Download Free Transgressing Death In Japanese Popular Culture Book in PDF and EPUB Free Download. You can read online Transgressing Death In Japanese Popular Culture and write the review.

This book focuses on the theme of the transgression of life and death boundaries through its representation in Japanese contemporary visual media, more specifically in the manga Fullmetal Alchemist, the animated film Journey to Agartha, and the computer game Shadow of the Colossus. By addressing how the theme was constructed by three different media and what these texts say about it, the book focuses on the narrativization of Japanese ontological anxieties. The book argues that, although these texts deal with matters of afterlife through fantasy worlds, the content of their stories, the archetypes of their characters, and their existential journeys echo contextually-situated conversations. Matters of gender, societal structure and, most of all, the tensions between individuality and sociocentrism not only permeate but structure the interrogation of our relation to the afterlife. This book stands to contribute significantly to media studies, literary studies, and Japanese studies.
This book highlights how horror in film and television creates platforms to address distinct areas of modern-day concern. In examining the prevalence of dark tropes in contemporary horror films such as Get Out, Annabelle: Creation, A Quiet Place, Hereditary and The Nun, as well as series such as Stranger Things, American Horror Story and Game of Thrones, amongst numerous others, the authors contend that we are witnessing the emergence of a ‘horror renaissance’. They posit that horror films or programmes, once widely considered to be a low form of popular culture entertainment, can contain deeper meanings or subtext and are increasingly covering serious subject matter. This book thus explores how horror is utilised as a tool to explore social and political anxieties of the cultural moment and is thus presented as a site for contestation, exploration and expansion to discuss present-day fears. It demonstrates how contemporary horror reflects the horror of modern-day life, be it political, biological, social or environmental. A vital contribution to studies of the horror genre in contemporary culture, and the effect it has on social anxieties in a threatening and seemingly apocalyptic time for the world, this is a vital text for students and researchers in popular culture, film, television and media studies.
A study of the gruesome game characters we love to beat—and what they tell us about ourselves. Since the early days of video games, monsters have played pivotal roles as dangers to be avoided, level bosses to be defeated, or targets to be destroyed for extra points. But why is the figure of the monster so important in gaming, and how have video games come to shape our culture’s conceptions of monstrosity? To answer these questions, Player vs. Monster explores the past half-century of monsters in games, from the dragons of early tabletop role-playing games and the pixelated aliens of Space Invaders to the malformed mutants of The Last of Us and the bizarre beasts of Bloodborne, and reveals the common threads among them. Covering examples from aliens to zombies, Jaroslav Švelch explores the art of monster design and traces its influences from mythology, visual arts, popular culture, and tabletop role-playing games. At the same time, he shows that video games follow the Cold War–era notion of clearly defined, calculable enemies, portraying monsters as figures that are irredeemably evil yet invariably vulnerable to defeat. He explains the appeal of such simplistic video game monsters, but also explores how the medium could evolve to present more nuanced depictions of monstrosity.
In a world of globalised media, Japanese popular culture has become a signifi cant fountainhead for images, narrative, artefacts, and identity. From Pikachu, to instantly identifi able manga memes, to the darkness of adult anime, and the hyper- consumerism of product tie- ins, Japan has bequeathed to a globalised world a rich variety of ways to imagine, communicate, and interrogate tradition and change, the self, and the technological future. Within these foci, questions of law have often not been far from the surface: the crime and justice of Astro Boy; the property and contract of Pokémon; the ecological justice of Nausicaä; Shinto’s focus on order and balance; and the anxieties of origins in J- horror. This volume brings together a range of global scholars to refl ect on and critically engage with the place of law and justice in Japan’s popular cultural legacy. It explores not only the global impact of this legacy, but what the images, games, narratives, and artefacts that comprise it reveal about law, humanity, justice, and authority in the twenty-first century.
The use of irony in music is just beginning to be defined and critiqued, although it has been used, implied and decried by composers, performers, listeners and critics for centuries. Irony in popular music is especially worthy of study because it is pervasive, even fundamental to the music, the business of making music and the politics of messaging. Contributors to this collection address a variety of musical ironies found in the ’notes themselves,’ in the text or subtext, and through performance, reception and criticism. The chapters explore the linkages between irony and the comic, the tragic, the remembered, the forgotten, the co-opted, and the resistant. From the nineteenth to twenty-first centuries, through America, Europe and Asia, this provocative range of ironies course through issues of race, religion, class, the political left and right, country, punk, hip hop, folk, rock, easy listening, opera and the technologies that make possible our pop music experience. This interdisciplinary volume creates new methodologies and applies existing theories of irony to musical works that have made a cultural or political impact through the use of this most multifaceted of devices.
This study argues that in Japanese popular cinema the 'tragic hero' narrative is an archetypal plot-structure upon which male genres, such as the war-retro and yakuza films are based. Two central questions in relation to these post-war Japanese film genres and historical consciousness are addressed: What is the relationship between history, myth and memory? And how are individual subjectivities defined in relation to the past? The book examines the role of the 'tragic hero' narrative as a figurative structure through which the Japanese people could interpret the events of World War II and defeat, offering spectators an avenue of exculpation from a foreign-imposed sense of guilt. Also considered is the fantasy world of the nagare-mono (drifter) or yakuza film. It is suggested that one of the reasons for the great popularity of these films in the 1960s and 1970s lay in their ability to offer men meanings that could help them understand the contradictions between the reality of their everyday experiences and the ideological construction of masculinity.
Terayama Shûji (1935–1983) was one of postwar Japan’s most gifted and controversial playwrights/directors. Since his death more than twenty years ago, he has been transformed into a cult hero in Japan. Despite this notoriety, Unspeakable Acts is the first book in any language to analyze the theater of Terayama in depth. It interrogates postwar Japanese culture and theater through the creative work of this unique yet emblematic artist. By situating Terayama in his historical milieu and by using tools derived from Japanese and Western theories of psychoanalysis, anthropology, sociology, gender studies, and aesthetics, Carol Fisher Sorgenfrei has woven a sophisticated and provocative study.
CSA Sociological Abstracts abstracts and indexes the international literature in sociology and related disciplines in the social and behavioral sciences. The database provides abstracts of journal articles and citations to book reviews drawn from over 1,800+ serials publications, and also provides abstracts of books, book chapters, dissertations, and conference papers.
By developing an Eastern existential understanding of death from the perspective of Zen Buddhism, Bushidō (the Way of the Samurai), and Japanese haiku poets, this book articulates an ethics of sincerity between the contemplative-meditation practice of mindfulness and the three Buddhist characteristics of existence: impermanence, suffering, and non-substantiality. Through an examination and discussion of the six perfections of Buddhism, karma and enlightenment, the samurai virtues of Bushidō, and the Japanese aesthetic masterfully expressed in the nature, travel, and death poems of haiku poets (a mixture of Zen and mōnō nō aware), readers may gain a deeper appreciation of the death-centered character ethics, or art of living, Scalambrino calls "living in the light of death."
This collection of essays focuses on the representations of a variety of “bad girls”—women who challenge, refuse, or transgress the patriarchal limits intended to circumscribe them—in television, popular fiction, and mainstream film from the mid-twentieth century to the present. Perhaps not surprisingly, the initial introduction of women into Western cultural narrative coincides with the introduction of transgressive women. From the beginning, for good or ill, women have been depicted as insubordinate. Today’s popular manifestations include such widely known figures as Lisbeth Salander (the “girl with the dragon tattoo”), The Walking Dead’s Michonne, and the queen bees of teen television series. While the existence and prominence of transgressive women has continued uninterrupted, however, attitudes towards them have varied considerably. It is those attitudes that are explored in this collection. At the same time, these essays place feminist/postfeminist analysis in a larger context, entering into ongoing debates about power, equality, sexuality, and gender.