Showing results for "ian condry"
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Adult content is visible.The Soul of Anime
Collaborative Creativity and Japan's Media Success Story
- Series -
- Experimental futures
2013
EN
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...
Hip-Hop Japan
Rap and the Paths of Cultural Globalization
2006
EN
In this lively ethnography Ian Condry interprets Japan’s vibrant hip-hop scene, explaining how a music and culture that originated halfway around the world is appropriated and remade in Tokyo clubs and recording studios. Illuminating different aspects of Japanese hip-hop, Condry chronicles how self-described “yellow B-Boys” express their devotion to “black culture,” how they combine the figure of the samurai with American rapping techniques and gangsta imagery, and how underground artists ...
Global Perspectives on the United States
Pro-Americanism, Anti-Americanism, and the Discourses Between
- by
- Andrzej AntoszekSophia BalakianZsófia BánSabine BröckIan CondryKate DelaneyJane C DesmondVirginia R. DominguezIra DworkinRichard EllisGuillermo IbarraSeyed Mohammad MarandiGiorgio MarianiAna MauadLoes NasEdward SchatzManar ShorbagyKristin SolliAmy SpellacyMichael Titlestad
- Series -
- Global Studies of the United States
2017
EN
This daring collaborative effort showcases dialogues between international scholars engaged with the United States from abroad. The writers investigate the analytic methods and choices that label certain talk, images, behaviors, and allusions as "American" and how to read the data on such material. The editors present the essays in pairs that overlap in theme or region. Each author subsequently comments on the other's work. A third scholar or team of scholars from a different discipline or...
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Convergence Culture
Where Old and New Media Collide
2006
EN
Winner of the 2007 Society for Cinema and Media Studies Katherine Singer Kovacs Book Award2007 Choice Outstanding Academic TitleA classic study on the dynamic between an individual and different media channelsConvergence Culture maps a new territory: where old and new media intersect, where grassroots and corporate media collide, and where the powers of the media producer and the power of th...
2013
EN
Taking “Gangnam Style” seriously: what Internet memes can tell us about digital culture.In December 2012, the exuberant video “Gangnam Style” became the first YouTube clip to be viewed more than one billion times. Thousands of its viewers responded by creating and posting their own variations of the video—“Mitt Romney Style,” “NASA Johnson Style,” “Egyptian Style,” and many others. “Gangnam Style” (and its attendant parodies, imitations, and derivations) is one of ...
Otaku
Japan's Database Animals
- Translated by
- Jonathan E. AbelShion Kono
2013
EN
In Japan, obsessive adult fans and collectors of manga and anime are known as otaku. When the underground otaku subculture first emerged in the 1970s, participants were looked down on within mainstream Japanese society as strange, antisocial loners. Today otaku have had a huge impact on popular culture not only in Japan but also throughout Asia, Europe, and the United States.Hiroki Azuma’s Otaku offers a critical, philosophical, and historical inquiry into the cha...
Shigeru Miyamoto
Super Mario Bros., Donkey Kong, The Legend of Zelda
2015
EN
Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen.You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The L...
Fans, Bloggers, and Gamers
Exploring Participatory Culture
2006
EN
Brings together the highlights of a decade and a half of groundbreaking research into the cultural life of media consumersHenry Jenkins's pioneering work in the early 1990s promoted the idea that fans are among the most active, creative, critically engaged, and socially connected consumers of popular culture and that they represent the vanguard of a new relationship with mass media. Though marginal and largely invisible to the general public at the time, today, med...
Anime
A Critical Introduction
- Series -
- Film Genres
2015
EN
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 t...
Japanoise
Music at the Edge of Circulation
- Series -
- Sign, Storage, Transmission
2013
EN
Noise, an underground music made through an amalgam of feedback, distortion, and electronic effects, first emerged as a genre in the 1980s, circulating on cassette tapes traded between fans in Japan, Europe, and North America. With its cultivated obscurity, ear-shattering sound, and over-the-top performances, Noise has captured the imagination of a small but passionate transnational audience.For its scattered listeners, Noise always seems to be new and to come from somewhere else: ...
Communities of Play
Emergent Cultures in Multiplayer Games and Virtual Worlds
2011
EN
The odyssey of a group of “refugees” from a closed-down online game and an exploration of emergent fan cultures in virtual worlds.Play communities existed long before massively multiplayer online games; they have ranged from bridge clubs to sports leagues, from tabletop role-playing games to Civil War reenactments. With the emergence of digital networks, however, new varieties of adult play communities have appeared, most notably within online games and virtual wor...
Anime’s Media Mix
Franchising Toys and Characters in Japan
2012
EN
In Anime’s Media Mix, Marc Steinberg convincingly shows that anime is far more than a style of Japanese animation. Beyond its immediate form of cartooning, anime is also a unique mode of cultural production and consumption that led to the phenomenon that is today called “media mix” in Japan and “convergence” in the West.According to Steinberg, both anime and the media mix were ignited on January 1, 1963, when Astro Boy hit Japanese TV screens for the first time. S...











