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File: 1547321704919.jpg (131.67 KB, 850x578, __original_drawn_by_zennos….jpg)

 No.19753

A couple days ago, I found an old printed copy, all the way back from middle school, of the login info for some online databases. I thought it'd be funny to see how much info they have on nip stuff. Instead it was sort of depressing, but a bit informative. Newer articles seem to focus entirely on live action remakes or whatever's airing on netflix, older ones from the early 2000s have this air of confusion and disbelief that's painful. The few 90's articles seem the most genuine. Here's some choice quotes. This is how it's perceived by outsiders.
TV Overdose for Kids- 2009
>I still get nostalgic whenever I come across kiddie shows on television.For example, I pine for old good carrot-munching Bugs Bunny and perky Woody Woodpecker. The fast-paced Japanese animated shows called Anime, in my book, are too realistic and mere imitation of violent adult action movies.Some of the casualties of modern animation were characters that my generation grew up with.
>harsh-voice Donald Duck, Tom and Jerry and Mickey Mouse with his merry gang of Minnie Mouse, Pluto and hare-brained Goofy, truly kid stuffs. These wholesome shows of my childhood have now been replaced by Astro Boy, Voltes V, Mazinger Z and other androids battling mechanical monsters out to take over the world.As always, the shows always end up with the hero and the villain trying to annihilate each other in a flurry of lights, colors and grating synthesized sounds. Great for kids, but unfortunately, bad for their education.
>Research shows that exposure to this type of programming increases the risk of aggressive behavior and at the same time, desensitizes children to violence. Studies on links between TV overdose and child development and value formation also reveal that these kinds of shows can muddle children’s understanding of the world and get in the way of their learning what’s right and what’s wrong. All this is according to LimiTV, a United States organization that advocates little-to-no TV viewing for children four-and-under.
>TV can also cause depression in a child who eventually feels like a “loser” if he or she does not get to possess the product being advertised.
Opening Today- 1997
>Limited Runs- Ghost in the Shell (1995), the anime future thriller that had its debut at South by Southwest last year, returns tonight at 9:30 and 11:15 p.m
LOST IN A WORLD OF ANIME, SCREAMS AND THE 'JESUS PHONE'- 2007
>Goku may fly over you this weekend, Sanji will offer a tasty dish and one of Naruto's kunais might come zipping through the air. It's a good thing I brought my kids to work because I'm really not sure what all that means. The boys tell me these and other characters from the world of anime will fill downtown starting Friday when Florida's largest anime convention kicks off at the Tampa Convention Center.
>The boys are excited, but me? I'm just waiting for The Flintstones convention. …
>About that iPhone hype. Unless it comes with a direct connection to the man above, I don't think you should call anything the "Jesus phone."
Japanese Art, Contemporary- 2004
>The signs of Western childhood play a very prominent role in post–World War II Japanese popular art, which has become increasingly global in its reach. This imagery, which is loosely called anime, takes many forms
>Begun in reaction to the events of World War II, anime have been described as both evidence of Japanese cultural vitality in the face of trauma and an escape from it.
>The salient characteristic of Japanese popular art within the history of childhood is its wholesale adoption of distinctly Western conventions for representing the ideal of innocent childhood–hybridized with traditionally Japanese manga comic drawings and mainstream Western cartoons. Most importantly, the large, round-eyed facial features of the stereotypically innocent child quickly became the standard mode of representing anime heroes and heroines, despite their clear racial difference from Japanese facial features.
>Western artists, moreover, have begun to incorporate anime imagery into their traditions, causing the stereotypes of childhood to reappear where they came from in radically new modes. A group of artists led by the award-winning French conceptual artist Pierre Huyghe, for instance, created a series of works made between 1999 and 2002, collectively titled No Ghost Just a Shell, based on an anime girl character called Annlee. These works addressed a range of distinctly adult concerns. As with other aspects of a post-modern, global culture, the signs of what was once considered inherently natural, in this case innocent childhood, have been detached from their content.
That one was super pretentious.

 No.19754

File: 1547321873545.jpg (69.35 KB, 500x500, __drawn_by_niimori_hiroshi….jpg)

Anime in America: Japan's animated movies have risen from cult status to cultural force in the US. Next up for the moviemakers: winning approval from Mom and Dad- 2003
>An abandoned theme park. Temples, lakes and food fit for gods. It's a cartoon, but a beautiful, stunningly realistic one that leaves the audience hushed at this dinky art house theater in South Florida. Most wait until the last credit leaves the screen. The movie is Spirited Away (Sen to Chihiro no Kamikakushi in Japanese) and it's the latest anime hit in the US. Anime in America is winning more sales and fans than ever before.
>Hard-core anime fans are not surprised by the film's success. They've grown up on TV shows like Voltron and Power Rangers, so the brilliance of Miyazaki and other anime directors is nothing new.
>Japanese anime, a genre once reserved for the TV dens of Star Trek-types and reclusive teenagers, is now super-hip in the States.
>typical anime fans used to be predominately male, techie types, 70-80 percent college educated and between 25 and 30 years old. Today the US audience is 50:50 teenagers (mostly 14- and 15-year-olds) and adults, according to a recent survey at an SPJA expo in New York.typical anime fans used to be predominately male, techie types, 70-80 percent college educated and between 25 and 30 years old. Today the US audience is 50:50 teenagers (mostly 14- and 15-year-olds) and adults, according to a recent survey at an SPJA expo in New York.
>Like other anime fans, Innes has his own Web site, AbsoluteAnime.com, where anime followers post their own bios and profiles. It's for fans to keep track of which character is which, he says.
Still exists.
>To save paying $100 plus per tape, fans would drive for miles to the paltry number of stores stocking anime. They'd tape it, duplicate it, then send it back. It was Gunbuster's success that triggered a flurry of releases, Tatsugawa says.
>More Americans got excited by anime in 1993, when the Fox Channel Network aired a remake of the Power Rangers, says Innes. Mighty Morphin Power Rangers was an instant hit and created an anime frenzy.
>PORN VERSUS PURITAN
>What might hold all this back is pornography and violence. Compared with American cartoons, the miniskirts, bare bottoms and flirtatiousness on some anime can look a bit smutty. Tatsugawa says that part of this might be different cultural values. While Puritan American mothers might balk at boys pulling off girls' shirts on an anime show, Japanese moms might be shocked by Itchy blowing up Scratchy on The Simpsons.
>But the biggest hurdle of all might be the presence of Xrated anime porn. The weird adult anime available in video stores in the US and in Japan is something that companies like Pioneer, Bandai and Viz Communications want nothing to do with. Tatsugawa thinks mainstream companies will react the same way. If you have AOL Time Warner and Disney getting behind anime, the last thing they want is for American mothers to second-guess their anime purchase, Tatsugawa says. "That would crush the industry here." When Japanese manga and anime come to American shores, the content can seem a little raw or risque to American readers. Viz Communications has tweaked the content of manga it handles to suite American tastes; Jason Thompson, editor of the new Enghsh-version of Shonen Jump, offers some examples.
>"We removed a two-page sequence where Misty, the lead female character for Pokemon, was bathing in a hot spring. Where the women's clothing was too revealing, we had to make the swimsuits larger and changed the shape of their bodies so they were less provocative (i.e. less chesty).
>"In Dragon Ball Z, which Viz has been publishing in English since 1998, one of the characters, Gohan, was naked in a scene. You can see his genitals. It's not sexual, but we thought it was inappropriate so we enlarged his stomach a little to cover what was there. This was just one panel."

 No.19755

File: 1547322014432.jpg (163.38 KB, 850x1203, __original_drawn_by_108__s….jpg)

Anime vs aid - 2015
>Japan has typically seen Africa as a basket of problems to be solved with aid. It should see it as a big media market.
>Japanese culture is a very serious matter when it comes to this passionate group of South Africans, and although the idea of manga fanboys and fangirls in Africa may seem a little incongruous at first, it shouldn't be a surprise at all.
>Tokyo's dominant perception of Africa can arguably be summed up in the words of Makoto Ito, Japan's ambassador to the Tokyo International Conference on African Development (TICAD), Japan's central forum for aid to Africa: "Africa faces challenges such as income disparity, overreliance on natural resource trading, infectious diseases, political instability and recurrent conflicts," he said. "International support is essential to tackle these issues."
>But this manic creativity hasn't always sat well with the Japanese government. Throughout most of the 20th century, the Japanese government viewed its pop culture industry as trivial and embarrassing at best. It was only after the end of the bubble economy in the early 1990s that the government grasped its global popularity. Diplomats then had to catch up with foreign fans that knew much more about Japanese works than they did.
>What followed was an uneasy alliance between Japan's creative industries and its government, with the latter trying to use global fandom as a gateway to public diplomacy. This collaboration came to be known as the Cool Japan campaign
>The presence of China in Africa is nothing if not controversial, but both its supporters and critics agree that China is in Africa to do business. Whether that business is ultimately to Africa's benefit is hotly contested.
Can a Nerd Get the Girl?- 2005 Kay Itoi
>Pity the poor otaku. Obsessive-compulsive recluses, they are the diehard fans of Japan's world-famous subculture hobbies–anime (animated films), manga (cartoons) and videogames. More comfortable in a virtual world than the real one, they are notorious for their lack of social skills and even less fashion sense. The general rule is that otaku can't get dates.
>So why, suddenly, are they hot? Chalk it up to the new "Densha Otoko" phenomenon. Last spring a (supposedly) real-life 22-year-old otaku–whose online pseudonym is Densha Otoko, or Train Man–began posting notes on Internet message boards. He'd met a woman waaay out of his league on the Tokyo train. Because he'd never had a date, he had no clue how to ask her out, where to take her or even how to talk to her. Fellow Netizens posted hundreds of makeover tips. Two months later Densha Otoko had acquired a new wardrobe, given up anime and his thrice-weekly visits to the otaku mecca of Tokyo's Akihabara district, and become a different man. He also got the girl.
>Loser nerds as lovers and business trendsetters, all in one myopic package? To determine whether this improbable combo could possibly be for real, I hit the streets of Akihabara to do some research. This turned out to be difficult. Otaku, it turns out, don't like eye contact, let alone verbal communication. The first five I approached jumped up and ran. The sixth was friendly but insisted he never has trouble getting a girl. The last was incensed. "Why ask me? You think I'm an otaku?"
>Confused, I asked Hiro, a manga connoisseur and self-proclaimed otaku, what he thought. You've got it backward, he explained. "Densha Otoko" is not about an otaku in love. To the contrary, it's a story of a guy who ditches his otakuness for love. And that's why "Densha Otoko" is destined to remain a fad rather than become a trend. Because for hard-core otaku, the very idea is an impossibility. Despite all reports to the contrary, they are convinced that anonymous Densha Otoko is fictional.
>The brutal truth is, otaku are nerds. They still can't get dates. But there is good news. They will continue to buy anime videos and figures. The Japanese economy is grateful.
Manga- ???
This article isn't bad. Read the full text here if you're interested.
https://pastebin.com/qHc9MXF0

 No.19756

File: 1547322135813.jpg (369.09 KB, 813x1000, __original_drawn_by_hayash….jpg)

Facet Analysis of Anime Genres: The Challenges of Defining Genre Information for Popular Cultural Objects.- 2018
>Anime, as a growing form of multimedia, needs a better and more thorough organization for its myriad unique terminologies. Existing studies show patrons' desire to search and get recommendations for anime. However, due to inadequate indexing and often con- fusing or inaccurate usage of terms, searching and acquiring recommendations remain challenging. Our research seeks to close the gap and make discovery and recommendations more viable.
A New Golden Age for Western Manga. - 2018
Something something globalism, diversity, blah. It's polished looking I guess.
https://drive.google.com/file/d/1zExgYp0Um2E5AE3S5OyCzZWlW1gz23SP/view?usp=sharing
Black Women in Sequence: Re-inking Comics, Graphic Novels, and Anime.
Text not available, funny title though. The narrow-sightedness of these people never stops being amazing me.
AMAZING ANIME MOVIES
>While many librarians are familiar with Japanese anime adaptations from popular manga series, such as "Naruto," this roundup will focus on stand-alone feature-length films. Whether your library is looking to expand its anime selections or trying to start one from scratch, you'll find the titles below useful.
Half of it is Ghibli. Satoshi Kon only gets Tokyo Godfathers. No mention of Ghost in the Shell and that type. Guess i'm not surprised.
Magic, Shōjo, and Metamorphosis: Magical Girl Anime and the Challenges of Changing Gender Identities in Japanese Society.
>It is argued that the genre developed in close connection to the culture of shōjo (female adolescence) as an antithesis to adulthood, in which women are expected to undertake domestic duties. The paper then incorporates contexts for male-oriented fan culture of shōjo and anime aesthetics that emerged in the 1980s. The recent tendencies for gender bending and genre crossing raise critical questions about the spread of the magical girl trope as cute power. It is concluded that the magical girl genre encompasses contesting values of gender, and thus the genre's empowerment fantasy has developed symbiotically with traditional gender norms in society.

 No.19757

File: 1547322369108.jpg (200.49 KB, 850x602, __original_drawn_by_sukabu….jpg)

Anime's Brave New World
This one is also good.
https://drive.google.com/file/d/19ntOKKpTbArJ0M8JPnKMG7_DALH811O3/view?usp=sharing
Anime, mon amour.
>The article focuses on "Forget Pokémon," a Japanese animation that explodes with gay, and lesbian themes. The woman who challenged the heroine for the emperor's affection turns out to be a man. A young hero's attempt to impersonate a princess collapses when her female lover climbs into bed with him. In Japan animated features, television shows, and direct-to-video series include every genre and type of character — including gay men, lesbians, and transvestites. Perhaps the oddest use of gay characters in anime is "yaoi" - romances between young gay men that are created by women for female audiences, especially adolescent girls. INSET: Ten DVDs for anime beginners.
The Role Of Visual Novels as a Narrative Medium
https://openaccess.leidenuniv.nl/bitstream/handle/1887/31703/Thesis%20Dennis%20v3.pdf?sequence=1
>New visual novels are released (almost) daily, but often with more than one release per day (with 23 releases on 12-Sep-2014 alone: four in English, nineteen in Japanese). Three out of all 23 were not classified as\ 18+, and reasons for this include sexual content, an area of visual novels I will not be discussing for
several reasons (such as barely any focus on a story at all, but more on that when I briefly discuss ‘eroge’, ‘erotic games’), and other 18+ games include violence and other graphic themes. For example, the first two games discussed this chapter are both rated 16 by PEGI (‘Pan European Game Information’), an official European organisation concerned with games and age rating. Illustrated by the 23 releases on one day: the genre is big, but this includes all visual novels that are made by amateurs or are otherwise poorly developed.
>In a sense, as there are many people who write short stories and upload them to the internet, there are also many people who write visual novels and upload those to the internet. For this reason, I will limit myself to a few examples of visual novels: famous series from large developers (in the case of Ace Attorney and Zero Escape, Capcom and Spike/Chunsoft, as well as Hotel Dusk, from Cing) or those that are offered on (online) platforms with a good reputation such as Steam (Long Live the Queen). >Lastly, eroge is short for ‘erotic game’ and this includes basically any visual novel (or any game at all) with sexual content. Some of these games feature a good story and good gameplay but still have sexual content, while others are exclusively focused on sexual content. The sources I have used do not take eroge into account and therefore I have decided to not include them in this thesis.
I found this outside of any database, but I thought it was worth including.



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