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Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a "genre," but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
Superheroes such as Superman and Spider-Man have spread all over the world. As this edited volume shows, many national cultures have created or reimagined the idea of the superhero, while the realm of superheroes now contains many icons whose histories borrow from local folklore and legends. Consequently, the superhero needs reconsideration, to be regarded as part of both local and global culture as well as examined for the rich meanings that such broad origins and re-workings create. This collection stands out as the first concentrated attempt to think through the meanings and significance of the superhero, not only as a product of culture in the United States, but as a series of local, transnational, and global exchanges in popular media. Through analysis of mainly film, television, and computer screens, contributors offer three challenges to the idea of the ""American"" superhero: transnational reimagining of superhero culture, emerging local superheroes, and the use of local superheroes to undermine dominant political ideologies. The essays explore the shifting transnational meanings of Doctor Who, Thor, and the Phantom, as these characters are reimagined in world culture. Other chapters chart the rise of local superheroes from India, the Middle East, Thailand, and South Korea. These explorations demonstrate how far superheroes have traveled to inspire audiences worldwide.
Studio Ghibli: An Industrial History takes us deep into the production world of the animation studio co-founded by Oscar-winning director Hayao Miyazaki. It investigates the production culture at Studio Ghibli and considers how the studio has become one of the world's most famous animation houses. The book breaks with the usual methods for studying Miyazaki and Ghibli's films, going beyond textual analysis to unpack the myths that have grown up around the studio during its long history. It looks back at over 35 years of filmmaking by Miyazaki and other Ghibli directors, reconsidering the studio's reputation for egalitarianism and feminism, re-examining its relationship to the art of cel and CG animation, investigating Studio Ghibli's work outside of feature filmmaking from advertising to videogames and tackling the studio's difficulties in finding new generations of directors to follow in the footsteps of Miyazaki and Isao Takahata. By reconstructing the history of Studio Ghibli through its own records, promotional documents and staff interviews, Studio Ghibli: An Industrial History offers a new perspective not just on Ghibli, but on the industrial history of Japanese animation.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Princess Mononoke (1997) is one of anime's most important films. Hayao Miyazaki's epic fantasy broke domestic box office records when it came out in Japan, keeping pace with the success of Hollywood films like Titanic (1997). Princess Mononoke was also the first of Studio Ghibli's films to be distributed outside Japan as part of a new deal with Disney subsidiary Buena Vista International. Coinciding with the 20th anniversary of the release of the film, Rayna Denison curates this new collection to critically reflect on Princess Mononoke's significance within and beyond Japanese culture. The collection investigates the production, and re-production, processes involved in the making of Princess Mononoke into a global phenomenon and reevaluates the film's significance within a range of global markets, animation techniques, and cultures. In revisiting this undeniably important film, the collection sheds light on the tensions within anime and the cultural and social issues that Princess Mononoke explores, from environmental protection to globalization to the representation of marginalized groups. In this remarkable new collection, Princess Mononoke is examined as a key player during a major turning point in Japanese animation history.
Anime: A Critical Introduction maps the genres that have thrived within Japanese animation culture, and shows how a wide range of commentators have made sense of anime through discussions of its generic landscape. From the battling robots that define the mecha genre through to Studio Ghibli's dominant genre-brand of plucky shojo (young girl) characters, this book charts the rise of anime as a globally significant category of animation. It further thinks through the differences between anime's local and global genres: from the less-considered niches like nichijo-kei (everyday style anime) through to the global popularity of science fiction anime, this book tackles the tensions between the markets and audiences for anime texts. Anime is consequently understood in this book as a complex cultural phenomenon: not simply a "genre," but as an always shifting and changing set of texts. Its inherent changeability makes anime an ideal contender for global dissemination, as it can be easily re-edited, translated and then newly understood as it moves through the world's animation markets. As such, Anime: A Critical Introduction explores anime through a range of debates that have emerged around its key film texts, through discussions of animation and violence, through debates about the cyborg and through the differences between local and global understandings of anime products. Anime: A Critical Introduction uses these debates to frame a different kind of understanding of anime, one rooted in contexts, rather than just texts. In this way, Anime: A Critical Introduction works to create a space in which we can rethink the meanings of anime as it travels around the world.
Superheroes such as Superman and Spider-Man have spread all over the world. As this edited volume shows, many national cultures have created or reimagined the idea of the superhero, while the realm of superheroes now contains many icons whose histories borrow from local folklore and legends. Consequently, the superhero needs reconsideration, to be regarded as part of both local and global culture as well as examined for the rich meanings that such broad origins and re-workings create. This collection stands out as the first concentrated attempt to think through the meanings and significance of the superhero, not only as a product of culture in the United States, but as a series of local, transnational, and global exchanges in popular media. Through analysis of mainly film, television, and computer screens, contributors offer three challenges to the idea of the ""American"" superhero: transnational reimagining of superhero culture, emerging local superheroes, and the use of local superheroes to undermine dominant political ideologies. The essays explore the shifting transnational meanings of Doctor Who, Thor, and the Phantom, as these characters are reimagined in world culture. Other chapters chart the rise of local superheroes from India, the Middle East, Thailand, and South Korea. These explorations demonstrate how far superheroes have traveled to inspire audiences worldwide.
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Princess Mononoke (1997) is one of anime's most important films. Hayao Miyazaki's epic fantasy broke domestic box office records when it came out in Japan, keeping pace with the success of Hollywood films like Titanic (1997). Princess Mononoke was also the first of Studio Ghibli's films to be distributed outside Japan as part of a new deal with Disney subsidiary Buena Vista International. Coinciding with the 20th anniversary of the release of the film, Rayna Denison curates this new collection to critically reflect on Princess Mononoke's significance within and beyond Japanese culture. The collection investigates the production, and re-production, processes involved in the making of Princess Mononoke into a global phenomenon and reevaluates the film's significance within a range of global markets, animation techniques, and cultures. In revisiting this undeniably important film, the collection sheds light on the tensions within anime and the cultural and social issues that Princess Mononoke explores, from environmental protection to globalization to the representation of marginalized groups. In this remarkable new collection, Princess Mononoke is examined as a key player during a major turning point in Japanese animation history.
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