredictable plot twists, a gourmet palate for stylishness, proverbially controversial endings, and a singularly iconoclastic worldview are some of the hallmarks. This documentation of the studio's achievements provides a critical overview of both the company and its films: in-depth examinations of particular titles that best represent the company's overall work, including television series such as Nadia: The Secret of Blue Water and Neon Genesis Evangelion, and feature films such as Royal Space Force: The Wings of Honneamise and Gunbuster vs. Diebuster. Each chapter highlights the contribution made by a specific production to the company's progress.
Neon Genesis Evangelion was one of the major anime,works of the last decade. Director Hideaki Anno,used the medium as no one had before: as a means,for personal expression and for exorcising private,demons. However, the TV show and subsequent,feature films left many hardcore anime fans,scratching their heads in wonder. This book sets,out to answer the numerous questions that the,complex and endlessly fascinating characters,raised - from the Angles to the Evas to Shinji and,his estranged father, Gendo.
Japanese animation is at the nexus of an international multimedia industry worth over $23.6 billion a year, linked to everything from manga to computer games, Pokémon and plushies. In this comprehensive guide, Jonathan Clements chronicles the production and reception history of the entire medium, from a handful of hobbyists in the 1910s to the Oscar-winning Spirited Away and beyond. Exploring the cultural and technological developments of the past century, Clements addresses how anime's history has been written by Japanese scholars, and covers previously neglected topics such as wartime instructional animation and work-for-hire for American clients. Founded on the testimonies of industry professionals, and drawing on a myriad of Japanese-language documents, memoirs and books, Anime: A History illuminates the anime business from the inside – investigating its innovators, its unsung heroes and its controversies. This new edition has been updated and revised throughout, with full colour illustrations and three new chapters on anime's fortunes among Chinese audiences and subcontractors, 21st century trends in 'otaku economics', and the huge transformations brought about by the rise of global streaming technology.
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.
There's a strong interest in reading for pleasure or self-improvement in America, as shown by the popularity of Harry Potter, and book clubs, including Oprah Winfrey's. Although recent government reports show a decline in recreational reading, the same reports show a strong correlation between interest in reading and academic acheivement. This set provides a snapshot of the current state of popular American literature, including various types and genres. The volume presents alphabetically arranged entries on more than 70 diverse literary categories, such as cyberpunk, fantasy literature, flash fiction, GLBTQ literature, graphic novels, manga and anime, and zines. Each entry is written by an expert contributor and provides a definition of the genre, an overview of its history, a look at trends and themes, a discussion of how the literary form engages contemporary issues, a review of the genre's reception, a discussion of authors and works, and suggestions for further reading. Sidebars provide fascinating details, and the set closes with a selected, general bibliography. Reading in America for pleasure and knowledge continues to be popular, even while other media compete for attention. While students continue to read many of the standard classics, new genres have emerged. These have captured the attention of general readers and are also playing a critical role in the language arts classroom. This book maps the state of popular literature and reading in America today, including the growth of new genres, such as cyberpunk, zines, flash fiction, GLBTQ literature, and other topics. Each entry is written by an expert contributor and provides a definition of the genre, an overview of its history, a look at trends and themes, a discussion of how the literary form engages contemporary issues, a review of the genre's critical reception, a discussion of authors and works, and suggestions for further reading. Sidebars provide fascinating details, and the set closes with a selected, general bibliography. Students will find this book a valuable guide to what they're reading today and will appreciate its illumination of popular culture and contemporary social issues.
“Recreating Japanese Men is a wonderful and invaluable book. Its interdisciplinary mix of essays opens the door to a new world of scholarship on masculinity in Japan." —David L. Howell, Harvard University “By considering a wide variety of alternative masculinities throughout Japanese history, these essays reveal the tensions, conflicts and overlapping between competing masculine and feminine ideals and practices in surprising ways.” —Robert A. Nye, Oregon State University “This gallery of striking but also subtle images of Japanese masculinity both reinforces old and reveals new historical understandings of Japanese political and military institutions, social divisions, and cultural anxieties. Essential reading in both Japan and masculinity studies.“ --Gary Cross, author of Men to Boys: The Making of Modern Immaturity.
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."
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.
Born of Japan's cultural encounter with Western entertainment media, manga (comic books or graphic novels) and anime (animated films) are two of the most universally recognized forms of contemporary mass culture. Because they tell stories through visual imagery, they vault over language barriers. Well suited to electronic transmission and distributed by Japan's globalized culture industry, they have become a powerful force in both the mediascape and the marketplace.This volume brings together an international group of scholars from many specialties to probe the richness and subtleties of these deceptively simple cultural forms. The contributors explore the historical, cultural, sociological, and religious dimensions of manga and anime, and examine specific sub-genres, artists, and stylistics. The book also addresses such topics as spirituality, the use of visual culture by Japanese new religious movements, Japanese Goth, nostalgia and Japanese pop, "cute" (kawali) subculture and comics for girls, and more. With illustrations throughout, it is a rich source for all scholars and fans of manga and anime as well as students of contemporary mass culture or Japanese culture and civilization.