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Mangajin was a monthly English -language magazine for students of Japanese language and culture by Mangajin, Inc. It was distinct from many other magazines of its type in that it unabashedly embraced Japanese popular culture , as a learning tool and a route towards rapid acclimation into Japanese society. Each issue featured selections from various popular manga translated into English with detailed cultural and linguistic commentary.

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80-585: It was a unique language learning tool in that the manga that it excerpted showed the use of the language in various types of informal conversations. It would feature a few pages of manga with explanations of the grammar used and when that grammar/vocabulary combination might be appropriate. By contrast, most Japanese language textbooks for early students focus on formal versions of the language appropriate for business discussions. The magazine ceased publication in December 1997 (issue 70) due to financial hardship. The name

160-716: A " dumbing down " of society, exemplified by: This change has been described as replacing high-quality art and genuine folk traditions with mass-produced items designed to cater to the broadest and simplest tastes. Critics contend that post- World War II popular culture furthered the concentration of media into a few multinational conglomerates . These conglomerates reduced substantive news content, replacing it with entertainment and sensationalism that amplify "fears, prejudice , scapegoating processes, paranoia , and aggression." Altheide and Snow propose that media culture increasingly shapes other institutions, such as politics , religion , and sports , constructing them alongside

240-459: A Japanese manga, a romanization for pronunciation, a literal translation showing the structure of the expression, and an idiomatic English equivalent. Beginning with issue #49, the magazines include companion audio tapes for the corresponding issues until the end of the print edition at issue #70. Each tape contains audio reenactments of all of the Japanese manga material in that issue. Side A contains

320-399: A desirable image of fantastical happiness. They must maintain a perfect public image and always try to set a good example to young people. Idols aim to play a wide range of roles as media personalities ( tarento ), e.g. pop or J-pop singers, panelists of variety programs, bit-part actors, models for magazines and advertisements. Alternative media idols include the emerging net idol ,

400-455: A discussion revolving around the use of culture and media communication was being used as a strategy to enhance the international understanding of Japan's perspective was set in place. The discussion began when Japan aspired to become an imperial and colonial power, one that was equivalent to their Euro-American counterparts. This idea was interrupted once Japan was defeated in World War II. With

480-524: A form of idol in which growing ones popularity on the internet is its base foundation. Many net idol groups create a large standing online before transferring their career towards the professional Music Industry . Momoiro Clover Z was ranked as the number one female idol group in 2013–2017 surveys. During 2016, about 636 thousand people attended their live concerts, which was the highest record of all female musicians in Japan. The group has been ranked as

560-533: A girl power type movement that has been commodified to sell the image of young girls alongside pop culture and the goods they might be interested in. Shōjo can be seen as Japan's version of "the girl next door" with the cute and innocent aspects of kawaii . It has been associated with fancy goods (frilly and feminine type goods marketed toward young females), character goods ( Sanrio , San-X , Studio Ghibli , anime/manga merchandise, etc. marketed to both males and females), entire fashion movements, and idols. As long as

640-410: A greater cause. However, the first cinematic blockbuster of the postwar era was Gojira which, did not share the same support as other films. For Japan, this film represented a return to popular entertainment that catered to the move towards technology. Gojira showed the destruction of Tokyo and the atomic bomb that victimized Japan during the war in order to gain opposition towards the war. Japanese cinema

720-1054: A media logic. Since the 1950s, television has been the dominant medium for shaping public opinion. In Rosenberg and White's book " Mass Culture ," Dwight Macdonald observed that popular culture makes light of profound aspects of life, such as sex , death , failure , and tragedy , by emphasizing simple and fleeting pleasures. Over time, audiences conditioned by this content begin to prefer unchallenging and shallow cultural products. Van den Haag similarly criticized mass media for intensifying individuals’ isolation from reality and personal experiences. The pursuit of ratings has diluted television content, prioritizing superficial and eye-catching material. Hollywood films increasingly emphasize shock value, superficial thrills, and special effects. Themes often cater to aggression, revenge, violence, and greed, resulting in formulaic plots, bland characters, and un-engaging dialogue. These trends fail to accurately represent real-life complexities or explore creative storytelling. More recently, scholars studying

800-402: A message that markets and packages Japan as a nation of commerce and "pop culture diplomacy" as opposed to a militarily focused and driven country. Japan's actions during World War II made it necessary for the nation to rebuild their national image; moving away from a national image of military dominance and into an image of cultural diplomacy. Initiated by the Japanese government, the creation of

880-413: A mixture of current and traditional trends . Such clothes are generally home-made with the use of material purchased at stores. At present, there are many styles of dress in Japan, created from a mix of both local and foreign labels. Some of these styles are extreme and avant-garde , similar to the haute couture seen on European catwalks . Though the styles have changed over the years, street fashion

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960-493: A more instructive viewpoint, rather than a comedic style. Manga are more significant, culturally, than Western comic books (though many fill the same role). Originally, manga were printed in daily newspapers; in the Second World War, newsprint rationing caused a down-surge in manga popularity. In the post-war 1950s, they made a resurgence in the form of "picture card shows" , which were a style of storytelling supplemented by

1040-1092: A narrative about who they are and who they aspire to be. Scholars regard symbolic consumption as a social construct , with shared perceptions about a product’s meaning conveyed through advertising, magazines, and television. Jean-Paul Sartre suggested that objects and even people could become part of an extended self-concept. Consumption choices allow individuals to maintain or redefine their identity, create continuity with their past, or signal changes in their sense of self. The symbolism of goods relies on shared societal beliefs, shaping how people use consumption to navigate personal and social identities. Feminist approaches to media culture emerge from feminist theory , exploring how media impacts women, portrays their roles, and perpetuates or challenges societal perspectives. Angela McRobbie ’s analysis of teenage girls’ magazines like " Jackie " exemplifies this. Using structural feminism, McRobbie identified how codes of romance , domesticity , fashion , and beauty shaped young women’s identities. Her more recent work continues to reveal

1120-499: A new winner; for example, 2011's champion was Kumamon (the Mon Bear) of Kumamoto prefecture, pulling in more than 2.5 billion yen in merchandise sales across the nation that year. Purikura , a Japanese shorthand for "print club", are Japanese digital photo sticker booths. It has roots in Japanese kawaii culture, which involves an obsession with beautifying self-representation in photographic forms, particularly among females. By

1200-418: A product of their popularity and reception they dominate sectors of the industry and what consumers expect from certain genres of game and how new games are received by players and critics. The Japanese game development engine RPG Maker has also gained popularity, with hundreds of games being created with it and released on Steam by the late 2010s. Video games in Japan have expanded in number of ways since

1280-487: A product or person has "cute" elements, it can be seen as kawaii . In 2008, Japan's Ministry of Foreign Affairs moved away from just using traditional cultural aspects to promote their country and started using things like anime and Kawaii Ambassadors as well. The purpose of the Kawaii Ambassadors is to spread Japanese pop culture through their cute personas, using mostly fashion and music. This can also happen at

1360-699: A sense of humanity between them. An example would be the Tokyo Metropolitan Police Department mascot known as Pipo-kun, which is an orange-skinned, elfin creature with rabbit ears that are made to listen to the people and an antenna to stay in tune with what is happening. The use of Kawaii in public relations has been a large factor for many and will continue to be used by those who want to have an optimistic view of them. One type of mascot in Japan noted for their 'Kawaii-ness' are advertising characters known as ' yuru-kiyara ' (mascots representing their respective prefectures). Each year Japan celebrates

1440-407: A shocking twist or conflict that causes conflicting endings. However, in Japan, a television drama or " terebi dorama " (テレビドラマ) is commonly thought of as a "Television Show" which can include drama, romance, and or comedy. The kaiju film genre, which features giant monsters such as Godzilla , Gamera , and Ultraman , has become one of Japan's most prevalent film genres since the 1950s, around

1520-652: A significant influence on global popular culture. Examples include the Ultraman franchise, the Super Sentai franchise which was localised as Power Rangers in the Western world, and the Metal Hero franchise where some shows were localised as VR Troopers and Big Bad Beetleborgs in the West. In the western world, dramas are known to be pieces of literature or plays that have

1600-588: A specific way of feminist thinking has affected women and media culture. While feminist approaches are significant, they represent just one lens for understanding and dissecting media culture. Other perspectives also contribute to a fuller understanding of media’s influence. Media culture, particularly through advertising and public relations, is often viewed as a system designed to influence and manipulate society. Corporate media frequently serves to reinforce dominant ideologies, as theorized by Theodor Adorno . Media culture’s association with consumerism has earned it

1680-440: A story. Unlike western cartoons, anime can be distinguished by its detail in character design, large array of facial expressions, in-depth character development, wide target audience and rare use of talking animals. These traits are used in order to better the connection between a viewer and the characters. Most of the time, anime is based on animated comics called manga , which is an ancient form of comic writing which dates back to

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1760-639: A transition towards a Do-It-Yourself (DIY) music culture, reflecting broader shifts in the global music Comparison with K-pop J-pop is distinct from K-pop in its approach to music and cultural expression. While K-pop is often associated with highly choreographed performances and a uniform aesthetic, J-pop is characterized by its diversity and experimentation. This distinction is evident in J-Pop's wide range of musical styles, allowing for greater artistic variation and expression Gender dynamics Media culture In cultural studies , media culture refers to

1840-483: Is a biannual fair dedicated to doujinshi in Tokyo called Comiket . Video gaming is a major industry all across the world, so much so that in 2012, global revenues were an estimated $ 67 billion for console and portable hardware and software, as well as games for mobile devices (e.g., tablets and smartphones). The presence and popularity of gaming in daily life in Japan in particular has been present for quite some time, with

1920-429: Is a combination of the Japanese words for "comic" ( 漫画 , manga ) and "person" ( 人 , jin ) . Mangajin began shaping in 1988, when businessman and translator Vaughan P. Simmons began making prototypes of a magazine that could combine Japanese popular culture , entertainment, and language learning into one. Simmons worked with clients from American and European companies and saw how successful they could be with

2000-445: Is a music genre originating from Japan. It emerged in the 1950s, blending traditional Japanese music with elements of Western pop. J-Pop has evolved significantly since its inception, adapting to various cultural and technological changes. Development J-Pop's development was significantly influenced by the digitalization of global media, which expanded its reach and introduced new forms of musical innovation. The genre has undergone

2080-654: Is because of how they cater to social needs special to Japan. Because people in Japan spend time traveling on public transport so often and mobile games have extremely high portability as a result of being played on phones and other devices and have extremely low entrance costs (usually they are free to download) that download them so there is something to do while on the train is an obvious conclusion. In addition, they can also serve to promote interpersonal interaction and act as an activity that can be performed with friends, or to even introduce oneself and acquire new friends, which again thanks to their low cost can allow them to lower

2160-565: Is connected to a colour video camera and colour printer, and which allows the manipulation of digital images . It involves users posing in front of a camera within the compact booth, having their images taken, and then printing the photos with various effects designed to look kawaii. It presents a series of choices, such as desired backdrops, borders, insertable decorations, icons, text writing options, hair extensions, twinkling diamond tiaras, tenderized light effects, and predesigned decorative margins. These photographic filters were similar to

2240-443: Is still prominent in Japan today. Young adults can often be found wearing subculture attire in large urban fashion districts such as Harajuku , Ginza , Odaiba , Shinjuku and Shibuya . Geinōkai (Japanese:芸能界), meaning "entertainment world" or "the world of show business", encompasses a wide variety of Japanese entertainment from movies and television (including talk shows, music shows, variety shows , etc.) to radio and now

2320-407: The mediatization of culture describe how media influences cultural processes. Media not only serves as cultural artifacts but also shapes other domains, further integrating media logic into diverse aspects of society. Media culture’s mass marketing has been likened to the role of traditional religions in the past. Waves of consumer enthusiasm and exaltation for products have been compared to

2400-649: The Golden Bear award in 2002 and the Academy Award for Best Animated Feature in 2003). For these works, the studio's current president Hayao Miyazaki is often credited as a visionary in animation. The success of the Pokémon franchise has been credited by people such as Nissim Otmazgin and sociologist Anne Alison as popularizing anime in the United States. The anime market has also been described as owing greatly to

2480-637: The Internet . Geinōjin is a term, often used interchangeably with tarento (タレント), which refers to members of the Geinōkai . Talent refers to a rather large group of people who appear on television from night to night, but cannot be quite classified as actors, singers, or models, or comedians (and are thus given the more vague appellation of "talent" instead). Talents usually appear on variety shows or talk shows and may later move into acting or singing if they are successful. The demand for television had changed by

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2560-545: The Snapchat filters that later appeared in the 2010s. Purikura became a popular form of entertainment among youths in Japan, and then across East Asia , in the 1990s. Japanese popular culture is highly surrounded by idealized celebrities who appear on many different forms of mass media. One type of popular celebrity is an Idol . These idols are mostly girls portrayed for their "cuteness" and "innocence"; they are mostly intended to be role models that everyone adores and to promote

2640-411: The "soft power" image emerged, and Japan began to sell its pop culture as its new non-military image in order to promote its own culture and reestablish a healthy and peaceful diplomacy with other nations. Otaku (Japanese: おたくor オタク) is a Japanese term that describes people with consuming interests, particularly in anime, manga, video games, or computers . The otaku subculture has continuely grown with

2720-636: The 10th century; scrolls from that period depict animals as part of the 'upper class', behaving as a typical human would in similar situations. Such scrolls would go on to be known as the Chōjū giga or "The Animal Scrolls". Scrolls found later on in the 12th century would depict images of religion such as the Gaki Zoshi (Hungry Ghost Scrolls) and the Jigoku Zoshi (Hell Scrolls). While both dealt with various aspects of religion, unlike "The Animal Scrolls", these provided

2800-452: The 12th century. The world of animated films in Japanese popular culture has been a growing trend since the 1920s. Influenced by Walt Disney and his animated characters, Osamu Tezuka (1925–1989), also known as "manga no kamisama" (which means, "God of Comics") would begin his forty-year evolution of animation, or anime, that would change the content of Japanese comic books. With the creation of his first animated character Astro Boy that

2880-501: The 1990s, self-photography developed into a major preoccupation among Japanese schoolgirls, who took photos with friends and exchanged copies that could be pasted into kawaii albums. Purikura originate from the Japanese video game arcade industry . It was conceived in 1994 by Sasaki Miho, inspired by the popularity of girl photo culture and photo stickers in 1990s Japan . She worked for a Japanese game company, Atlus , where she suggested

2960-484: The Disney convention of a happy ending. He further states that anime was a tool in which Japan could gain popularity with their pop culture and give Americans a taste of something unique and interesting in the media. The growing international popularity of anime has led to various animation studios from other countries making their own anime-influenced works . As anime has grown in its variety of viewers, genres, and themes,

3040-407: The Japanese and learned the culture, which boosted up the motivation for Mangajin . When developing the concept, manga became an ideal solution with the medium being so large and attracting some of the best artists and writers. Manga also gives a big perspective on real Japanese society and how the language is spoken. Simmons started creating a "four-line-format" which shows the actual text as found in

3120-446: The NES (Nintendo Entertainment System) home gaming console. Nintendo was not the first, Atari released a console earlier in 1977, but because of the video game crash from 1983 to '85, it lost precedence and in that vacuum Nintendo superseded other companies and gained massive influence over the industry. This was a noted development in games history and culture in Japan because, now that there

3200-456: The PlayStation 2 becoming the most popular and widely sold system in the world, Japanese companies like these have still maintained dominance and popularity in the industry for various reasons, shifting the paradigm from being 'west' dominated to being Japan dominated. Due to this domination of the market and Japanese attitudes towards technology and culture, Japan became the cultural exporter of

3280-454: The alternative label of " consumer culture ." The twenty-first century Western world, driven by American corporate and consumer ideology, is a perpetual media culture that depends on sound bites and the next thing , leaving the public reduced to media consumers never allowed time to reflect on the information. Volume and speed have consumed and obliterated nuance, ethics, and accuracy. ...the interpretation agreeable to its advocates: that it

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3360-466: The barrier and anxiety of social interaction, partially alleviating loneliness which is a big social problem that is affecting a lot of the culture and media in Japan. This is why some have argued in their research that because social participation is becoming more online in nature, games like mobile games that are able to facilitate these interactions and relationships are becoming more important and popular as time goes on. J-Pop J-Pop (Japanese pop)

3440-409: The crucial role of fans as cultural agents, the deterritorializing effects of globalization, the domestication and heavy editing of anime to suit local tastes, and being part of the wider global flow of Japanese pop culture and "soft power". Otmazgin argues that the rise of anime in the United States is a result of the sophisticated graphic quality, a wide thematic diversity, and an inclination to reject

3520-414: The current Western capitalist society that emerged and developed during the 20th century under the influence of mass media . The term highlights the extensive impact and intellectual influence of the media, primarily television, but also the press, radio, and cinema, on public opinion , tastes , and values . The alternative term mass culture suggests that such culture arises spontaneously from

3600-440: The cute kawaii culture is openly visible throughout Japanese society both visually in manga, fashion, and stuffed animals and internally in situations such as the relationship between idols and their fans. Japan began to emulate Western fashion during the middle of the 19th century. By the beginning of the 21st century, this emulation has formed street fashion , a fashion style in which the wearer customizes outfits by adopting

3680-490: The earliest examples of this being well known game titles like Pac-Man first appearing in arcades. The beginning of the growth of Japanese game development is often identified with the golden age of video games , a period that is often accredited with saving the industry from what could have been its downfall. This time brought about many highly prominent developer studios in Japan, some of the first include Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi , Sega during

3760-514: The economic struggles Japan faced after the war, the question about using culture and media communication was once again brought up. In order for Japan to reinvent themselves and improve foreigners' impression of them, Japan focused on projecting a selected national image by exporting appealing cultural products including, animation, television programs, popular music, films, and fashion. The public diplomacy wanted to allow other countries to understand their position on various issues by acting directly on

3840-488: The ecstatic rituals of religious fetishism . Conversely, the Catholic Church has been retrospectively seen as early examples of public relations, marketing their beliefs to worshippers in ways similar to modern media strategies. Consumer decisions are influenced not only by the material utility of goods but also by their symbolic value in constructing identity and group affiliation. Products help individuals create

3920-475: The end of the US occupation of Japan in 1952, Japanese popular culture has been influenced by American media. However, rather than being dominated by American products, Japan localised these influences by appropriating and absorbing foreign influences into local media industries. Today, Japanese popular culture stands as one of the most prominent and influential popular cultures around the world. In as early as 1920,

4000-461: The expansion of the Internet and media, as more anime, video games, shows, and comics were created and an increasing number of people now identify themselves as otaku, both in Japan and elsewhere. The Japanese adjective kawaii can be translated as "cute" or "adorable" and is the drive behind one of Japan's most popular aesthetic cultures. Kawaii culture has its ties to another culture called shōjo,

4080-475: The extent of becoming entirely inaccurate. Hannah Arendt 's 1961 essay " The Crisis in Culture " argued that a market-driven media would lead to culture being replaced by the demands of entertainment. Similarly, Susan Sontag suggested that values originating from entertainment industries increasingly dominate modern culture, normalizing shallow or sensationalist topics. Critics argue that popular culture promotes

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4160-415: The film industry progressed from targeting adult audiences to targeting children. Since the 1990's, when the Japanese economy suffered a prolonged recession , narratives of psychosocial angst have manifested widely in Japanese popular culture. Cool Japan (クールジャパン Kūru Japan ) refers to the rise of Japan's soft power and prevalence internationally as a cultural influence. These cultural elements project

4240-435: The film industry when many theaters started installing various arcade cabinets in their lobbies. These also were exported to other countries such as the United States, becoming similar cultural focal points in those regions as well and inspiring the creation of new companies and developers who would be dedicated to making games to try and claim part of this new market. Later in the 1980s, specifically in 1985, Nintendo released

4320-450: The greatest films ever made . Other noteworthy directors in this era of Japanese cinema include Yasujirō Ozu , Masaki Kobayashi , Kenji Mizoguchi , Kon Ichikawa , Keisuke Kinoshita and Ishirō Honda . The following Japanese film genres have had a significant influence on global popular culture: Anime (Japanese: アニメ) is a movie or television episode of sorts which utilizes animation as an art style iconic to Japan in order to convey

4400-616: The idea, but it was initially rejected by her male bosses. Atlus eventually decided to pursue Miho's idea, and developed it with the help of a leading Japanese video game company, Sega , which later became the owner of Atlus. Sega and Atlus introduced the Print Club (Purinto Kurabu), the first purikura, in February 1995, initially at game arcades , before expanding to other popular culture locations such as fast food shops, train stations, karaoke establishments and bowling alleys. The success of

4480-469: The industry has become more prevalent in society. In modern Japan, anime has become so popular that memorable characters have frequently been made into byproducts such as figurines and video games. The word manga, when translated directly, means "whimsical drawings". Manga are not typically ' comic books ' as the West understands them; rather, they represent pieces of Japanese culture and history. The 'manga' style has an extensive history, beginning sometime in

4560-482: The lasting effects of media culture on women. Feminist analysis also critiques postfeminist influences in media, such as the sexualization of young girls through fashion marketed with postfeminist ideologies . While postfeminism has societal significance, it raises concerns about how certain media perpetuate harmful stereotypes and norms. This particular concept, is not to disregard the meaning that postfeminism approach provides for society and women, but to see how

4640-543: The local level as seen by the mayor of Shibuya designating Kyary Pamyu Pamyu as the " Kawaii Ambassador of Harajuku ", famously known as a hub of Japanese fashion, clothing stores, and youth culture. Kawaii in Japan has been a growing trend for many Japanese markets; they have been used in a range of spaces ranging from schools all the way to large enterprises. The use of cute, childish figures representing certain groups allows for those potentially frightened by them to have these playful mascots that represent them to create

4720-452: The masses, similar to the development of popular art before the 20th century. However, the term media culture implies that this culture is largely a product of mass media . Another related term is image culture , which further emphasizes the visual and symbolic aspects of media influence. " Popular culture and the mass media have a symbiotic relationship: each depends on the other in an intimate collaboration." The news media draws from

4800-562: The mid-1980s and the commonly viewed dramas such as family-oriented, historical, or mystery declined in popularity. These changes in demand were seen in national television throughout the world. Japan countered this decrease in demand by bringing in new celebrities known as " tarento " (タレント). These tarento celebrities are individuals whose influence stretches over different forms of entertainment such as contestants or hosts in game shows, commercials, or television dramas. Japanese tokusatsu superhero shows (also known as sentai shows) have had

4880-549: The most influential special effects directors of all time, having co-created the Godzilla franchise as well as Ultraman . Japanese cinema also gained international recognition in 1950 with the release of Rashomon , which remains one of the most well-known Japanese films. The film's director, Akira Kurosawa is one of the world's most acclaimed and influential film directors. Several of his subsequent films, such as Seven Samurai (1954) and Ran (1985), are considered among

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4960-453: The most popular female idol group from 2013 to 2017. The interactions between the Idols and their fans range from live video streaming, concerts, and handshake events. Because of their promotion as Idols, these celebrities appeal to many different demographics throughout Japan. The emotional attraction to cuteness, including the cuteness these idols have, is seen all over the world. However,

5040-424: The only brands selling video games and, because they were one of the only developers, the globalization of Japanese media and games allowed Japanese industries and by extension culture to shape and control the industries development. While Nintendo since then has not been the penultimate dominating force in the industry, with contenders like Sony pulling ahead after the release of the PlayStation system and especially

5120-402: The original Sega-Atlus machine led to other Japanese arcade game companies producing their own purikura, including SNK 's Neo Print in 1996 and Konami 's Puri Puri Campus (Print Print Campus) in 1997. Purikura produced what would later be called selfies . A purikura is essentially a cross between a traditional license/passport photo booth and an arcade video game , with a computer that

5200-473: The people of foreign countries. With the popularity of television emerging in Asian countries, they produced a show that was supposed to demonstrate the actual lives of Japanese people. Before the popular television show Oshin aired in Asian countries, Japanese people were perceived as 'culturally odorless.' With this new TV drama, a sense of commonality began to form between Japan and other Asian nations. This show

5280-568: The purchases of Weatherhill , Inc. by Shambhala Publications, Mangajin materials were published by Shambhala Publications. Japanese versions were distributed by Sekai Shuppan, inc. Japanese popular culture Japanese popular culture includes Japanese cinema , cuisine , television programs , anime , manga , video games , music , and doujinshi , all of which retain older artistic and literary traditions; many of their themes and styles of presentation can be traced to traditional art forms. Contemporary forms of popular culture , much like

5360-547: The same time period, and other companies such as Taito , Capcom , and Square Enix . Video games when they first appeared in Japan were during the Arcade Era, which centers on the 1970-1980's. Lists of the most popular and well known arcade games include, but are not limited to, Defender and Galaga , Pac-Man , Frogger , Q*bert , Street Fighter, Donkey Kong , Mario , and many others . Many of these became popular enough that they influenced other industries, such as

5440-465: The same time that science fiction films such as Invasion of the Body Snatchers (1956), and The Blob (1958), were booming in the United States. kaiju is a subgenre of tokusatsu , a genre that encompasses all Japanese films using practical special effects, except for films using only computer-generated imagery (CGI) . Tokusatsu is credited to Eiji Tsuburaya , who is regarded as one of

5520-427: The school children. The toy industry is just one of the industries that ultimately influenced pop culture during this era. Prior to World War II Japanese cinema produced films that supported the war efforts and encouraged Japanese citizens to fight for their country. The movie industry produced inspirational patriotic tales that portrayed Japanese militia as victors, heroes, and people who sacrificed themselves for

5600-516: The stories acted by native Japanese-speaking voice actors. Side B contains stories read without pause, first in Japanese, then in English. For some of the longer/wordier issues, part of the line-by-line recording from Side A runs over onto Side B. North American versions were distributed by Weatherhill, Inc. Following the end of print magazine publication, Wasabi Brothers Trading Company and Rolomail Trading became publishers for Mangajin materials. Following

5680-560: The times dominated by PC and console gaming. One of the most explosive ways this has occurred in Japan is the introduction and popularization of mobile games. In terms of economic relevance, the games for smartphones have expanded drastically from 2012. As a result, the market size of mobile games has a 70% share in the Japanese game industry. This economic presence is parallel to the social presence mobile games possess, with most people who play video games also playing mobile games as well. One theory for why mobile games are so popular in Japan

5760-445: The traditional forms, are not only forms of entertainment but also factors that distinguish contemporary Japan from the rest of the modern world. There is a large industry of music, films, and the products of a huge comic book industry, among other forms of entertainment. Game centers, bowling alleys, and karaoke parlors are well-known hangout places for teens while older people may play shogi or go in specialized parlors. Since

5840-587: The use of illustrations, and the highly popular "rental manga" that would allow their readers to rent these illustrated books for a period of time. Since their inception manga have gained a considerable worldwide consumer base. Doujinshi is a Japanese word which refers to amateur manga and fanfictions. They follow the same steps of creation that manga have, and are often created by amateur authors who are manga fans. Doujinshi enable fans to create their own amateur manga involving their favorite manga characters in it. Fanfictions are really popular in Japan, where there

5920-754: The video game world and has remained a major participant. Even in current day when there is international competition between companies, Japanese companies have always had at least a central role in the industry and in the advancement and trendsetting in games development. Current Japanese video game franchises, such as Super Smash Bros. , Pokémon , Super Mario , Sonic the Hedgehog , Kirby , Star Fox , Metroid , The Legend of Zelda , Castlevania , Animal Crossing , Kingdom Hearts , Shin Megami Tensei: Persona , Resident Evil , Dark Souls , Final Fantasy and Monster Hunter have gained critical acclaim and as

6000-463: The work of scientists and scholars , presenting it to the general public with an emphasis on elements that are inherently appealing or astonishing. For example, giant pandas , a species native to remote Chinese woodlands, have gained significant recognition in popular culture , while parasitic worms , despite their greater practical importance, have not. Both scientific facts and news stories are often altered during popular dissemination, sometimes to

6080-416: Was a hardware system that was reasonably affordable, people did not need to have the finances of a company to be able to afford to buy individual and very expensive game systems to play games. This initial dominance of the video games market by Nintendo continued in large part because of this initial hold they had taken of the market affording them a huge amount of economic and social weight as they were one of

6160-422: Was a testimony to the capability media culture can have on enhancing the international understanding of negative historical memories of Japanese colonialism and the hostility regarding the country's economic exploitation of the region. The entertainment industry was vital to Japan's postwar reconstruction. The desire to create fantasies was present but, the economy drove the entertainment industry. Technology

6240-417: Was dominated by militaristic storytelling and was controlled by the policies and agendas of Japan's totalitarian state. Films during the postwar era were used to foster new idols and icons in order for Japanese people to begin to reimagine themselves. Japanese cinemas produced films that demonstrated why they should be against the war and all the destruction and casualties that came along with it. As time went on

6320-429: Was the heart of Japan's rebuilding since, they believed it was the only reason they lost the war. Pop culture began to dominate the entertainment industry. For example, Japan used the resources they had in order to make toy cars that ultimately helped them rebuild the economy. After Japan was banned from using metal to make toys, they used old cans instead. In doing so, they were able to produce toys in exchange for food for

6400-604: Was unlike any other animated character; he found the hearts of the Japanese public with a robotic boy who has spiky hair, eyes as big as fists, with rockets on his feet. Doraemon gained great popularity in Japan with the broadcast of Doraemon on TV Asahi in 1979. In 2008, he was appointed as anime ambassador by the Ministry of Foreign Affairs of Japan. Studio Ghibli , a Japanese animation film studio, also contributed to anime's worldwide success through films including My Neighbor Totoro , Ponyo , and Spirited Away (winner of

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