Chapter 1

Chapter Summary

Alisa Freedman and Toby Slade, “Introducing Japanese Popular Culture: Serious Approaches to Playful Trends”

The book introduction suggests ways to study Japanese popular culture and offers reasons why it is important to do so. It outlines the organizing principles behind the twelve book sections and the selection of forty-two contemporary and historical trends that have influenced artistic production and reveal much about society, politics, economics, history, globalization, gender, law, and other large concepts. It explains why each chapter focuses on a tangible object or phenomenon from which a whole body of work or a genre can be illuminated. This approach of building theory from data, and not attaching data to theory, makes for a useful teaching tool for beginners, encourages discussion among specialists, and destabilizes some of the more orientalist or fanciful theories. Thus, our book challenges readers to consider what defines Japanese popular culture and the contradictions underlying the term.

Discussion Questions

Alisa Freedman and Toby Slade, “Introducing Japanese Popular Culture: Serious Approaches to Playful Trends”

  • Should we take “playful” popular culture seriously? Why or why not?
  • This introduction poses several questions about what popular culture can teach. Which questions do you find most important? Why?
  • Why are you reading this book? What do you hope to learn?
  • What is “popular culture”? To help answer this question, please describe one thing that is popular culture and another thing that is not. What makes “Japanese popular culture” difficult to define? What might “unpopular culture” include?
  • Can popular culture present solutions to personal, national, and international problems? Why or why not?
  • How has this book been inspired by students?

Suggested Readings

Alisa Freedman and Toby Slade, “Introducing Japanese Popular Culture: Serious Approaches to Playful Trends”

Chapter 2

Chapter Summary

Debra J. Occhi, “Kumamon: Japan’s Surprisingly Cheeky Mascot”

This chapter analyzes the creation, uses, and meanings ascribed to Kumamon, who represents Kumamoto Prefecture in western Kyushu and is arguably the most popular of the yuru kyara (mascot characters) trending across Japan. As part of the “Kumamoto Surprise” campaign intended to call attention to Kumamoto, Kumamon has enjoyed enormous success across Japan, and his image decorates a variety goods and foods. He has also promoted Kumamoto abroad as various Japanese regions have marketed their charms overseas to attract tourism. Yet Kumamon has his critics and detractors, and his image has been put to unintended uses. This chapter argues that Kumamon’s successes and misinterpretations provide insight into the cultural literacy needed to understand and appreciate yuru kyara.

Discussion Questions

Debra J. Occhi, “Kumamon: Japan’s Surprisingly Cheeky Mascot”

  • Readers may have their own reactions to Kumamon, as a Japanese yuru kyara, a mascot, cuteness, and the like. How do these reactions reflect readers’ (a) identity construction as members of various social categories and (b) personal histories?
  • Choose a familiar mascot from a sports team, brand, locality, yuru kyara, and the like, and compare it with Kumamon. What are the most important similarities and differences? What broader issues emerge from this comparison?
  • What are some challenges to Kumamon’s globalization? Do you think Kumamon will become as recognizable worldwide as Hello Kitty?
  • Are there yuru kyara or the equivalents where you live? Why or why not?
  • Suppose you have been hired to design a local character for your hometown. What kind of character would you design? What would the character look like? What is its name? What kinds of goods would it be marketed on? How is your character similar to Kumamon aesthetically, culturally, socially, and/or historically?

Suggested Readings

Debra J. Occhi, “Kumamon: Japan’s Surprisingly Cheeky Mascot”

  • Occhi, Debra. 2009. “Tiny Buds Whispering: Ideologies of Flowers in Contemporary Japanese.” Social Semiotics 19 (2): 213–229.
  • Occhi, Debra. 2010. “Consuming Kyara ‘Characters’: Anthropomorphization and Marketing in Contemporary Japan.” Comparative Culture 15: 77–86.
  • Occhi, Debra. 2012. “Wobbly Aesthetics, Performance, and Message: Comparing Japanese Kyara with their Anthropomorphic Forebears.” Asian Ethnology 71 (1): 109–132.
  • Occhi, Debra. 2014. “Yuru Kyara, Humanity, and the Uncanny Instability of Borders in the Construction of Japanese Identities and Aesthetics.” Japan Studies: The Frontier 7 (1) 1–11.

Chapter 3

Chapter Summary

Christine R. Yano, “Hello Kitty is Not a Cat?!?: Tracking Japanese Cute Culture at Home and Abroad”

Hello Kitty, a Japanese character popular with girls of all ages in Japan since the 1970s, has made significant inroads into global popular culture through her disarming cuteness, clever design, and widespread distribution. In August 2014, the news that Sanrio corrected my script for an exhibit at the Japanese American National Museum in Los Angeles to read that Hello Kitty is not a cat but instead is a little girl spread worldwide. This chapter surveys key reasons for Hello Kitty’s enduring popularity, including her globalization, commercialization, aesthetics, ties to Japanese culture, and social function in gift-giving.

Discussion Questions

Christine R. Yano, “Hello Kitty is Not a Cat?!?: Tracking Japanese Cute Culture at Home and Abroad”

  • How has cute culture become both a symbol of Japan and a global phenomenon? What is the nature of the phenomenon?
  • What is the appeal of Hello Kitty—in Japan and globally?
  • What can Hello Kitty teach us about our world? Why should we take her seriously?
  • How does kawaii work as a function of nostalgia? What view of childhood does this nostalgia paint?
  • What is the role of kyarakutā in everyday life in Japan?  How does the proliferation of kyarakutā affect the visual world around us, as well as the affective world within us?
  • Does knowing Hello Kitty’s backstory change how you think about the character? Why? 

Suggested Readings

Christine R. Yano, “Hello Kitty is Not a Cat?!?: Tracking Japanese Cute Culture at Home and Abroad”

Chapter 4

Chapter Summary

Hirofumi Katsuno, “The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs”

The early 1970s were a golden age for tokusatsu (live-action) superhero television programs in Japan as the genre became political and morally complex. Since the debut of the prototypical tokusatsu superhero franchise Moonlight Mask (Gekkō Kamen) in 1958, the genre had centered on invincible superheroes and had portrayed justice in absolutist terms. However, the sociopolitical flux from the 1960s to the early 1970s upset the superhero’s identity, and these programs began to depict the possibility of justice with more ambivalence. This trend emerged in the Ultraman series in 1966 and was central to the rise of the 1970s igyō (grotesque and monstrous) superheroes. Through analysis of Android Kikaider (Jinzō Ningen Kikaidā, 1972–1973) as a paradigmatic series, this chapter explores how the portrayal of justice in the tokusatsu superhero genre reacted to the sociopolitical transition in the 1970s. Analysis of 1970s tokusatsu programs provides insight into themes of relativized justice and self-uncertainty that continue to appear in Japanese popular culture today.

Discussion Questions

Hirofumi Katsuno, “The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs”

  • How is Moonlight Mask’s role as an “ally of justice” different from the heroism of classic American superheroes, such as Superman?
  • What internal contradictions emerged in the production of the Ultra series? How did they symbolize Japanese ambiguity toward American power?
  • In what ways do Kikaider’s igyō background make this superhero distinct from pre-1970s superheroes?
  • How does the incompleteness of Jirō/Kikaider’s conscience circuit shape his heroic stature?
  • How do superheroes reflect their historical times? What do superheroes today say about our world?
  • Did you know any of the tokusatsu superheroes described in this chapter before? If so, where did you see them? What are their legacies today? Do they still appear on television, in film, and other media? Do they influence other characters?

Suggested Readings

Hirofumi Katsuno, “The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs”

  • Allison, Anne. 2006. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: University of California Press.
  • Gill, Tom. 1998. “Transformational Magic: Some Japanese Superheroes and Monsters.” The Worlds of JapanesePopular Culture: Gender, Shifting Boundaries and Global Cultures, edited by Dolores P. Martinez, 33–55. New York: Cambridge University Press.
  • Tsutsui, William and Michiko Ito, eds. 2006. In Godzilla’s Footsteps: Japanese Pop Culture Icons of the Global Stage. New York: Palgrave Macmillan.

Watch List

Hirofumi Katsuno, “The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs”

Television Series Analyzed in Chapter Four:

  • Moonlight Mask (Gekkō Kamen), 1958-1959 KRTV (now TBS)
  • Astro Boy (Tetsuwan Atomu), 1963-1966 (Fuji TV), 1980-1981 (NTV), 2003-2007 (Fuji TV)
  • Ultra Q (Urutora Kyū), 1966 (TBS)
  • Ultraman (Urutoraman, 1966-1967 (TBS)
  • Ultraseven, 1967-1968 (TBS)
  • Android Kikaider (Jinzō ningen Kikaidā), 1972-1973 (NET, now TV Asahi)
  • Kikaider 01 (Kikaidā 01), 1973-1974, (NET, now TV Asahi)
  • Android Kikaider: The Animation (Jinzō ningen Kikaidā ~ THE ANIMATION), 2000-2001
  • Kikaider 01: The Animation (Kikaidā 01 ~ THE ANIMATION), 2001
  • Masked Rider (Kamen Raidā), 1971-1973 (NET, now TV Asahi)
  • Rider Stronger (Kamen Raidā sutorongā), 1975 (TBS)
  • Masked Rider Kuuga (Kamen Raidā Kūga), 2000-2001 (TV Asahi)
  • Ryuki (Kamen Raidā Ryūki), 2002-2003 (TV Asahi)

Films:

  • Starman (a.k.a. Super Giant, Kōtetsu no kyojin), directed by Iishii Teruo and produced by Shin-Tōhō, 9 films, 1957-1959
  • Mechanical Violator Hakaider (Jinzō ningen Hakaidā), directed by Keita Amemiya and produced by Toei, 1995
  • Kikaider Reboot (Kikaidā reboot) directed by Shimoyama Ten and produced by Toei, 2014

Chapter 5

Chapter Summary

Alisa Freedman, “Tokyo Love Story: Romance of the Working Woman in Japanese Television Dramas”

Since first broadcast in their current format around 1990, Japanese television dramas have almost always featured working women. The development of these dramas has paralleled the growth of a generation with more choices in employment and family than women before. With more than twenty years of hindsight, this chapter analyzes 1990s television dramas to understand the genesis of working women characters that influenced this generation. A seminal example is Tokyo Love Story (1991), the first Japanese primetime drama to attract global fans. Tokyo Love Story balances expectations for female characters, while depicting them in new ways. It encourages empathy for women who take the initiative in romance and work but furthers beliefs that women who prioritize their careers can never be wives and mothers. Various categories of working women have emerged since. Yet the narratives through which they have been portrayed promote the family as the nation’s backbone and the assumption that women’s happiness is dependent on marriage and motherhood. Surveying what has and has not changed since Tokyo Love Story reveals the television industry’s role in shaping gender norms and notions of women’s labor.

Discussion Questions

Alisa Freedman, “Tokyo Love Story: Romance of the Working Woman in Japanese Television Dramas”

  • Why are television dramas a good measure of public views toward women’s life courses? Are there any dangers of conflating television representation with lived reality?
  • How have depictions of working women on Japanese television changed since the 1990s? What has not changed? Are these changes similar to those in other countries?
  • In what ways have television dramas influenced women’s emotional, family, and/or work lives in Japan? Which aspects of women’s lives have they not been able to change?
  • Please describe any drama series you have seen that centers on a working woman. How is this series similar to and different from Tokyo Love Story?
  • How do depictions of women on television dramas differ from those in novels, anime, manga, games, and other media?
  • If you were to reboot or create a new television drama about a working woman in Japan or another country set now, what would be the title? What would the main character be like? What would the plot of the drama entail? How would the drama end?

Suggested Readings

Alisa Freedman, “Tokyo Love Story: Romance of the Working Woman in Japanese Television Dramas”

List of Television Dramas

Alisa Freedman, “Tokyo Love Story: Romance of the Working Woman in Japanese Television Dramas”

  • Tokyo Love Story (Tokyo rabu sutorī), Fuji Television, 1991
  • Tokyo Love Story (Tokyo rabu sutorī), Fuji Television, 2020
  • Before Dinner (Yūgemae), NHK, April 13, 1940
  • Off the Bus Route (Basu dōri ura), NHK, 1958–1963
  • Daughter and I (Musume to watashi), NHK, 1961
  • Oshin, NHK, 1983–1984
  • Perfect Blue Sky (Dondo hare), NHK, 2007
  • Chiritotechin, NHK, 2007–2008
  • Carnation (Kānēshon), 2011–2012
  • Ohanahan, NHK, 1966–1967
  • Dr. Ume-chan (Umechan sensei), NHK, 2012
  • Massan, NHK, 2014–2015
  • Princess Atsu (Atsuhime), NHK, 2008
  • Gou (Gō: Hime-tachi no Sengoku), NHK, 2011
  • I Want to Hold You! (Dakishimetai!), Fuji Television, 1988
  • You’re in Love! (Aishiatteru kai!), Fuji Television, 1989
  • Classmates (Dōkyūsei), Fuji Television, 1989
  • Women’s Company (Oshigoto desu), Fuji Television, 1998
  • Tokyo Elevator Girl (Tokyo erebētā gāru), TBS, 1992
  • Long Vacation (Rongu bakēshon), Fuji Television, 1996
  • Love Generation (Rabu jenerēshon), Fuji Television, 1997
  • Around 40: Demanding Women (Araundo 40 ~ chūmon no ooi onnatachi), TBS, 2008
  • Shomuni, Fuji Television, 1998, 2000, 2002, 2013
  • Newswoman (Nuusu no onna), Fuji Television, 1998
  • Top Anchor (Toppo kyasutā), Fuji Television, 2006
  • Fake Bride (Hanayome wa yakudoshi), TBS, 2006
  • Stewardess Story (Stewardess monogatari), TBS, 1983
  • Perfect Woman (Yamato nadeshiko), Fuji Television, 2000
  • Unfair (Anfea), Fuji Television, 2006, 2006 special, 2007 and 2011 feature films
  • BOSS 1, Fuji Television, 2009,
  • BOSS 2, Fuji Television, 2011
  • Suits (Sūtsu), Fuji Television, 2018 and 2021
  • The Man Who Cannot Marry (Kekkon dekinai otoko), Fuji Television, 2007
  • Woman Workaholic (Hatarakiman), TBS, 2007
  • Last Cinderella (Rasuto shinderera), Fuji Television, 2013
  • Dignity of the Temp (Haken no hinkaku), NTV, 2007
  • Terrace House (Terasu hausu), Fuji Television, 2012–2020
  • Atelier (Underwear, Andāwea), Fuji Television for Netflix, 2015
  • 101st Proposal (101 kaime no puropozu), Fuji Television, 1991

Chapter 6

Chapter Summary

Kendall Heitzman, “The World Too Much with Us in Japanese Travel Television”

This chapter examines three of the most popular travel programs in contemporary Japan. On all of these shows, an alienation from the very world such programming promises to make available reveals itself anew via a variety of distancing subject positions. Tsurube’s Salute to Families (Tsurube no kazoku ni kanpai, NHK, 1995–present) spotlights regional Japan but emphasizes the host and his celebrity guests. Ainori (Fuji Television, 1999–2009, streaming on Netflix starting in 2017) demonstrates how it was possible for the entire world to play second banana to Japanese youths. Walk the Town, Encounter the World (Sekai fureai machiaruki, NHK, 2005–present) would seem to solve the problem by removing the travelers altogether and having the camera stand in for them, but it proves not to be so simple. It is worth asking how Japanese travel television shows reflect and resist a contradictory era in which the world has never been closer and yet is still kept at a respectable distance. Without denying the pleasures of these compelling iterations of what is often among the most banal of genres, it is possible to perform a counter-reading that connects Japanese travel television to a mainstream unwillingness to confront a national past.

Discussion Questions

Kendall Heitzman, “The World Too Much with Us in Japanese Travel Television”

  • What can a travel television program teach us about the world and what are its limitations? What can it teach us about the people watching it?
  • Is it better to travel to one place and stay for a long period of time or to travel to a number of different places for short periods of time?
  • Why do people travel? Are there any bad reasons to travel?
  • What are some stereotypes of Japanese travelers, and how do these shows reinforce or go against them?
  • If people from other countries were to watch the travel shows in your own country, what impressions would they take away regarding how you travel?

Suggested Readings

Kendall Heitzman, “The World Too Much with Us in Japanese Travel Television”

  • Gerow, Aaron. 2010. “Kind Participation: Postmodern Consumption and Capital with Japan’s Telop TV.” Television, Japan, and Globalization, edited by Mitsuhiro Yoshimoto, Eva Tsai, and Jung-Bong Choi, 117–150. Ann Arbor: Center for Japanese Studies, University of Michigan.
  • Iwabuchi Koichi. 2004. “Feeling Glocal: Japan in the Global Television Format Business.” Television Across Asia: Television Industries, Programme Formats, and Globalization, edited by Michael Keane and Albert Moran, 21–35. London: Routledge Curzon.
  • Painter, Andrew A. 1996. “Japanese Daytime Television, Popular Culture, and Ideology.” Contemporary Japan and Popular Culture, edited by John Treat, 197–234. Honolulu: University of Hawai’i Press.

Chapter 7

Chapter Summary

Rachael Hutchinson, “Nuclear Discourse in Final Fantasy VII: Embodied Experience and Social Critique”

Due to its linear plot structure, deep psychological characterization, focus on disaster, and sheer length of text, the Japanese role-playing game may be readily analyzed as a narrative genre that engages with contemporary social issues from a certain ideological standpoint. This chapter examines the issue of nuclear power and anti-nuclear discourse in one of the bestselling videogame franchises of all time—Square Enix’s Final Fantasy series. Examples are provided from Final Fantasy VII and Final Fantasy X to show how the anti-nuclear message is conveyed through scripted dialogue, visual cues, cinematic sequence, and overarching narrative themes.

Discussion Questions

Rachael Hutchinson, “Nuclear Discourse in Final Fantasy VII: Embodied Experience and Social Critique”

  • What are the advantages and disadvantages of analyzing a game text for its underlying ideology?
  • Do you think that players of this game would recognize the anti-nuclear critique? Does the player’s reading of the game depend on the context? For example, playing it in 1997 versus playing it this year?
  • Think about the games you have played. Did the developers include social or political critique in either the narrative or the gameplay dynamics (or both)?
  • How does the player’s immersion in a videogame differ from a reader’s immersion in a book, or a viewer’s immersion in a film?
  • Do you think games are an effective means of social and political critique?

Suggested Readings

Rachael Hutchinson, “Nuclear Discourse in Final Fantasy VII: Embodied Experience and Social Critique”

Chapter 8

Chapter Summary

Tsugumi (Mimi) Okabe, “Policing Youth: Boy Detectives in Japanese Mystery Games”

This chapter expands the conversation of how videogames reflect and respond to national traumas by focusing on the genre of mystery games and their didactic potential to mobilize positive change and prevent crime through player identification with youth detective characters. It takes the example of Detective Conan and The Case Files of Young Kindaichi: A Chance Meeting of Two Great Detectives (2009), a Japanese mystery visual novel game developed by Spike Co., Ltd. and published by Bandai Namco exclusively for the Nintendo DS. In an epic crossover of two famous youth detectives from two popular manga series from the 1990s, this game brings together Aoyama Gōshō’s Edogawa Konan and Seimaru Amagi and Fumiya Satō’s Kindaichi Hajime to tell an original murder mystery combined with unique gameplay features that allow the player to engage with the crime-solving process. The player, like the detective, lies at the heart of a chaotic world to mend the fabric of a fragmented society through their formidable display of logic and reasoning, combatting negative images of monstrous youth and challenging the enduring myth of violent videogames.

Discussion Questions

Tsugumi (Mimi) Okabe, “Policing Youth: Boy Detectives in Japanese Mystery Games”

  • 1. What are your opinions regarding the role of videogames in your community? Are they harmful, or do they encourage critical reflection, as I have argued in the chapter? Think of at least three videogames that support both sides of the argument and engage the class in a critical debate. (Considering referring to some of the works cited in this chapter).
  • 2. Can you think of other games in your country that depict child detectives? What kind of crimes do they solve? What kind of cultural values do they restore through their detective work? Alternatively, if you cannot think of games that depict child detectives, why do you think this is? Is crime-solving an adult’s domain?
  • 3. Both Kindaichi Hajime and Edogawa Konan are inspired by very famous Japanese writers of detective fiction. Hajime is inspired by Yokomizo Seishi’s famous detective, Kindaichi Kōsuke, and Konan’s name is inspired by both Edogawa Rampo, the godfather of Japanese detective fiction, and Sir Arthur Conan Doyle, the Scottish writer who is known around the world for his Sherlock Holmes stories. Why do you think people are fascinated with adaptations of these traditional literary characters? What is it that readers admire about classic detectives and stories?
  • 4. The question of youth is central to this chapter, particularly in how notions of teenage boys redefine negative stereotypes about youth. How might other well-known “detectives” in Japanese popular culture, such as Yagami Raito from Death Note, and the gentleman thief, Rupan Sansei from Lupin III (although he is not a teenager), complicate my argument that boy detectives are morally upright and justice oriented? Can you think of other examples? Do these characters feed into the cultural paranoia about youth problems? Or alleviate them somehow? (Refer to Allison 2006; Napier 2010; Freedman 2017 in the book bibliography for readings on Death Note.)
  • 5. At the end of A Chance Meeting, Hajime and Konan (with the help of the player) restore order within their community. Despite being teens, they often outsmart adult detectives and are seen as competent investigators. This trope of young people saving the world is found outside the genre of detective games. Can you think of other examples in videogames, manga, or anime? Why are youth responsible for the “mess” that adults make? What does this say about the potential power that youth have in society? Should this power be feared or appreciated?

Suggested Readings

Tsugumi (Mimi) Okabe, “Policing Youth: Boy Detectives in Japanese Mystery Games”

  • Andrew, Lucy. 2017. The Boy Detective in Early British Children’s Literature: Patrolling the Borders between Boyhood and Manhood. New York: Palgrave Macmillan.
  • Cornelius, Michael G., ed. 2010. The Boy Detectives: Essays on the Hardy Boys and Others. Jefferson, NC:McFarland.
  • Kawana, Sari. 2008. Murder Most Modern: Detective Fiction and Japanese Culture. Minneapolis: University of Minnesota Press.
  • Nash, Ilana. 2010. “Teenage Detective and Teenage Delinquents.” In The Cambridge Companion to American Crime Fiction, edited by Catherine Ross Nickerson, 72–85. New York: Cambridge University Press.
  • Okabe, Tsugumi (Mimi). 2023. Manga, Murder, and Mystery: The Boy Detectives of Japan’s Lost Generation. London: Bloomsbury Academic.
  • Saitō, Satoru. 2012. Detective Fiction and the Rise of the Japanese Novel, 1880–1930. Cambridge: Harvard University Asia Center.
  • Seaman, Amanda C. 2014. Bodies of Evidence: Women, Society, and Detective Fiction in 1990s Japan. Honolulu: University of Hawai’i Press.
  • Silver, Mark. 2008. Purloined Letters: Cultural Borrowing and Japanese Crime Literature, 1868–1937. Honolulu: University of Hawai’i Press.

Chapter 9

Chapter Summary

Kathryn Hemmann, “The Cute Shall Inherit the Earth: Postapocalyptic Posthumanity in Tokyo Jungle

Tokyo Jungle (Tōkyō Janguru) is a survival-based adventure game published by PlayStation C.A.M.P. Studio for the PlayStation 3 in the summer of 2012. In Tokyo Jungle, the player can assume the roles of a variety of animals roaming the streets of a Tokyo devoid of human life. At the end of the game, the player must decide whether to allow human beings to return to Tokyo or to fade quietly into oblivion. Tokyo Jungle’s story and gameplay features encourage the player to develop an antagonistic attitude towards humanity and its failed stewardship of the environment, a view that reflects the theories of posthuman philosophers such as Nick Bostrom and John A. Leslie. The ideology of Tokyo Jungle demonstrates an emerging awareness and acceptance of philosophical posthumanism and a literally post-human world. Fears concerning disaster and the resulting annihilation of humanity are often assuaged by a representation of nonhuman harbingers of the postapocalyptic world as small, furry, and adorable. This link between cuteness and the nonhuman is tied to a broader connection between apocalypse and the feminine in contemporary Japanese media, in which adolescent female sexuality is often imbued with anxiety over the reproduction and possible extinction of the human species.

Discussion Questions

Kathryn Hemmann, “The Cute Shall Inherit the Earth: Postapocalyptic Posthumanity in Tokyo Jungle

  • Why do videogames matter, and why are they worthy of study? How do they differ from other narrative media? Is it possible to read games for their stories or is gameplay more important?
  • How would you define “cuteness,” and what is its appeal? Why are some animals cute, while others are considered frightening? Why do you think there is an association between young women and cute animals in many cultures?  
  • As discussed in the essay, an executive at Sony expressed concern that audiences outside of Japan might not be receptive to Tokyo Jungle because it does not feature any playable human characters. How do you think operating as a series of nonhuman avatars shapes the player’s perception of the world contained within the game? What can games with nonhuman player-characters (or heavily stylized player-characters) do that more realistic role-playing scenarios cannot?   
  • Why do you think Tokyo Jungle is set in Shibuya? How would the game be different if it took place in another city? How does Tokyo Jungle compare to other games set in postapocalyptic worlds, such as those in Bethesda’s Fallout series and Microsoft’s Gears of War series?
  • Why do we love postapocalyptic settings? Does our fascination with the end of the world lie in the process of destruction or in the regeneration that comes after? What sort of possibilities and potential does a clean slate represent?   

Suggested Readings

Kathryn Hennmann, “The Cute Shall Inherit the Earth: Postapocalyptic Posthumanity in Tokyo Jungle

  • Bissell, Tom. 2010. Extra Lives: Why Video Games Matter. New York: Vintage.
  • Bogost, Ian. 2011. How to Do Things with Videogames. Minneapolis: University of Minnesota Press.
  • Jenkins, Henry. 2004. “Game Design as Narrative Architecture.” First Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan, 118–30. Cambridge: The MIT Press.
  • Wolfe, Cary. 2003. Animal Rites: American Culture, the Discourse of Species, and Posthumanist Theory. Chicago: University of Chicago Press.

Chapter 10

Chapter Summary

Mark McLelland, “Managing Manga Studies in the Convergent Classroom”

This chapter overviews how Japanese Studies, as taught in the academy, has changed with an emphasis on the new agency exerted in the classroom by students who are fans of Japanese popular culture. It surveys the history of the shift in production and consumption patterns of manga in the United States—from the perceived need for localization strategies toward an increasing demand for an “authentic” product. It describes how “comic books” were received as a cultural product back in the 1980s and shows how fans’ Japanese language literacy that developed alongside increasing ease of access to original Japanese material via the internet led to new fan-based modes of manga distribution and consumption. Today almost anything can be found and downloaded in a few minutes. Much of this material has not been licensed for overseas distribution and hence raises issues concerning copyright violations and the circumvention of official product ratings. This chapter argues that these moral and legal issues have implications for classroom practice that are often unforeseen by students but which cannot be ignored by educators in the increasingly bureaucratized “corporate university.”

Discussion Questions

Mark McLelland, “Managing Manga Studies in the Convergent Classroom”

  • In what ways can fan knowledge and academic knowledge about Japan interact productively in the classroom?
  • Do you think that academic knowledge about Japan and the kinds of information about Japan that circulate in the general media are different? Is this a problem?
  • In the 1980s it seemed doubtful that Japanese cultural products would prove as popular overseas as Japanese electronics exports. What factors have enabled the widespread enthusiasm for Japanese popular culture in the ensuing decades?
  • Do you think that the characters and plot development in manga and anime should be studied in the same way as those in novels and film? If not, how should these media be treated differently?
  • Do you think that “under-age” characters in manga and anime are sometimes depicted inappropriately? If so, how?

Suggested Readings

Mark McLelland, “Managing Manga Studies in the Convergent Classroom”

Chapter 11

Chapter Summary

Alisa Freedman, “Thumb Generation Literature: The Rise and Fall of Japanese Cellphone Novels”

One of the most hotly debated popular literary forms of the twenty-first century has been “keitai shōsetsu,” novels written, predominantly with thumbs, on cellphones and circulated on specialized websites; some keitai shōsetsu have been published as bestselling print books and adapted into television dramas, feature films, and other media. The best-known keitai shōsetsu were written by amateur authors younger than thirty-five. The nickname “thumb tribe” (oyayubizoku), or “thumb generation” (oyayubi sedai) was applied as early as 2001 to youths adept at texting with their thumbs. This chapter overviews historical developments in mobile technologies and the languages, cultures, and social discourses that arose around them to argue that cellphone novels should be viewed as a generational phenomenon that changed popular literature—generational in terms of technological developments and age of authors—generally lasting from the increased use of Japan’s “3G” (third generation) phones in 2001 to the dominance of touchscreen “smartphones.” Keitai shōsetsu were especially popular in Japan between 2005 and 2007, crucial years in the spread of the internet and the globalization of Japanese popular culture. Although the trend waned in popularity after around 2008, keitai shōsetsu have had lasting impact on how books and authors are defined.

Discussion Questions

Alisa Freedman, “Thumb Generation Literature: The Rise and Fall of Japanese Cellphone Novels”

  • What developments made cellphone novels possible? What caused the trend to end?
  • Do you consider cellphone novels to be “literature”? Why or why not?
  • How have cellphone novels changed notions of authors, readers, and books?
  • Is it possible to write a novel entirely in emoji? What would be lost and gained in forgoing written words for emoji? What can we learn about literature? About emoji?
  • What trends in Japanese popular culture do cellphone novels encapsulate?
  • If you were to write a cellphone novel, what would the storyline be? Who would the characters be? What sort of visual qualities of the page, when read on a cellphone, would you need to consider? What penname would you take as a cellphone novelist? How would your story differ from the bestselling cellphone novels described in this chapter?

Chapter 12

Chapter Summary

Laura Miller, “Purikura: Expressive Energy in Female Self-Photography”

This chapter describes purikura, both the machine and its photo-sticker product. Purikura encode many interesting linguistic and cultural features that reflect an incredible spectrum of imaginative thinking and playful creativity. The tiny photos offer a unique point of entry into understanding of contemporary concerns and worries. As a type of unregulated cultural production, they are often annotated and encompass a spectrum of cute, odd, or grotesque aesthetics and themes. Purikura are circulated among friends, plastered on cellphones and notebooks, and collected in thick albums. This genre of photography is significant as an example of how people are not simply consuming popular culture forms, but have creative control of them through their own unique appropriations and modifications.

Discussion Questions

Laura Miller, “Purikura: Expressive Energy in Female Self-Photography”

  • Purikura has been very popular among people in Taiwan, Hong Kong, and Beijing. Why do you think this is the case?
  • Why do you think purikura machines have not been successful when introduced to non-Asian countries, especially the United States?
  • What are some of the ways the purikura machine developers and arcades have made modifications in order to attract customers?
  • The proliferation of terms for types of purikura and its associated activities is an index of its cultural role and importance. Can you think of other examples in Japan where we find a similar expansion in vocabulary related to a specific cultural domain?
  • In what ways are purikura different from selfies?
  • Based on your reading of this chapter, what kind of purikura would you like to take? How would you decorate it? Where would you put your purikura?

Suggested Readings

Laura Miller, Purikura: Expressive Energy in Female Self-Photography”

  • Chalfen, Richard, and Mai Marui. 2001. “Print Club Photography in Japan: Framing Social Relationships.” Visual Sociology 16(1): 55–77.
  • Miller, Laura. 2003. “Graffiti Photos: Expressive Art in Japanese Girls’ Culture.” Harvard Asia Quarterly 7(3): 31–42.
  • Miller, Laura. 2005. “Bad Girl Photography.” In Bad Girls of Japan, edited by Laura Miller and Jan Bardsley, 127–141. New York: Palgrave Macmillan.

Chapter 13

Chapter Summary

Emerald L. King, “Cosplay Everywhere: Costume Diplomacy at the World Cosplay Summit”

Since 2003, the World Cosplay Summit (WCS) has been held annually in Nagoya, Japan. With forty active participant countries, it is one of the largest and longest running international cosplay competitions and has been likened to the Olympics. The event brings together people from diverse backgrounds who are fans of cosplay and Japanese popular culture, and the act of cosplay thus becomes a means for communication surpassing linguistic and other boundaries. This chapter provides a brief introduction to cosplay using the model of international competition and skit cosplay showcased at the WCS. It asks: Can the fan activity of dressing up overcome borders and barriers? In addition to using scholarly research in English and Japanese in the emerging field of cosplay studies, this chapter draws on personal experience as a volunteer at the WCS events, accounts by cosplayers published in traditional and social media, and questionnaires conducted by WCS.

Discussion Questions

Emerald L. King, “Cosplay Everywhere: Costume Diplomacy at the World Cosplay Summit”

  • What can cosplay teach us about the use of popular culture in diplomacy?
  • Do you think cosplay is a helpful way to bring people from other countries together? Why or why not?
  • Is “cosplay diplomacy” a sustainable way to encourage change?
  • If you were to interview a cosplayer, what are three questions you would ask them? How do you think they would answer?
  • If you had a chance to cosplay, who or what would you dress as? Why?

Suggested Readings

Emerald L. King, “Cosplay Everywhere: Costume Diplomacy at the World Cosplay Summit”

Chapter 14

Chapter Summary

Ian Condry, “Hatsune Miku: Virtual Idol, Media Platform, and Crowd-Sourced Celebrity”

Hatsune Miku is Japan’s leading virtual idol. Started as voice synthesizer software in 2007, thousands of fans have created her songs, and she has, in effect, become the world’s first crowd-sourced celebrity. In addition to being associated with hundreds of thousands of songs online, Miku appears in television commercials, videogames, and live concerts. What does this say about authorship and copyright? How has the creator of the software balanced openness and control? What does it mean to think of a character like Miku as a “media platform”? This chapter tackles these questions using fieldwork in Tokyo and the United States, as well as interviews with the CEO of Crypton Future Media.

Discussion Questions

Ian Condry, “Hatsune Miku: Virtual Idol, Media Platform, and Crowd-Sourced Celebrity”

  • The author argues that considering Miku’s live performances alone is insufficient for understanding the phenomenon. Why? What else needs to be considered?  
  • Do you agree with the author’s argument that it is important to separate “social values” and “economic values”? Why or why not?
  • What is dōjin culture and why is it important for understanding Hatsune Miku?  
  • What does the author mean by “celebrities are in some ways platforms as much as they are people”?  
  • Can you identify other phenomena that display similar dynamics as Miku? How are they different?

Suggested Readings

Ian Condry, “Hatsune Miku: Virtual Idol, Media Platform, and Crowd-Sourced Celebrity”

  • Aoyagi, Hiroshi. 2005. Islands of Eight Million Smiles: Idol Performance and Symbolic Production in Contemporary Japan. Cambridge: Harvard East Asian Monographs.
  • Galbraith, Patrick W., and Jason G. Karlin, eds. 2012. Idols and Celebrity in Japanese Media Culture. New York: Palgrave Macmillan.
  • Kelly, William W., ed. 2004. Fanning the Flames: Fans and Consumer Culture in Japan. Albany: State University of New York. 
  • Novak, David. 2013. Japanoise: Music at the Edge of Circulation. Durham: Duke University Press.
  • Stevens, Carolyn S. 2007. Japanese Popular Music: Culture, Authenticity, and Power. New York: Routledge.

Chapter 15

Chapter Summary

Michael Furmanovsky, “Electrifying the Japanese Teenager Across Generations: The Role of the Electric Guitar in Japan’s Popular Culture”

Any popular music aficionado on a visit to urban Japan will be struck by the ubiquity of musical instrument shops, many of which include small studios offering lessons in a variety of instruments. Most of these shops give a special position to the electric guitar and feature entire walls full of brand names. The mystery of who is buying all of these guitars is solved by a visit to any high school or university student festival. Here one finds a world in which seemingly half the student body either plays guitar or is waiting to see a close friend play a rock solo on stage. This chapter first examines the historical origins of the electric guitar’s popularity and the role of two men, Terauchi “Terry” Takeshi and Kayama Yūzō, in triggering the so-called “ereki būmu,” or “electric boom,” of the mid-1960s. I then discuss how learning the guitar became a rite of passage for many rock-music-loving teenagers in the 1970s. Finally, I posit theories as to why the electric guitar has been able to survive both the rise of the dancing idol singer and the domination of popular music by electronic keyboards to remain an icon of Japanese youth.

Discussion Questions

Michael Furmanovsky, “Electrifying the Japanese Teenager Across Generations: The Role of the Electric Guitar in Japan’s Popular Culture”

  • Japan produced two outstanding electric guitar instrumentalists (Terauchi Takeshi and Kayama Yūzō) in the early pop era (1961–1966). However, no Japanese rock guitar god took their place in the rock era (1969–1975). Why did Japanese rock fans of the 1970s take little interest in their own homegrown guitarists?
  • Unlike some British teenagers and musicians in the early 1960s such as Keith Richards and Eric Clapton, Japanese electric guitar fans took little interest in African-American blues guitarists and their image and sound. What are some possible explanations for this?
  • What are some unique characteristics of B’z, Japan’s most successful electric guitar-based rock band?
  • The Runaways achieved great success in Japan and helped pave the way for the adoption of the electric guitar by many female high school and university students. In what sense can this be seen as a re-gendering of the instrument?
  • How would you explain Japan’s resilient oyaji-band scene built around American and British rock cover bands featuring men of the so-called dankai generation?

Suggested Readings

Michael Furmanovsky, “Electrifying the Japanese Teenager Across Generations: The Role of the Electric Guitar in Japan’s Popular Culture”

  • Bourdaghs, Michael. 2012. Sayonara Amerika, Sayonara Nippon: A Geopolitical Prehistory of J-Pop. New York: Columbia University Press.
  • Cope, Julian. 2007. Japrocksampler: How the Post-War Japanese Blew Their Minds on Rock ‘N’ Roll. London: Bloomsbury.
  • Furmanovsky, Michael. 2010. “Outselling the Beatles: Assessing the Influence and Legacy of the Ventures on Japanese Musicians and Popular Music in the 1960s.” Ryukoku University Intercultural Studies 14: 52–64.
  • Furmanovsky, Michael. 2012. “The Father of Boy Bands.” Kansai Scene. June 1.
  • Furmanovsky, Michael. 2020. “Kitagawa Johnny: The Showa Returnee Who Re-Imagined the American ‘Musical’ as Idol Teen Culture for the Heisei Era and Beyond.” Ryukoku University Intercultural Studies 24: 15–28.
  • Furmanovsky, Michael. 2021. “Assessing the Impact of 1960s American Folk Music on the Baby Boom College Experience and Japanese Popular Music.” Ryukoku University Intercultural Studies 25: 51–69.

Japanese Electric Guitar Music Playlist

Michael Furmanovsky, “Electrifying the Japanese Teenager Across Generations: The Role of the Electric Guitar in Japan’s Popular Culture”

  • 1. Takeshi Terauchi & Blue Jeans – “Tsugaru Jongara Bushi”
  • 2. Yūzō Kayama – “Black Sand Beach”
  • 3. Spiders – “Furi Furi”
  • 4. Golden Cups – “Ai suru kimi ni”
  • 5. The Tempters – “Kamisama onegai”
  • 6. Speed, Glue & Shinki – “Stoned Out of My Mind”
  • 7. Princess Princess – “Diamonds”
  • 8. X Japan – “Kurenai”
  • 9. B’z – “Guitar Crazy Rendezvous”
  • 10. Scandal – “Harukaze”

Chapter 16

Chapter Summary

Jayson Makoto Chun, “The ‘Pop Pacific’: Japanese American Sojourners and the Development of Japanese Popular Music”

In a manner similar to how Paul Gilroy (1993) looked at the “Black Atlantic,” where Africans and Americans interacted to create a hybrid culture we often identify as “African American” culture, so has emerged what I dub a “Pop Pacific” as a space of transnational cultural construction of “Japanese popular music.” This hybridized popular music culture largely took root from the mid-1920s with Japanese American jazz musicians performing in Japan; in the postwar period, the presence of music on American military bases in Japan and the growing interplay between television and Japanese music corporations accelerated and mediated this transnational flow. By the turn of the new millennium, the internet allowed for near instantaneous access to information and provided easier means for fan interactions, helping to expand the global market. A study of the “Pop Pacific” reveals the hidden transnational and hybrid aspects of Japanese popular music. This chapter shows through the U.S.–Japan music connection that much of Japanese popular music was part of a larger global web of world music, and, this being the case, labels of national origin like “Japanese” or “American” hide the true nature of transnational web of popular music.

Discussion Questions

Jayson Makoto Chun, “The ‘Pop Pacific’: Japanese American Sojourners and the Development of Japanese Popular Music”

  • What was the influence of Japanese Americans like Johnny Kitagawa and Utada Hikaru on Japanese popular music?
  • Explain this quote in your own words: “A study of the U.S.–Japan music connection will reveal that much of Japanese popular music was part of a larger global web of world music and so labels of national origin like ‘Japanese’ or ‘American’ hide the true nature of the transnational web of popular music.”
  • How did Kitagawa and Utada adapt their products to fit the tastes and values of the Japanese society of their times?
  • Do you think Kitagawa and Utada could have gained mass mainstream success in the United States as artists? Why or why not?
  • Find another example (singer, song, movie, or television show) of the “Pop Pacific” in which U.S. and Japanese influences are combined to create a transnational cultural product.
  • To what extent could you consider Japanese popular music to be transnational?
  • Now that you have read about the “Pop Pacific,” do you think all popular culture is transnationally created in one way or another?

Suggested Readings

Jayson Makoto Chun, “The ‘Pop Pacific’: Japanese American Sojourners and the Development of Japanese Popular Music”

  • Bordaughs, Michael. 2012. Sayonara Amerika, Sayonara Nippon: A Geopolitical Prehistory of J-Pop. New York: Columbia University Press.
  • Furmanovsky, Michael. 2020. “Kitagawa Johnny: The Showa Returnee Who Re-Imagined the American ‘Musical’ as Idol Teen Culture for the Heisei Era and Beyond.” Ryukoku University Intercultural Studies 24: 15–28.
  • Galbraith, Patrick W. and Jason G. Karlin, eds. 2014. Idols and Celebrity in Japanese Media. New York: Palgrave McMillan.
  • Gilroy, Paul. 1993. The Black Atlantic. Cambridge: Harvard University Press.
  • Stevens, Carolyn S. 2008. Japanese Popular Music: Culture, Authenticity and Power. New York: Routledge.

Chapter 17

Chapter Summary

Patrick W. Galbraith, “AKB Business: Idols and Affective Economics in Contemporary Japan”

In 2010, Japan led the world in sales of recorded music. That year, the idol group AKB48 had the top two spots on the Oricon Yearly Singles Chart and accounted for a significant percentage of overall CD sales. By 2011, AKB48 had all top five spots on Oricon, a record achievement that they repeated in 2012. That year, each of their top five singles sold over a million copies. In subsequent years, AKB48 continued to be one of Japan’s best-selling bands and has spun off sister groups in other locations. Although the members of AKB48 are sometimes referred to as “national idols” in Japan, it is a core contingent of fans who support their economic success. This chapter discusses the techniques employed by AKB48 to inspire this fan activity. Drawing on literature on affective economics, I explain what has been called “AKB business,” which is a model for an idol industry that is booming in contemporary Japan and beyond.

Discussion Questions

Patrick W. Galbraith, “AKB Business: Idols and Affective Economies in Contemporary Japan”

  • AKB48 is promoted as “idols that you can meet.” Why is this significant?
  • Estimates suggest that AKB48 does not make an immediate profit performing live at their small theater in Akihabara. Why, then, do they perform there?
  • Are the idols of AKB48 exploited? Are the fans? Why and how?
  • What do you think AKB48 business will be like in the future? Will it continue to have an impact? What do you think will stay the same? What will change?

Suggested Readings

Patrick W. Galbraith, “AKB Business: Idols and Affective Economies in Contemporary Japan”

Additional Teaching Materials

Patrick W. Galbraith, “AKB Business: Idols and Affective Economies in Contemporary Japan”

  • Documentary Films about AKB48
  • Takahashi Eiki, dir. 2012. Documentary of AKB48: Show Must Go On (Shōjo tachi wa kizutsukinagara, yume o miru). Tokyo: Tōhō. 
  • Takahashi Eiki, dir. 2013. Documentary of AKB48: No Flower Without Rain (Shōjo tachi wa namida no ato ni nani o miru?). Tokyo: Tōhō. 
  • Kanchiki Yuri, dir. 2011. Documentary of AKB48: To Be Continued (Jūnen go, shōjo tachi wa ima no jibun ni nani o omou no darō). Tokyo: Tōhō. 

Chapter 18

Chapter Summary

David Novak, “In Search of Japanoise: Globalizing Underground Music”

From their early days in 1980s Osaka, the cult noise-rock group Boredoms has been an icon of Japan’s deep musical strangeness among a dedicated fan base of North American listeners. Propelled by charismatic leader Eye, Boredoms’ bizarre performances and recordings—as well as high-profile collaborations with US indie stars—were received by overseas fans as part of a culturally localized experimental genre they called “Japanoise.” This chapter traces the “cultural feedback” of Japanoise as a cyclical production of intercultural exchange and media circulation, which shows how the shifts, time lags, and breakdowns of popular media are increasingly essential to global receptions of contemporary Japan and to the promise of underground music as a transnational network. Boredoms have been continually rediscovered by overseas audiences, as they transformed over decades from local Japanese punks to wild-eyed emissaries of trans-Pacific psychedelia. Along the way, Japanoise has come to represent a “submergent” force of global culture, which fosters and fuels the social imaginaries that regenerate the possibilities of underground music in a digital age.

Discussion Questions

David Novak, “In Search of Japanoise: Globalizing Underground Music”

  • How does this chapter present the concept of “cultural feedback” as a central theme of Japanese globalization? How do Japanese ideas, things, and people circulate across the world? What factors contributed to “Noise” becoming received as a symbol of Japanese culture in the United States?
  • How does the author describe the conditions of underground music networks in the 1980s and 1990s? Do you think Boredoms would have been received in the same way today, in the context of digital online distributions? 
  • Why is Japanoise so difficult to define as a form of music? How do the examples in the chapter relate to or differ from other popular music styles with which you are familiar?
  • How did Boredoms win over foreign audiences, even though their music was so noisy and unfamiliar? Can you think of any other examples of Japanese pop musicians who have “crossed over” to achieve overseas success?
  • In what ways did Boredoms’ success in the United States impact their reception in Japan? What is the phenomenon of “reverse importation” (gyaku-yunyu)?

Suggested Readings

David Novak, “In Search of Japanoise: Globalizing Underground Music”

  • Condry, Ian. 2006. Hip-Hop Japan: Rap and the Paths of Cultural Globalization. Durham: Duke University Press.
  • Matsue, Jennifer. 2009. Making Music in Japan’s Underground: The Tokyo Hardcore Scene.New York: Routledge.
  • Novak, David. 2013. Japanoise: Music at the Edge of Circulation. Durham: Duke University Press.
  • Sterling, Marvin D. 2010. Babylon East: Performing Dancehall, Roots Reggae, and Rastafari in Japan. Durham: Duke University Press.
  • Stevens, Carolyn. 2008. Japanese Popular Music: Culture, Authenticity, and Power. New York: Routledge.

Chapter 19

Chapter Summary

Eun-Young Jung, “Korean Pop Music in Japan: Understanding the Complex Relationship between Japan and Korea in the Popular Culture Realm”

This chapter traces the rise of K-pop in Japan, its promotional strategies, and the racist discourse that has emerged in reaction. The flow of Korean popular cultural products into Japan has produced a strong fan base but has also encouraged anti-Korean sentiments to flare. K-pop’s popularity in Japan has been engineered by collaborations between Korean and Japanese production companies who “repackage” K-pop musicians for the Japanese market. Essential to this process is the use of Japanese language: translated lyrics in K-pop songs, inclusion of original J-pop songs in performances and music releases, and advanced speaking skills acquired by most K-pop musicians. By catering to Japanese tastes and expectations in sound, movement, looks, and public behavior, K-pop musicians have built on the formula underlying Japan’s own well-established idol pop industry, producing basically the same style. As Korea has used this formula to become an important cultural powerhouse in the transnational marketplace, the longstanding “close-but-distant” relationship between Japan and Korea has played out in the popular culture realm. To prove these points, this chapter focuses on K-pop waves between the 1980s and 2010s and presents a history of K-pop that fans after the 2010s might not know.

Discussion Questions

Eun-Young Jung, “Korean Pop Music in Japan: Understanding the Complex Relationship Between Japan and Korea in the Popular Culture Realm”

  • Discuss the rise of K-pop in Japan as it intersects with the postcolonial political relationships between Korea and Japan.
  • Discuss the specifics of Korean entertainment companies’ marketing and promotion strategies in Japan.
  • Discuss similarities and differences between the musical and visual characteristics of Korean idol bands and Japanese idol bands.
  • Discuss important changes in practice between the first-round Korean Wave singers and the second-round Korean Wave idol bands and how they have triggered different responses among Japanese audiences. How have they paved the way for bands like BTS?
  • Many people are surprised that K-pop bands are making a breakthrough on global music charts. Based on your reading of this chapter, what do you think has caused this change? Do you think it will be a lasting trend? Why have K-pop bands been more popular than J-pop bands abroad?
  • Did you know K-pop before you read this chapter? If so, how did you first hear of K-pop? What do your experiences reflect about K-pop’s globalization?

Suggested Readings

Eun-Young Jung, “Korean Pop Music in Japan: Understanding the Complex Relationship Between Japan and Korea in the Popular Culture Realm”

  • Aoyagi, Hiroshi. 2005. Islands of Eight Million Smiles: Idol Performance and Symbolic Production in Contemporary Japan. Cambridge and London: Harvard University Asia Center.
  • Huat, Chua Beng, and Koichi Iwabuchi, eds. 2008. East Asian Pop Culture: Analysing the Korean Wave. Hong Kong: Hong Kong University Press.
  • Iwabuchi, Koichi. 2002. Recentering Globalization: Popular Culture and Japanese Transnationalism. Durham and London: Duke University Press.
  • Kim, Youna, ed. 2013. The Korean Wave: Korean Media Go Global. London and New York: Routledge.

Chapter 20

Chapter Summary

William M. Tsutsui, “The Prehistory of Soft Power: Godzilla, Cheese, and the American Consumption of Japan”

The possibility of Japan wielding “soft power” from the globalization of media exports is a relatively recent phenomenon. For most of the period since the 1950s, when Japanese monster movies began to find international markets, Japan’s mass entertainment products were commonly perceived by the world’s consumers as inherently inferior in their production values and creative sophistication. This was especially the case with Japanese science-fiction films, with their less-than-state-of-the-art special effects, formulaic plots, and exaggerated dialogue and acting, which quickly gained the US reputation as the ultimate “B movies” and were dismissed as “campy” and “cheesy.” This chapter explores the aesthetics, mechanics, and political implications of America’s parodic “cheesy” sensibility, examining how Japan came to be perceived in postwar America as the home of the world’s finest cinematic cheese (rivaled only perhaps by Italy’s “spaghetti Westerns” and Hong Kong’s martial arts films) and what it was about monster movies, especially the Godzilla franchise, that made them so appealingly deplorable. Specifically, this chapter considers how extensive editing and voice dubbing by Hollywood distributors, eager to “improve” Godzilla films for American release, accentuated, even fabricated, their cheesiness, creating politically sanitized self-parodies that affirmed America’s global superiority and underlined Japanese cultural and racial difference.

Discussion Questions

William M. Tsutsui, “The Prehistory of Soft Power: Godzilla, Cheese, and the American Consumption of Japan”

  • Why do you think American audiences have enjoyed watching films they considered “cheesy”? How would you explain why American media consumers seem particularly drawn to cheesy entertainment from East Asia, such as Japanese monster movies and Chinese martial arts films?
  • “Glocalization” is a name sometimes given to the process of adapting imported products for local audience tastes and preferences in an age of globalization. Is “glocalization” (like the editing of Japanese monster movies for distribution in the United States) inherently a political act? Or should we view it simply as an economic reality? Is “glocalization” something new (as some scholars have asserted) or does it have a history of decades, even generations or centuries?
  • Consider the relative merits of dubbing versus subtitling foreign-language films. Does dubbing change the fundamental nature of the film? Would you rather see a dubbed or subtitled version of a film?
  • What is “soft power” and how does it differ from “hard power”? How can a nation develop “soft power,” and how (if at all) can a nation use it to gain an advantage in international relations? Do you think the cheesy appeal of some forms of Japanese popular culture undermines Japan’s ability to build “soft power” in the United States?

Suggested Readings

William M. Tsutsui, “The Prehistory of Soft Power: Godzilla, Cheese, and the American Consumption of Japan”

  • Mettler, Meghan Warner. 2018. “Godzilla versus Kurosawa: Presentation and Interpretation of Japanese Cinema in the Post World War II United States.” Journal of American-East Asian Relations 25: 413–437.
  • Tsutsui, William M. 2004. Godzilla on My Mind: Fifty Years of the King of Monsters. New York: Palgrave Macmillan.
  • Tsutsui, William M. 2010. Japanese Popular Culture and Globalization. Ann Arbor: Association for Asian Studies.
  • Tsutsui, William M., and Michiko Itō. 2006. In Godzilla’s Footsteps: Japanese Pop Culture Icons on the Global Stage. New York: Palgrave Macmillan.

Godzilla Filmography

William M. Tsutsui, “The Prehistory of Soft Power: Godzilla, Cheese, and the American Consumption of Japan”

  • Tōhō Films:
  • Godzilla (Gojira), 1954
  • Godzilla Raids Again (Gojira no gyakushū), 1955
  • King Kong vs. Godzilla (Kingu Kongu tai Gojira), 1962
  • Mothra vs. Godzilla (Gojira tai Mosura), 1964
  • Ghidorah, the Three-Headed Monster (San daikaijū: Chikyū saidai no kessen), 1964
  • Invasion of Astro-Monster (Kaijū daisensō), 1965
  • Ebirah, Horror of the Deep (Gojira, Ebira, Mosura nankai no daikettō), 1966 
  • Son of Godzilla (Kaijū-tō no kessen ~ Gojira no musuko), 1967
  • Destroy All Monsters (Kaijū sōshingeki), 1969
  • All Monsters Attack (Gojira-Minira-Gabara: Ōru kaijū daishingeki), 1969
  • Godzilla vs. the Smog Monster (Gojira tai Hedora), 1971
  • Godzilla vs. Gigan (Chikyū Kōgeki Meirei: Gojira tai Gaigan), 1972
  • Godzilla vs. Megalon (Gojira tai Megaro), 1973
  • Godzilla vs. Mechagodzilla Gojira tai Mekagojira),1974
  • Terror of Mechagodzilla (Mekagojira no Gyakushū), 1975
  • The Return of Godzilla (Gojira), 1984
  • Godzilla vs. Biollante (Gojira tai Biorante), 1989
  • Godzilla vs. King Ghidorah (Gojira tai Kingu Gidora), 1991
  • Godzilla vs. Mothra (Gojira tai Mosura), 1992
  • Godzilla vs. Mechagodzilla 2 (Gojira tai Mekagojira), 1993
  • Godzilla vs. SpaceGodzilla (Gojira tai SupēsuGojira), 1994
  • Godzilla vs. Destoroyah (Gojira tai Desutoroia), 1995
  • Godzilla 2000 (Gojira Nisen: Mireniamu), 1999
  • Godzilla vs. Megaguirus (Gojira tai Megagirasu: Jī shōmetsu sakusen), 2000
  • Godzilla, Mothra, and King Ghidorah: Giant Monsters All-Out Attack (Gojira, Mosura, Kingu Gidora: Daikaijū sōkōgeki), 2001
  • Godzilla Against Mechagodzilla (Gojira tai Mekagojira), 2002
  • Godzilla: Tokyo S.O.S. (Gojira Mosura Mekagojira Tōkyō SOS), 2003
  • Godzilla: Final Wars (Gojira: Fainaru wōzu), 2004
  • Godzilla: Resurgence (Shin Gojira), 2016
  • American Godzilla Films: 
  • Godzilla, King of the Monsters!, 1956
  • Godzilla, 1998
  • Godzilla, 2014
  • Godzilla: King of the Monsters, 2019
  • Godzilla vs. Kong, 2021

Chapter 21

Chapter Summary

Kyoko Hirano, “The Rise of Japanese Horror Films: Yotsuya Ghost Story (Yotsuya Kaidan), Demonic Men, and Victimized Women”

Yotsuya Ghost Story (Yotsuya kaidan) has been one of the most popular plays in kabuki theater since its first performance in 1825. This tale of haunting and revenge has been adapted to film since the 1910s, along with television dramas and other media, thus entertaining generations of audiences and showing the enduring appeal of ghost stories. This chapter discusses how director Nakagawa Nobuo (1905–1984) turned this classic ghost story into a sympathetic tale of a woman’s suffering in patriarchal Edo-period (1603–1868) society in his 1959 Tōkaidō Yotsuya Ghost Story (Tōkaidō Yotsuya kaidan). Nakagawa satisfied his cult followers by pursuing his own audacious artistic schemes in color, composition, camera movement, editing, music, and sound design, while perpetuating historical customs for adapting Yotsuya Ghost Story. He used tropes of kabuki, showing the continued influence of Edo-period mass culture in the twentieth century, and pioneered conventions for the developing genre of Japanese horror films (J-horror). This chapter’s close reading of Tōkaidō Yotsuya Ghost Story is also intended to serve as a model of how to analyze Japanese film to understand its artistic and historical significance.

Discussion Questions

Kyoko Hirano, “The Rise of Japanese Horror Films: Yotsuya Ghost Story (Yotsuya Kaidan), Demonic Men, and Victimized Women”

  • Compare Yotsuya Ghost Story with other ghost story films you have seen.
  • Why do you think Yotsuya Ghost Story has been so popular, generating numerous adaptations in film, theater, and beyond over the centuries?
  • What is it about this story that fascinates people?
  • How do different versions of Yotsuya Ghost Story deal with the victimization of women? Which version do you think most reflects the changing status of women?
  • Discuss Nakagawa Nobuo’s cinematic strategies in Yotsuya Ghost Story. How do 1960s horror films compare with twenty-first-century films?

Suggested Readings

Kyoko Hirano, “The Rise of Japanese Horror Films: Yotsuya Ghost Story (Yotsuya Kaidan), Demonic Men, and Victimized Women”

  • Balmain, Colette. 2016. Introduction to Japanese Horror Film. Second Edition. Edinburgh: Edinburgh University Press.
  • McDonald, Keiko I. 1994. Japanese Classical Theater in Films. Madison, NJ: Fairleigh Dickinson University Press.
  • Namboku IV, Tsuruya. 1999. “Yotsuya Ghost Stories, Act Three,” translated by Mark Oshima. In Traditional Japanese Theater: An Anthology of Plays, edited by Karen Brazell, 456–483. New York: Columbia University Press.

Selected Yotsuya Kaidan Filmography

Kyoko Hirano, “The Rise of Japanese Horror Films: Yotsuya Ghost Story (Yotsuya Kaidan), Demonic Men, and Victimized Women”

  • New Interpretation of Yotsuya Ghost Story (Shinshaku Yotsuya kaidan), Kinoshita Keisuke, dir., 1949
  • Yotsuya Ghost Story (Yotsuya kaidan), Misumi Kenji, dir., 1959
  • Tōkaidō Yotsuya Ghost Story (Tōkaidō Yotsuya kaidan), Nakagawa Nobuo, dir., 1959
  • Ghost Story Oiwa’s Ghost (Kaidan Oiwa no bōrei), Katō Tai, dir., 1961
  • Yotsuya Ghost Story (Yotsuya kaidan), Toyoda Shirō, dir., 1965
  • Yotsuya Ghost Story: Oiwa’s Ghost (Yotsuya Kaidan ~ Oiwa no bōrei), Mori Kazuo, dir., 1969
  • Summer of Evil: From Yotsuya Ghost Story (Mashō no natsu: Yotsuya kaidan yori), Ninagawa Yukio, dir., 1981
  • Crest of Betrayal (Chūshingura gaiden: Yotsuya kaidan), Fukusatsu Kinji, 1994
  • Laughing Lemon (Warau Iemon), Ninagawa Yukio, dir., 2004
  • Ghost Story (Kaidan), Nakata Hideo, dir., 2007
  • Over Your Dead Body (Kuime), Miike Takashi, dir., 2014

Chapter 22

Chapter Summary

Tom Mes, “V-Cinema: How Home Video Revitalized Japanese Film and Mystified Film Historians”

The explosive growth of home video in 1980s Japan gave an ailing film industry, suffering under competition from television since the early 1960s, a new outlet for its products. The runaway success of video as a business scheme attracted outside investors; new production outfits arose to channel this money stream into the production of feature films for the video market. Bypassing theaters entirely, this created a parallel film industry known as “V-Cinema.” By the early 1990s, over a hundred new films were released directly onto video each year. This upsurge in production offered opportunities for film directors, technicians, and creative talent, and opened the doors for newcomers. A domestic business strategy of modest artistic ambition, V-Cinema's proponents have paradoxically gone on to redefine Japanese cinema for global audiences and give rise to new directors and new genres (like J-horror). V-Cinema defied film historians to broaden the canon formed more than half a century ago and to account for new contexts, methods, and styles. By describing the historic rise of Japanese direct-to-video filmmaking, this chapter argues that V-Cinema challenges accepted notions of national cinema and canonization and of cultural value as assigned to films.

Discussion Questions

Tom Mes, “V-Cinema: How Home Video Revitalized Japanese Film and Mystified Film Historians”

  • How could further investigation of video benefit the study of film and popular culture?
  • Japanese V-Cinema has produced filmmakers whose works are now seen across the world. Can the same be said for American straight-to-video films? Is there another period or movement in American cinema that served as a breeding ground for young filmmakers, comparable to V-Cinema?
  • What is your initial prejudice when you think of straight-to-video films?
  • What does the example of V-Cinema reveal about the gatekeeping processes involved in the diffusion of Japanese cinema in the rest of the world?
  • How has the success of V-Cinema upended concepts of high and low cultural production? Is this representative of other trends in popular culture?

Suggested Readings

Tom Mes, “V-Cinema: How Home Video Revitalized Japanese Film and Mystified Film Historians”

  • Clements, Jonathan. 2013. Anime: A History. London: British Film Institute.
  • Greenberg, Joshua. 2008. From Betamax to Blockbuster: Video Stores and the Invention of Movies on Video. Cambridge: Massachusetts Institute of Technology.
  • Lobato, Ramon. 2012. Shadow Economies of Cinema: Mapping Informal Film Distribution. London: BFI/Palgrave Macmillan.
  • Mes, Tom. 2003. Agitator: The Cinema of Takashi Miike. Godalming, Surrey: FAB Press.
  • Mes, Tom and Jasper Sharp. 2004. The Midnight Eye Guide to New Japanese Film. Berkeley: Stone Bridge Press.
  • Wada-Marciano, Mitsuyo. 2012. Japanese Cinema in the Digital Age. Honolulu: University of Hawai’i Press.
  • Zahlten, Alexander. 2017. The End of Japanese Cinema: Industrial Genres, National Times, and Media Ecologies. Durham and London: Duke University Press.

V-Cinema Watch List

  • Tom Mes, “V-Cinema: How Home Video Revitalized Japanese Film and Mystified Film Historians”
  • Although not acknowledged in the accepted discourse of continuous decline, the 1990s were one of Japanese cinema’s most vibrant and prolific decades. This was thanks in no small part to V-Cinema, the straight-to-video industry, initiated by former major studio Toei in 1989. Below are my picks for films whose inclusion would do much to spice up our accounts of recent Japanese film history. It must be noted that Japan has not been much kinder to its own heritage: many of these titles were never rereleased after their original VHS incarnation and have been withering in the archives of reluctant distribution companies since the early 1990s.
  • Neo Chinpira (Neo chinpira teppōdama pyū, 1990), director: Takahashi Banmei
  • A comedy about the day-to-day travails of a low-level gangster, this was an unlikely hit for Toei that made a star out of its lead actor Aikawa Shō. He and director Takahashi—a veteran of Nikkatsu Roman Porno and early 1980s art cinema—would go on to repeat the formula not only in a sequel but in so many other productions that the “Aikawa Sho gangster comedy” became almost a genre in itself. The six-part Suit Yourself or Shoot Yourself! series by Kurosawa Kiyoshi (a former protégé of Takahashi’s) is also modeled closely on it.
  • Tuff (Tafu, 1990), director: Harada Masato
  • An aimless young man who makes a living delivering pizzas finds himself an apt pupil to a professional hitman after finding himself in the middle of one of his murder scenes. The most Hollywood-oriented of contemporary Japanese film directors found a natural home in the genre-oriented environment of V-Cinema and delivered a thoroughly entertaining action film full of visual flair that belies the medium’s meager means. This was the first part in a six-film series whose final installment, Painted Desert (1993), brought Harada full circle by being shot in the U.S. and featuring such Hollywood thesps as James Gammon and Vincent Schiavelli.
  • Stranger (Yoru no sutorenjā kyōfu, 1991), director: Nagasaki Shunichi
  • A woman who works as a taxi driver finds herself stalked by an unknown assailant in a 4WD. Director Nagasaki, one of the major names to emerge from the late-1970s indie film scene, ramps up the paranoia factor in this urban riff on Spielberg’s Duel. Lead actress Natori Yūko was a major star and household name, but here she appears thoroughly deglamorized in oversized men’s clothing and without makeup.
    Trailer: https://www.youtube.com/watch?v=KVduIlQKWPo
  • Carlos (Karurosu, 1991), director: Kiuchi Kazuhiro
  • Director Kiuchi Kazuhiro is better known as the creator of the oft-adapted manga Be-Bop High School and as a novelist (Miike Takashi’s Shield of Straw [Wara no tate, 2013] is based one of his bestsellers). Throughout the 1990s he also directed a handful of gritty crime films, starting with this straight-to-video tale of a Japanese-Brazilian criminal’s ascent through the underworld. With its reflections on minorities and petty crime in post-Bubble era Japan, Carlos set the template for countless later works by Miike Takashi, Mochizuki Rokurō, Aoyama Shinji, and other leading proponents of V-Cinema. Takenaka Naoto, of Shall We Dance? fame, plays the very Tony Montana-esque title role.
    Trailer: https://www.youtube.com/watch?v=QEVVFl6ZTXo
  • Female Convict Scorpion: Death Notice (Joshū sasori satsujin yokoku, 1991), director: Ikeda Toshiharu
  • As Toei’s V-Cinema line began taking off proper, it was only a matter of time before the company began mining its rich back catalogue for inspiration. One of the first of these was a remake of Itō Shunya’s fondly remembered women-in-prison flick Female Convict 701: Scorpion (Joshū 701 sasori, 1972). Director Ikeda Toshiharu, who would go on to helm the lion’s share of Toei Video’s long-running “female action” series XX (Daburu ekkusu), shot the film in obvious tribute to Itō’s memorably stylish original, although purists at the time heaped scorn on the results, as well as on actress Okamoto Natsuki, who was given the unenviable task of stepping into the shoes of the original’s iconic star Kaji Meiko.
    Trailer: https://www.youtube.com/watch?v=GxCLemvY7q0
  • Dance til Tomorrow (Asatte Dance, 1991), director: Isomura Itsumichi
  • This adaptation of Yamamoto Naoki’s manga was Daiei’s first foray into V-Cinema, although the former major studio played to its strengths by giving it a limited theatrical release first—thereby initiating a strategy that would ensure V-Cinema’s legacy as a revitalizing force in Japanese cinema. The film was also a trailblazer by bringing the romantic comedy genre into an until then strictly male-oriented market.
    Fragment: https://www.youtube.com/watch?v=a0yu9LNGUZU
  • Downfall (Daraku, 1992), director: Jissōji Akio
  • Jissōji Akio (1937–2006) was one of Japanese cinema’s most unclassifiable filmmakers. Starting his directing career in television in the 1960s on the various incarnations of the Ultraman series, for the big screen he made everything from challenging art films for ATG (such as This Transient Life/Mujō and Mandala) in the early 1970s to large-scale effects-heavy blockbusters like Tokyo: The Last Megalopolis (Taitei monogatari, 1988), as well as numerous adaptations of tales by ero-guro mystery author Edogawa Rampo. Many of Jissōji’s films contain taboo-breaking sexual themes, which is likely why he used the medium of V-Cinema to explore the narrative possibilities of explicit, unsimulated sex, sidestepping the restrictions imposed on theatrical releases.
  • The Wicked Reporter series (Gokudō kisha, 1993–’96) + The Outer Way (Gedō, 1998), director: Mochizuki Rokurō
  • Blessed with a retrospective at the International Film Festival Rotterdam in 1998, Mochizuki Rokurō should be seen as one of the standard bearers in bringing V-Cinema to world’s attention. The backbone to his oeuvre of 1990s crime thrillers is The Wicked Reporter series, set among the downtrodden in post-Bubble Japan: those forced to scrape by as gamblers, low-level gangsters, grifters, prostitutes, and petty thieves. The almost surreal The Outer Way plays like a Clint Eastwood vigilante movie as directed by Alejandro Jodorowsky and is the director’s masterpiece. In all these films, Mochizuki’s background in pink films and adult video shines through in his depiction of sex: devoid of glamour but full of unapologetically carnal lust.
  • More information can be found on Midnight Eye: Visions of Japanese Cinema –
  • http://www.midnighteye.com (a non-profit, non-commercial database of film reviews, interviews, books, and other features. Edited by Tom Mes and Jasper Sharp. Active 2001–2015).

Chapter 23

Chapter Summary

Alan Cholodenko, “Apocalyptic Animation: In the Wake of Hiroshima, Nagasaki, Godzilla, and Baudrillard”

This chapter offers an examination after Jean Baudrillard of the postwar Japanese animation in terms of the nature, history, and destiny of animation, film, war, and nation. In this speculation on “apocalyptic anime,” that is, anime in the wake of the atomic bomb, and on the animatic thinking of Baudrillard, Akira (Ōtomo Katsuhiro, dir., 1988) is treated as exemplary, not only in its narrative but as its narrative. It not only becomes exemplary of a major genre of anime, it performs that genre of apocalypse, of explosion and implosion, a form of animation film and film animation as warrior in a war between not only anime and American animation but Japan and America, even as film animation and nation animation are inextricably commingled, making it impossible to distinguish one from the other. In other words, extending von Clausewitz’s “war is merely the continuation of policy [politics] by other means,” this chapter argues that film animation is a form of war. Akira puts at stake the possibility of Japan winning this war with the United States by seducing it and its globalizing ambitions through hypersimulation, returning/maintaining Japan’s singularity, its radical foreignness, “Radical Exoticism,” as Baudrillard conceptualizes such exoticism after Victor Segalen.

Discussion Questions

Alan Cholodenko, “Apocalyptic Animation: In the Wake of Hiroshima, Nagasaki, Godzilla, and Baudrillard”

  • Do you think war can exist in domains other than politics?
  • Do you think a war continued between Japan and the United States after World War II?
  • Do you think national cinemas can be at war with each other?
  • Do you think that all film, including live action, by definition is a form of animation?
  • Do you think that digital animation has morphed animation into a new, extreme form, hyperanimation, one exemplified in its own way in anime by Akira?
  • Do you think that film and media, on the one hand, and reality, on the other, are completely separate realms or that they are inextricably commingled?

Suggested Readings

Alan Cholodenko, “Apocalyptic Animation: In the Wake of Hiroshima, Nagasaki, Godzilla, and Baudrillard”

  • Baudrillard, Jean. 1987. The Evil Demon of Images. Sydney: Power Institute Publications.
  • Baudrillard, Jean. 1993. The Transparency of Evil: Essays on Extreme Phenomena, translated by James Benedict. London: Verso.
  • Brophy, Philip. 1991. “The Animation of Sound.” In The Illusion of Life: Essays on Animation, edited by Alan Cholodenko, 67–111. Sydney: Power Publications in association with the Australian Film Commission.
  • Cholodenko, Alan, ed. 1991. The Illusion of Life: Essays on Animation. Sydney: Power Publications in association with the Australian Film Commission.
  • Cholodenko, Alan. 2000. “The Illusion of The Beginning: A Theory of Drawing and Animation.” Afterimage 28 (1): 9–12.
  • Cholodenko, Alan, ed. 2007. The Illusion of Life 2: More Essays on Animation. Sydney: Power Publications.

Chapter 24

Chapter Summary

Renato Rivera Rusca, “Toy Stories: Robots and Magical Girls in Anime Marketing”

Since the 1960s, Japanese television animation has been governed by paradigms formed through relationships in the anime industry. Two genres that best represent the existence of pervasive paradigms have relied on the sale of toys: the “robot” (robotto) genre, featuring giant humanoid fighting machines usually controlled by young male pilots, and the “magical girl” (mahō shōjo) genre, depicting the adventures of pre-pubescent girls with magical powers. This chapter argues that the continued existence of these genres has been possible because of the reliance on industry frameworks established through evolving relationships among anime creators, commercial sponsors, and television networks. It explains how this relationship imposed “opportunistic restrictions” on creators during the “golden age” of television anime, starting in the 1970s and lasting until paradigm shifts initiated by Original Video Animation (OVA) in the mid-1980s. The dynamics of the robot and magical girl genres provided for intellectual property to be reproduced across the “media mix,” the marketing of franchises through various commercial formats that characterizes the anime industry. This chapter historicizes connections between content production and marketing strategies that enabled the development of television anime.

Discussion Questions

Renato Rivera Rusca, “Toy Stories: Robots and Magical Girls in Anime Marketing”

  • Why do so many anime series feature robots and/or magical girls?
  • How do the “media-mix” marketing strategies (e.g., tie-in manga, soundtracks, toys, and interactive events) in the Japanese anime industry target consumers? How does this affect the consumption and appreciation of anime?
  • How have toy companies essentialized gender in anime genres? Have they started to disrupt gender binaries? If so, how so? If not, why not? Can toys be gender neutral?
  • How have the robot and magical girl series described in this chapter influenced any of the anime or films you have watched? What seems similar or different?
  • If you were to give advice to any of the creative producers or sponsors described in this chapter, what would you tell them? Why?

Suggested Readings

Renato Rivera Rusca, “Toy Stories: Robots and Magical Girls in Anime Marketing”

  • Allison, Anne. 2006. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: University of California Press.
  • Condry, Ian. 2013. The Soul of Anime: Collaborative Creativity and Japan’s Media Success Story. Durham: Duke University Press.
  • Steinberg, Marc. 2012. Anime’s Media Mix: Franchising Toys and Characters in Japan. Minneapolis: University of Minnesota Press.

Watch List

The following anime are discussed in Chapter 24.

  • Robot (Robotto) Anime:
  • Gigantor (Tetsujin 28-gō), 1963–1966
  • Mazinger Z (Majingā zetto), 1972–1974
  • Combattler V (Chōdenji robo Konbatorā V), 1976–1977
  • Voltes V (Chōdenji mashin borutesu faibu),1977–1978
  • Mobile Suit Gundam (Kidō senshi Gandamu), 1979–1980
  • Space Warrior Baldios (Uchū senshi Barudiosu), 1980–1981
  • Super Dimension Fortress Macross (Chōjikū yōsai Makurosu),1982–1983
  • Macross 7 (Makurosu Sebun), 1994–1995
  • Macross Plus (Makurosu Purasu), 1995 (OVA)
  • Dancougar (Chōjū kishin Dankūga), 1985
  • Megazone 23 (Megazōn 23), 1985
  • Hades Project Zeorymer (Meiō keikaku Zeoraimā), 1988
  • Brave series (Yūsha shiriizu),1990–2005
  • Magical Girl (Mahō Shōjo) Anime:
  • Sally the Witch (Mahō-tsukai Sally), 1966–1968
  • The Secret of Akko-chan (Himitsu no Akko-chan), 1969–1970
  • Fairy Princess Minky Momo (Mahō no purinsesu Minkī Momo), 1982–1983
  • Magical Angel Creamy Mami (Mahō no tenshi Kuriimii Mami), 1983–1984
  • Sailor Moon (Bishōjo Senshi Seeraa Mūn), 1992–1997
  • Pretty Cure (Futari wa Puriti Kyua), 2004–present
  • Puella Magi Madoka Magica (Mahō shōjo Madoka Magika), 2011
  • Other Anime Series:
  • Astro Boy (Tetsuwan Atomu), 1963–1966
  • Ken the Wolf Boy (Ōkami Shōnen Ken), 1963
  • 8 Man (Eitoman), 1963–1964
  • Heidi, Girl of the Alps (Arupusu no shōjo Haiji), 1974
  • A Dog of Flanders (Furandaazu no inu),1975

Chapter 25

Chapter Summary

Susan Napier, “The World According to Ghibli, or How a Small Japanese Studio Became a Global Phenomenon”

This chapter examines Japan’s renowned Studio Ghibli in terms of the distinctive characteristics that helped it to become an increasingly significant alternative to Hollywood, especially Disney, animation in the twenty-first century. The chapter explores four films—My Neighbor Totoro, Princess Mononoke, Spirited Away, and The Tale of Princess Kaguya—that express the three most significant characteristics of Ghibli’s films: (1) a willingness to accept and even celebrate ambiguity rather than enforce a “happily ever after ending”; (2) female complexity and agency; and (3) most significant, an essentially animistic vision that places humanity as only one part of a multifaceted and profoundly connected world. These elements add up to the “Ghibli Worldview,” which is appropriate for the complexities and challenges of the twenty-first century. This chapter argues that this vision, along with Ghibli’s rich narratives, imaginative world building, and sublimely beautiful imagery, are the reasons behind the growth of Ghibli’s influence and popularity.

Discussion Questions

Susan Napier, “The World According to Ghibli, or How a Small Japanese Studio Became a Global Phenomenon”

  • What do you think the title of this chapter, “The World According to Ghibli,” suggests? Can an animation studio really have a worldview?
  • What is the Ghibli Worldview? How has it been developed? What outside events in Japan and the world affected it? What cultural aspects influenced it? Please find examples of this worldview in the films analyzed in this chapter.
  • How does the Ghibli Worldview contrast with that of the Walt Disney Animation Studios?
  • What is your favorite Studio Ghibli film? What worldview does it depict?
  • Do you have a favorite Studio Ghibli character? Why do you like this character? What does this character teach us about anime, human nature, culture, or other issues?

Suggested Readings

Susan Napier, “The World According to Ghibli, or How a Small Japanese Studio Became a Global Phenomenon”

  • Alpert, Steve. 2020. Sharing a House with the Never-Ending Man: Fifteen Years at Studio Ghibli. Berkeley: Stonebridge Press.
  • Denison, Rayna. 2015. Anime: A Critical Introduction. London: Bloomsbury.
  • Denison, Rayna, ed. 2018. Princess Mononoke: Understanding Studio Ghibli’s Monster Princess. London: Bloomsbury.
  • Greenberg, Raz. 2020. Hayao Miyazaki: Exploring the Early Work of Japan’s Greatest Animator. London: Bloomsbury.
  • Napier, Susan. 2005. Anime from Akira to Howl’s Moving Castle: Experiencing Contemporary Japanese Animation. New York: Palgrave.
  • Napier, Susan. 2018. Miyazakiworld. New Haven: Yale University Press.

Chapter 26

Chapter Summary

Marc Steinberg, “Condensing the Media Mix: The Tatami Galaxy’s Multiple Possible Worlds”

This chapter isolates some of general distinctions in transmedia storytelling practice between what in North America has been called “convergence culture” and what in Japan is known as the “media mix.” Developed through a reading of the anime series directed by Yuasa Masaaki, The Tatami Galaxy (Yojōhan shinwa taikei, 2010), this chapter fleshes out the different approaches to the consistency of worlds within each media-industrial formation. It draws on Gottfried Wilhelm Leibniz’s (1646–1716) concepts of compossibility and incompossibility to provide a theoretical framework for understanding differences in the creation of media worlds. Reading The Tatami Galaxy as a meta-commentary on the media mix, this chapter also aims to develop a vocabulary for analyzing transmedia works more generally.

Discussion Questions

Marc Steinberg, “Condensing the Media Mix: The Tatami Galaxy’s Multiple Possible Worlds”

  • What are the main differences between Henry Jenkins and Otsuka Eiji’s models of worlds?
  • What distinctions does the author make between the Hollywood model of transmedia storytelling and Japan’s media mix?  
  • Are these distinctions convincing? Discuss how these distinctions between transmedia and the media mix may be useful, as well as what their limitations are.
  • Review the discussion of Gottfried Wilhelm Leibniz and worlds. What are the differences between “compossible” and “incompossible”? How do these concepts relate to the problem of world or worlds? And what are some of the elements within Tatami Galaxy that hold the multiple worlds together?
  • Think about how this chapter argues its points. What methodology does it use, and what bodies of knowledge does it draw on? What other methodologies would be useful in thinking about the distinction between transmedia storytelling and the media mix?

Suggested Readings

Marc Steinberg, “Condensing the Media Mix: The Tatami Galaxy’s Multiple Possible Worlds”

  • Jenkins, Henry. 2006. Convergence Culture: Where Old and New Media Collide. New York: New York University Press.
  • Ōtsuka, Eiji. 2010. “World and Variation: The Reproduction and Consumption of Narrative,” translated by Marc Steinberg. In Mechademia 5: Fanthropologies, edited by Frenchy Lunning, 99–116. Minneapolis: University of Minnesota Press.
  • Steinberg, Marc. 2012. Anime’s Media Mix: Franchising Toys and Characters in Japan. Minneapolis: University of Minnesota Press.

Chapter 27

Chapter Summary

Ben Whaley, “A Jew and a Nazi Walk into an Izakaya: Tezuka Osamu’s Holocaust Manga”

Tezuka Osamu (1928–1989) has been regarded as one of the most influential creators of manga both inside and outside Japan, earning him the title Japan’s “God of Manga.” However, his beloved series, such as Kimba the White Lion (Janguru Taitei, 1950–1954) and Astro Boy (Tetsuwan Atomu, 1952–1968), present a reductive view of his narrative and creative contributions to Japanese comics. In a career spanning over four decades, Tezuka authored countless works drawn in part from his experiences of coming of age in wartime and Occupation-era Japan. This chapter explores the intersections of Japanese identity and war memory in one of these lesser-known works from the latter half of Tezuka’s career, his Holocaust-themed World War II epic Message to Adolf (Adorufu ni tsugu, 1983–1985). It argues that Tezuka uses the Holocaust as a prism through which to critique the unattainability of “Japaneseness,” an imagined and essentialized form of cultural uniqueness, for outliers who possess a liminal relationship to Japan. Through this manga, Tezuka condemns wartime ideologies on a global scale, but, owing to his upbringing, cannot fully dissociate Japanese identity from the corrosive specter of war.

Discussion Questions

Ben Whaley, “A Jew and a Nazi Walk into an Izakaya: Tezuka Osamu’s Holocaust Manga”

  • Who was Tezuka Osamu and what were some of his major contributions to the evolution and development of manga as a medium?
  • What did you find noteworthy or challenging about the artistic, narrative, or storytelling techniques in Message to Adolf?
  • How might we reconcile Tezuka’s purported “humanism” with his negative treatment of hybridized and liminal characters, such as Adolf Kaufmann and Adolf Kamil?
  • The Empire of Japan was allied with Nazi Germany as a member of the Axis powers during World War II. Why might there be such an interest in representing the Holocaust in manga over more domestic Japanese experiences of the war, such as the atomic bombings of Hiroshima and Nagasaki?
  • In your view, is manga an effective medium for conveying the gravity of a historical event such as the Holocaust? What might be gained or lost when drawing the Holocaust through manga?

Suggested Readings

Ben Whaley, “A Jew and a Nazi Walk into an Izakaya: Tezuka Osamu’s Holocaust Manga”

  • Ban, Toshio, and Tezuka Productions. 2016. The Osamu Tezuka Story: A Life in Manga and Anime. Translated by Frederik L. Schodt. Berkeley: Stone Bridge Press.
  • Frahm, Ole, Hans-Joachim Hahn, and Markus Streb, eds. 2021. Beyond MAUS: The Legacy of Holocaust Comics. Vienna: Böhlau Verlag.
  • Goodman, David G., and Masanori Miyazawa. 2000. Jews in the Japanese Mind: The History and Uses of a Cultural Stereotype. Expanded edition. Lanham, MD: Lexington.
  • Lunning, Frenchy, ed. 2013. Mechademia 8: Tezuka’s Manga Life. Minneapolis: University of Minnesota Press.
  • Whaley, Ben. 2020. “When Anne Frank Met Astro Boy: Reading the Holocaust through Manga.” positions 28 (4): 729–755.

Chapter 28

Chapter Summary

Shige (CJ) Suzuki, “Gekiga, or Japanese Alternative Comics: The Mediascape of Japanese Counterculture”

This chapter discusses the sociocultural context of the emergence and development of gekiga—long-form narrative comics or story manga, typically with little or no comical effect, oriented toward young adult or adult male readers. It examines gekiga’s shifting media ecology, formal innovations and readership, and impact on other artistic and cultural practices. I focus on two key players in the evolution of gekiga: Tatsumi Yoshihiro (1935–2015) and Shirato Sanpei (1932–2021). Both manga creators contributed to the growth of gekiga as a distinct media form, expanding the horizon of Japanese comics expression. Gekiga grew in tandem with Japanese counterculture in the 1960s, when Japan witnessed the rise of student revolts, civic and intellectual participation in politics, and radical artistic experimentalism, all of which responded to the domestic and international political conjunctures of the time. It was one of the thrilling moments in Japanese cultural history when the popular closely intersected with the political, synchronically corresponding to other radical cultural praxes and movements in other parts of the globe. Focusing on Tatsumi’s and Shirato’s achievements in Japanese comics history, this chapter argues that gekiga, as Japanese alternative comics, played a significant role in shaping counterculture.

Discussion Questions

Shige (CJ) Suzuki, “Gekiga, or Japanese Alternative Comics: The Mediascape of Japanese Counterculture”

  • Based on your knowledge of manga, identify several similarities and differences between gekiga and manga in terms of drawing style, narrative structure, visual elements, themes and audience.
  • What do you think about the embedded social critique or political commentary in comics (or other popular narrative forms)? Does it hamper the pleasure of reading? Do you know of any other examples for providing critique or commentary of society through popular narrative forms? What are the benefits of such forms?
  • The medium of comics is inherently “graphic”—meaning both pictorial and sexual/violent—which sometimes prompts strong reactions from readers. Do you think this nature of comics is related to a series of censorship over comics? If yes, should we censor or place restrictions on expression in comics—or for that matter, in other popular visual forms such as film, videogames, and music? What are possible benefits and dangers for censorship on popular forms of art for society? How do we decide the appropriateness of comics for audiences of different ages?
  • According to one definition, subculture refers to a group within a larger culture or society, which holds beliefs or interests at variance with, or sometimes against, those of the larger, mainstream culture or society. Provide an example of a subculture and consider how your chosen example expresses itself? What kind of meanings does it have for participants? How is it perceived by the general public or an outsider? Do you think subculture promotes social change? What are some of the possibilities and limitations of a subculture?
  • What is the relationship between gekiga and counterculture?
  • What is your assessment of the status of comics in today’s society? Given the recent re-invention of comics as a medium for expression, often labeled as “graphic novels” in English-language countries, what kind of other ideas or possibilities have been (or will be) explored through the medium of comics? Do you think comics have achieved or can achieve a status similar to literature or art?

Bonus Material:

a. As pointed out in the chapter, gekiga artists in the 1950s often use visual symbols and cues to convey the protagonist’s psychology. Closely analyze several pages from some of Tatsumi Yoshiro’s short gekiga works, if available. Identify the ways in which the author conveys the internal state of the protagonists visually. Consider how and what kinds of psychological states are communicated though visual signs and juxtaposed images of different images.

b. As discussed in the chapter, gekiga artists tend to use the “aspect-to-aspect” panel transition more than others. Given this, analyze the page layout and each juxtaposed panel to identify or measure how much time passes (or not) in each different panel. What narrative effects are produced or intended by the author with the different “speeds” of each panel transition?

Suggested Readings

Shige (CJ) Suzuki, “Gekiga, or Japanese Alternative Comics: The Mediascape of Japanese Counterculture”

  • Holmberg, Ryan. 2010. Garo Manga: The First Decade 1964–1973. New York: Center for Book Arts.
  • Khoo, Eric, director. 2011. Tatsumi. New York: KimStim.
  • Tatsumi, Yoshihiro. 2006. Abandon the Old in Tokyo, translated by Yuji Oniki. Montreal: Drawn & Quarterly.
  • Tatsumi, Yoshihiro. 2009. A Drifting Life, translated by Taro Nettleton. Montreal: Drawn & Quarterly.
  • Tsuge, Yoshiharu. 2003. “Screw Style” (“Neji-siki”). The Comics Journal #250: 136–157.

Chapter 29

Chapter Summary

Deborah Shamoon, The Beautiful Men of the Inner Chamber: Gender-Bending, Boys’ Love, and and Other Shōjo Manga Tropes in Ōoku by Yoshinaga Fumi”

In the manga series Ōoku: The Inner Chambers (2005–2021), Yoshinaga Fumi presents an imagined history of Japan’s Edo period (1603–1868) in which women rule the country. A plague reduces the male population to one quarter of the female, forcing a reassignment of gender roles. Women take over the government and all levels of public and private life, with the few surviving men valued primarily as breeding stock. The story follows the succession of female shoguns and the men of the Inner Chambers, kept as a male harem. The gender-swapped premise of Ōoku allows Yoshinaga to explore not only Japanese history but also the conventions of the shōjo manga genre. Yoshinaga, who got her start as a manga artist creating Rose of Versailles fan fiction (dōjinshi), alternately celebrates and critiques the bishōnen (pretty boy) aesthetics of shōjo manga and the reliance on homosexual and homosocial themes. This chapter discusses how Ōoku plays with shōjo manga genre conventions and ultimately transcends those conventions to give a more nuanced critique of received gender roles.

Discussion Questions

Deborah Shamoon, “The Beautiful Men of the Inner Chamber: Gender-Bending, Boys’ Love, and Other Shōjo Manga Tropes in Ōoku by Yoshinaga Fumi”

  • What is boys’ love, and why might it appeal to girl readers?
  • How does Ōoku subvert the tropes of boys’ love?
  • The female-led world of Ōoku is just as imperfect as the real history of the Edo period. Why do you think Yoshinaga Fumi chooses to portray her gender-switched leaders as replicating the same mistakes as in real life?
  • Many shōjo manga feature gender switching, cross-dressing, or other forms of gender fluidity. Do you know of any other examples from shōjo manga or any other genre? How do they compare to Ōoku?
  • Gender flipping is a popular strategy in fanfiction or fan art of text from many different genres, not only in Japan. Have you encountered any gender-flipped stories or characters? How did it change the way you thought of the narrative or characters and why?

Suggested Readings

Deborah Shamoon, “The Beautiful Men of the Inner Chamber: Gender-Bending, Boys’ Love, and Other Shōjo Manga Tropes in Ōoku by Yoshinaga Fumi”

  • Levi, Antonia, Mark McHarry, and Dru Pagliassotti, eds. 2008. Boys’ Love Manga: Essays on the Sexual Ambiguity and Cross-Cultural Fandom of the Genre. Jefferson, NC: McFarland.
  • Matsui, Midori. 1993. “Little Girls Were Little Boys: Displaced Femininity in the Representation of Homosexuality in Japanese Girls’ Comics.” In Feminism and the Politics of Difference, edited by Sneja Gunew and Anna Yeatman, 177–196. New South Wales, Australia: Allen and Unwin.
  • Shamoon, Deborah. 2012. Passionate Friendship: The Aesthetics of Girls’ Culture in Japan. Honolulu: University of Hawai’i Press.
  • Takahashi, Mizuki. 2008. “Opening the Closed World of Shōjo Manga.” In Japanese Visual Culture: Explorations in the World of Manga and Anime, edited by Mark W. MacWilliams, 114–136. Armonk, NY: M.E. Sharpe, Inc.

Chapter 30

Chapter Summary

Thomas Lamarre,“Cyborg Empiricism: The Ghost Is Not in the Shell”

Shirow Masamune’s cyborg manga, Kōkaku kidōtai: The Ghost in the Shell, which began serialization in 1989, proposes the cyborg as a techno-philosophical challenge to Cartesian dualism. Shirow’s manga oscillates between two different kinds of challenges, sometimes emphasizing the pragmatic dimension of making cyborgs and of regulating the generation of new kinds of intelligence and existence; sometimes stressing the speculative dimension through the surprise of the emergence of new life forms. The dominant paradigm emerges, however: that of securing the ghost within the shell and subordinating the speculative to the pragmatic, culminating in a politics of suppressing or overcoming threats to personal and national sovereignty. Yet another tendency persists, with a different relation between the pragmatic and the speculative. This minor tendency does not simply stress the speculative power of the ghost over and above the shell. It strives for a fusion of different dimensions without loss of difference. If we are to contest and move beyond the dominant tendency toward personal and national sovereignty in The Ghost in the Shell, we must stick to these moments when the ghost (and the speculative) is not in the shell but in its world. These moments open into cyborg empiricism.

Discussion Questions

Thomas Lamarre, “Cyborg Empiricism: The Ghost Is Not in the Shell”

  • To what extent do you think that the cyborg remains an important figure in contemporary popular culture? Why do you think the cyborg has proved so persistent in popular culture?
  • How does the figure of the cyborg in The Ghost in the Shell manga challenge a binary opposition between the human and the nonhuman?
  • How does the cyborg’s “ghost” challenge a binary opposition between body and mind?
  • Although the figure of cyborg in The Ghost in the Shell manga explicitly strives for a non-dualistic approach to mind and body, how does the idea “the ghost is in the shell” thwart this attempt? How do the aspirations of the cyborg and of the sovereign nation become conjoined?
  • When the ghost is not in the shell, where is it, and what does it do?
  • How (and why) do actual manga techniques such as layout allow for a non-dualist experience?
  • What does it mean that cyborgs tend to be conservative in their choice of bodies?
  • Are there examples of cyborgs you feel move more successfully beyond dualism than those in The Ghost in the Shell manga?
  • How do the cyborgs in The Ghost in the Shell manga compare to those in the anime films and television anime series?

Suggested Readings

Thomas Lamarre, “Cyborg Empiricism: The Ghost Is Not in the Shell”

  • Bolton, Christopher A. 2002. “From Wooden Cyborgs to Celluloid Souls: Mechanical Bodies in Anime and Japanese Puppet Theater.” positions 10(3): 729–771.
  • Gardner, William O. 2020. The Metabolist Imagination: Visions of the City in Postwar Japanese Architecture and Science Fiction. Minneapolis: University of Minnesota Press.
  • Lamarre, Thomas. 2015. “Scan Lines: How Cyborgs Feel.” In Simultaneous Worlds: Global Science Fiction Cinema, edited by Jennifer Feeley and Sarah Ann Welles, 3–28. Minneapolis: University of Minnesota.
  • Orbaugh, Sharalyn. 2002. “Sex and the Single Cyborg: Japanese Popular Culture Experiments in Subjectivity.” Science Fiction Studies 29(3): 436–452.
  • Tatsumi, Takayuki. 2006. Full Metal Apache: Transactions Between Cyberpunk Japan and Avant-Pop America. Durham: Duke University Press.

Chapter 31

Chapter Summary

Damien Brennan, “Hanabi: The Cultural Significance of Fireworks in Japan”

In the Edo period (1603–1868), fireworks (hanabi) evolved from a simple amusement into a technologically advanced art form. This chapter argues that many of hanabi’s cultural nuances, communal uses, spatial associations, and symbolic meanings originating in the Edo period still influence Japanese daily life and popular culture today. Fireworks festivals (hanabi taikai) are held all over Japan especially in the summer, forming a “hanabi season,” and provide a reprieve from the formalities of everyday life, a communal celebratory space, and a chance for friendly competition. Hanabi’s other symbolic associations include the transience of life, a sense of nostalgia for lost times and youth, ephemeral beauty, and optimism for the future. One of the outstanding aspects of hanabi is that their culture developed among the general populace and generally remained free for public view, unlike in Europe where viewing fireworks was more under the control of the aristocracy and associated elites. As I will show, this makes hanabi a quintessential form of, and motif in, popular culture, arising from the common people and symbolizing their hopes and values.

Discussion Questions

Damien Brennan, “Hanabi: The Cultural Significance of Fireworks in Japan”

  • How have hanabi influenced Japanese society and culture in the present and the past?
  • Aside from fireworks, other Edo period popular cultural forms still remain today such as seasonal festivals, kabuki, sushi, izakaya drinking, sumo, and some kimono. Discuss how a cultural form might transition from its origins into the modern era. Why do some cultural forms last and some disappear?
  • Compare the culture surrounding fireworks in Japan to how fireworks are used and appreciated in other countries.
  • As hanabi culture continues to increase in popularity in Japan, their use is extending to all seasons of the year. Discuss whether you think this will affect traditional notions of hanabi as a summer seasonal event in Japan. How do things which previously were only enjoyed during festivals change in meaning when they become more available?
  • Discuss how other seasonal images have been used in film, music, or advertising, and what they convey. How do representations of seasons enhance media forms or make them more marketable?

Suggested Readings

Damien Brennan, “Hanabi: The Cultural Significance of Fireworks in Japan”

  • Liu-Brennan, Damien. 2017. “Celebrating the 200th Anniversary of Hanabi Hidenshū (The Book of Fireworks Secrets) by Rishō, 1817: A Reflection on Japanese Fireworks (Hanabi) Culture in the Edo Period.” In Proceedings of the 16th International Symposium on Fireworks, Omagari, Japan, 2017. International Symposium on Fireworks Society. Wisconsin: 477–490.
  • Liu-Brennan, Damien. 2017. “A Distinction between ‘Hanabi’ and ‘Fireworks’.” In Proceedings of the 16th International Symposium on Fireworks, Omagari, Japan, 2017. International Symposium on Fireworks Society. Wisconsin: 461–475.
  • Liu-Brennan, Damien, and Mio Bryce. 2010. “Japanese Fireworks (Hanabi)—The Ephemeral Nature and Symbolism.” International Journal of the Arts in Society 4 (5):189–201.
  • Markus, Andrew L. 1985. “The Carnival of Edo: Misemono Spectacles from Contemporary Accounts.” Harvard Journal of Asian Studies 45 (2): 499–541.
  • McClain, James L., John M. Merriman, and Kaoru Ugawa, eds. 1997. Edo and Paris: Urban Life and the State in the Early Modern Era. Ithaca: Cornell University Press. 
  • Nishiyama, Matsunosuke. 1997. Edo Culture: Daily Life and Diversions in Urban Japan, 16001868. Translated by Gerald Groemer. Honolulu: University of Hawai’i Press.
  • Okuyama, Yoshiko. 2015. Japanese Mythology in Film: A Semiotic Approach to Reading Japanese Film and Anime. Lanham, MD: Lexington Books. 
  • Phillips, Alistair, and Julian Stringer, eds. 2007. Japanese Cinema: Texts and Contexts. New York: Routledge. 
  • Shirane, Haruo. 2012. Japan and the Culture of the Four Seasons: Nature, Literature, and the Arts. New York: Columbia University Press.

Hanabi in Songs, Films, and Other Media

Damien Liu-Brennan, “Hanabi: The Cultural Significance of Fireworks in Japan”

Songs:

Films and Documentaries:

  • 6. Obayashi Nobuhiko, director. 2012. Kono sora no hana: Nagaoka hanabi monogatari (Casting Blossoms into the Sky: The Story of Nagaoka Fireworks). Japan: PSC and TM Entertainmenthttp://www.imdb.com/title/tt1746581/

Other Websites:

Chapter 32

Chapter Summary

Sharalyn Orbaugh, “Kamishibai: The Fantasy Space of the Urban Street Corner”

Kamishibai (literally, “paper theater”) is a commingled medium that combines picture, script, and performance popular in the urban centers of Japan from the late 1920s to the early 1970s. A form of street theater, kamishibai appealed particularly to children of the urban laboring classes. When kamishibai disappeared from the urban street corner (machikado), the street corner itself changed. Kamishibai’s significance did not disappear when it left the streets, however. It was an ancestor of manga and anime, influenced postwar playwrights and filmmakers, and is used today in a variety of venues to communicate affectively rich and often politically charged messages to audiences of all ages. This chapter addresses how kamishibai produced a significant social space, specifically the space of the street corner, and the connections between this production of space and the social imaginary. It elucidates the ways that the fantasy space produced by kamishibai was used during the war years to construct and maintain an imperial social imaginary capable of encompassing a range of classes, in both urban and rural areas in Japan, on the battlefield, and in the colonies. Despite its humble origins, kamishibai contributed significantly to the construction of the social and national/imperial imaginaries in modernizing Japan.

Discussion Questions

Sharalyn Orbaugh, “Kamishibai: The Fantasy Space of the Urban Street Corner”

  • How is kamishibai similar to other Japanese popular cultural forms, such as manga, anime, or live-action cinema? Thinking of kamishibai as a communications medium, how is it unique in how it delivers its messages?
  • What aspects of kamishibai’s production and distribution system made it possible for the stories and pictures to appeal directly to children, bypassing the usual regulatory structures?
  • Kamishibai is associated in many people’s minds with the laboring classes. How did this class affiliation increase its usefulness as a medium for propaganda during the war?
  • How can the evanescent “spaces” of street corner kamishibai be considered “tactical” (in Michel de Certeau’s terms), rather than as the “proper places” mandated by city planners?
  • Because kamishibai and cinema were developing at the same time, they share many mutual influences. Kamishibai illustrations borrowed “camera angles” and particular kinds of “shots” from cinema. What kinds of techniques do you think cinema borrowed from kamishibai?

Suggested Readings

Sharalyn Orbaugh, “Kamishibai: The Fantasy Space of the Urban Street Corner”

  • Kang Jun. 2007. Kamishibai to “bukiminamono” tachi no kindai (Kamishibai and the Modernity of “Uncanny” Things). Tokyo: Seikyûsha. 
  • Nash, Eric P. 2009. Manga Kamishibai: The Art of Japanese Paper Theater. New York: Harry N. Abrams, Inc. 
  • Orbaugh, Sharalyn. 2012. “Kamishibai and the Art of the Interval.” In Mechademia 7: Lines of Sight, edited by Frenchy Lunning, 78–100. Minneapolis: University of Minnesota Press.
  • Orbaugh, Sharalyn. 2015. Propaganda Performed: Kamishibai in Japan’s Fifteen-Year War. Leiden: Brill.

Chapter 33

Chapter Summary

Paul Dunscomb, “Making a Game of Their Own: Baseball in Japan”

This chapter traces the history of the development of Japanese baseball as a national sport. It discusses the athletic, cultural, and business aspects that distinguish Nippon Professional Baseball (NPB) from other national baseball leagues. Covered are such landmark events as the introduction of baseball into Japan; its growth as a university sport and then corporate sport; its postwar peak; and its “existential crisis” in 2004. This chapter analyzes the vertical relationship of parent company and franchise that drove the development of the NPB through the second half of the twentieth century and how this model has been difficult to sustain. It explains how baseball has endured, evolved, and won an enduring place in the hearts of Japanese fans.

Discussion Questions

Paul Dunscomb, “Making a Game of Their Own: Baseball in Japan”

  • Based on your reading of this chapter, what are some ways that baseball in Japan differs from baseball in other countries?
  • Please describe a Japanese team that you learned about from this chapter. Would you like to see one of their games? Why? What local customs would you expect to find there?
  • How is Japanese baseball grounded in specific business practices? Please describe some examples.
  • What does baseball teach us about history? Business? Culture? Society? Ideas of nation? Other issues?
  • Please describe a film, anime, manga, novel, or another cultural work about baseball from Japan or another country. Why is baseball significant in this work? Do you think it depicts baseball similarly as described in this chapter?

Suggested Readings

Paul Dunscomb, “Making a Game of Their Own: Baseball in Japan”

  • Guthrie-Shimizu, Sayuri. 2012. Transpacific Field of Dreams: How Baseball Linked the United States and Japan in Peace and War. Chapel Hill: University of North Carolina Press.
  • Kelly, William W. 2019. The Sportsworld of the Hanshin Tigers: Professional Baseball in Modern Japan. Berkeley: University of California Press.
  • Whiting, Robert. 2004. The Samurai Way of Baseball: The Impact of Ichirō and the New Wave From Japan. New York: Grand Central Publishing.

Chapter 34

Chapter Summary

David Leheny, “Pop Go the Games: Japanese Popular Culture and Politics at the Olympics”

This chapter explores the sometimes thwarted, sometimes celebrated, sometimes embarrassing efforts to draw Japan’s popular culture into the 2020 Tokyo Summer Olympics. In particular, it focuses on the expectations that the global appeal of anime, videogames, and other aspects of Japanese popular culture are supposed to be politically meaningful for Japan as a whole and that the Olympics would provide the optimal opportunity to demonstrate this. Japan is hardly alone in harboring and promoting these expectations, but the distinctive circumstances and calamities surrounding the postponed 2020 Olympic Games provide vivid examples of the challenges of turning a vibrant and endlessly complex entertainment environment into a singular story of national attractiveness and resilience.

Discussion Questions

David Leheny, “Pop Go the Games: Japanese Popular Culture and Politics at the Olympics”

  • Is “soft power” something that really matters between nations, or does it mostly exist in the eyes and imaginations of its advocates?
  • What do the scandals surrounding the Opening Ceremony tell us about the entertainment scene in Japan, or about Japanese culture more broadly?
  • Are the Olympic Games primarily celebrations of transnational cooperation or are they instead a national competition?
  • What consequences for its global reputation should a country hosting the Olympic Games expect?
  • Is it possible to feature entertainment that truly represents a nation during the Olympic Games?

Suggested Readings

David Leheny, “Pop Go the Games: Japanese Popular Culture and Politics at the Olympics”

  • McGray, Douglas. 2002. “Japan’s Gross National Cool.” Foreign Policy, May and June: 44–54.
  • Sun, Jing. 2012. Japan and China as Charm Rivals: Soft Power in Regional Diplomacy. Ann Arbor: University of Michigan Press.
  • Watanabe, Yasushi, and McConnell, David L., eds. 2012. Soft Power Superpowers: Cultural and National Assets of Japan and the United States. Oxford: Routledge.
  • Winkler, Stephanie C. 2019. “‘Soft Power Is Such a Benign Animal’: Narrative Power and the Reification of Concepts in Japan.” Cambridge Review of International Affairs 32 (4): 483–501.

Chapter 35

Chapter Summary

Izumi Kuroishi, “Shibuya: Reflective Identity in Transforming Urban Space”

This chapter examines how the relationship between urban development, consumer culture, and lifestyles around Shibuya, one of Tokyo’s trendy neighborhoods, changed from the years following World War II through the twenty-first century and discusses how these factors combined to create a sense of reflective identity of the people of this area. It argues that much can be learned about the historical and social background of Tokyo’s spatial formation by examining the transformation of Shibuya as a part of a larger process of the modernization of urban space and popular culture and by considering the marketing of Shibuya’s retail space. Such analysis also reveals contradictions inherent in planning the diverse function of cities and how people use them. This chapter draws from the business policies of major department store companies and small local shops sustained in the backstreets and key theories of urban studies, especially those premised on fieldwork, to argue that understanding Shibuya’s space is crucial to knowing the development of Tokyo’s popular culture.

Discussion Questions

Izumi Kuroishi, “Shibuya: Reflective Identity in Transforming Urban Space”

  • This chapter argues that popular culture has influenced the urban design and the construction of buildings and spaces within Shibuya, and, at the same time, these buildings and spaces have influenced popular culture. Please explain what the author means by this argument. Has this interaction of popular culture and urban growth been found in other Tokyo neighborhoods or world cities?
  • The developer, Tsutsumi Seiji, and planner, Matsuda Tsuji, both stressed the need to create a “theatrical experience” and a “sense of spectacle” when people came to Shibuya. What are some factors that make urban space “theatrical” or a “spectacle”? To what degree are we conscious of them?
  • Natural geography is usually a defining feature of an urban design and dictates how the intimate spaces, like cafes and shops, connect to public spaces like squares and streets. But the design of Shibuya has developed around a network of trains, subways, and highways. How do you think this has changed how Shibuya developed?
  • Shibuya is undoubtedly one of the centers of Japanese popular culture. What about its physical space, and the history and politics of that space’s ongoing development, might have made it such a place?
  • How did the rivalry between the Tokyū and Seibu corporations shape Shibuya? How would the space have been different had only one corporation controlled all the real estate and had there been no competition for the attention of young consumers?
  • How does Shibuya continue to grow and change today? How is Shibuya a helpful example for urban planners and producers of popular culture?

Suggested Readings

Izumi Kuroishi, “Shibuya: Reflective Identity in Transforming Urban Space”

  • Clammer, John. 1997. Contemporary Urban Japan: A Sociology of Consumption. Hoboken, NJ: Wiley-Blackwell.
  • Havens, Thomas. 1996. Architects of Affluence: The Tsutsumi Family and the Seibu Enterprises in Twentieth-Century Japan. Cambridge: Harvard East Asian Monographs, 1996.
  • Koolhaas, Rem, et al., eds. 2002. The Harvard Design School Guide to Shopping: Project on the City. Cologne: Taschen.

Chapter 36

Chapter Summary

Patrick W. Galbraith, “Akihabara: Promoting and Policing Otaku in ‘Cool Japan’”

Tokyo’s Akihabara neighborhood has been long known as an “Electric Town” selling cutting-edge technologies made in Japan. However, from the early 2000s, a competing image of Akihabara began to take hold: the “Holy Land of Otaku.” Although a contested word, “otaku” in general usage overlaps with “fan” and is employed in Japan to identify people who are obsessive about something, often manga, anime, and computer/console games. If Akihabara was once a symbol of the industrial output of “Japan, Inc,” it is now a symbol of the creative output of “Cool Japan” (a national image based on the globalization of certain popular culture products). As Akihabara became a tourist destination and showcase for “Cool Japan,” the people gathering there faced increased scrutiny. Based on participant observation conducted in Akihabara, this chapter provides a historical snapshot of how “otaku” were problematically incorporated into “Cool Japan.” In brief, promoting otakuas part of Cool Japan coincided with policing “weird otaku.” The snapshot here comes primarily from the position of a fieldworker engaged in regular interactions and long-term relations with people in Akihabara; this perspective is supplemented with interviews with politicians and storeowners, participation in and observation of various events, and media analysis.

Discussion Questions

Patrick W. Galbraith, “Akihabara: Promoting and Policing Otaku in ‘Cool Japan’”

  • How did Akihabara, a neighborhood in Tokyo, become the “Holy Land of Otaku”?
  • What is the idea of “Cool Japan” and how does Akihabara fit into it? 
  • Why were otaku marching in the Akihabara Liberation Demonstration?
  • Why were some otaku labeled as weird? What was weird about them?
  • The main street of Akihabara is more monitored by cameras, police, and citizen patrols than many other parts of Tokyo. Why might that be?

Suggested Readings

Patrick W. Galbraith, “Akihabara: Promoting and Policing Otaku in ‘Cool Japan’”

  • Galbraith, Patrick W. 2012. Otaku Spaces. Seattle: Chin Music Press.
  • Leheny, David. 2006. “A Narrow Place to Cross Swords: ‘Soft Power’ and the Politics of Japanese Popular Culture in East Asia.” In Beyond Japan: The Dynamics of East Asian Regionalism, edited by Peter J. Katzenstein and Takashi Shiraishi, 211–233. Ithaca: Cornell University Press.
  • Morikawa, Ka’ichirō. 2012. “Otaku and the City: The Rebirth of Akihabara.” In Fandom Unbound: Otaku Culture in a Connected World, edited by Mizuko Ito, Daisuke Okabe and Izumi Tsuji, 133–157. New Haven: Yale University Press.

Chapter 37

Chapter Summary

Tong Lam, “Japan Lost and Found: Modern Ruins as Debris of the Economic Miracle”

Haikyo, literally “ruins,” is an activity that involves seeking adventure in abandoned places scattered across Japan. The haikyo movement, which is gaining participants and fans, involves visiting sites, photographing them, and sharing the photographs online and through books and other media. The transformation of Japan into a postindustrial society left behind numerous industrial sites for haikyo enthusiasts. The economic downturn of the so-called “Lost Decades” of the 1990s and 2000s created an added inventory of abandoned places that once represented the splendor of Japanese consumerism. This chapter draws on my experience as a photographer of two types of modern ruins—industrial and postindustrial—to reflect on the haikyo phenomena and examine the social, technological, and historical conditions that have made mass production and consumption of haikyo imagery possible. Physical ruins are more than playgrounds. As the debris of history, they reveal past dreams and ambitions buried under new social and economic conditions. The exploration of ruins, in this respect, has the potential to create critical awareness of Japan’s recent neoliberal trends, where job security and economic confidence have been washed away by privatization, globalization, and financialization. More than being just a popular pastime, haikyo provides redemptive and liberating alternatives.

Discussion Questions

Tong Lam, “Japan Lost and Found: Modern Ruins as Debris of the Economic Miracle”

  • How are modern ruins different from ancient ruins?
  • Are modern industrial and postindustrial ruins uniquely Japanese or are they part of a global phenomenon?
  • How is the boom of Japanese ruins culture related to other forms of popular culture?
  • What is the relationship between ruin culture and online media?
  • How do Japanese ruin enthusiasts and artists use ruins to critique and reflect on the history of modern Japan’s political-economic transformations?

Suggested Readings

Tong Lam, “Japan Lost and Found: Modern Ruins as Debris of the Economic Miracle”

  • Allison, Anne. 2013. Precarious Japan. Durham: Duke University Press.
  • Boym, Svetlana. 2001. The Future of Nostalgia. New York: Basic Books.
  • Garrett, Bradley. 2013. Explore Everything: Place-Hacking the City. London: Verso.
  • Lam, Tong. 2013. Abandoned Futures: A Journey to the Posthuman World. Darlington: Carpet Bombing Culture.

Tong Lam’s Haikyo Photographs

Tong Lam, “Japan Lost and Found: Modern Ruins as Debris of the Economic Miracle”

Chapter 38

Chapter Summary

Toby Slade, “Cute Fashion: The Social Strategies and Aesthetics of Kawaii

What is kawaii, the Japanese version of cute or adorable? How did it become so ubiquitous in Japan? This chapter traces the beginnings of the modern manifestation of kawaii to the early 1970s, a period immediately following significant political and social unrest. While some aspects can be traced earlier, especially kawaii’s prevalence in manga and anime, this is when it fully entered fashion and self-styling. While kawaii originally became popular in fashion and self-styling as a political statement of rebellion, it has developed its own self-sustaining logic. It has shed much of its rebellious role, increasingly becoming an aesthetic disconnected from its original purpose. Fashion often stands somewhere between the worlds of high art and popular culture, claiming occasionally a central role in both. One thing that kawaii fashion still does, however, is destabilize the distinctions of high and low by holding up a mirror to social and cultural structures that claim the space of maturity and seriousness by being deliberately neither. Kawaii is a central element of Japanese popular culture providing not just a contemporary look but also a set of behavioral norms and expectations.

Discussion Questions

Toby Slade, “Cute Fashion: The Social Strategies and Aesthetics of Kawaii

  • What is cute? How does it function as a phenomenon with a purpose and as something without utility that is purely aesthetic?
  • Do you think there is anything different about the aesthetic of cute in Japan and the aesthetic of cute elsewhere?
  • Do you agree with the author that cute has a political element to it? And if so, what do you think the agenda is?
  • When is the use of cute ironic and when is it not ironic? Can you think of examples?
  • What are the issues involved when the aesthetic of cute goes beyond characters, manga, and anime, and enters our own self-styling and fashion?

Suggested Readings

Toby Slade, “Cute Fashion: The Social Strategies and Aesthetics of Kawaii

  • Kawaguchi, Morinosuke. 2007. Geeky-Girly Innovation: A Japanese Subculturalist’s Guide to Technology and Design. Berkeley: Stone Bridge Press.
  • Kinsella, Sharon. 1995. “Cuties in Japan.” In Women, Media, and Consumption in Japan, edited by Lise Skov and Brian Moeran, 220–254. Honolulu: University of Hawai’I Press.
  • Lorenz, Konrad. 1969. King Solomon’s Ring, translated by Marjorie Kerr Wilson. London: Methuen.
  • Sontag, Susan. 1978. “Notes on Camp.” In Against Interpretation and Other Essays, 275–292. New York: Octagon Books.

Chapter 39

Chapter Summary

Narumi Hiroshi, “Made in Japan: A New Generation of Fashion Designers”

In the 2000s, a new generation of fashion designers emerged in Japan. Dissatisfied with the globalizing fashion system, they have developed their own unique designs by rediscovering Japanese traditions and craftmanship rather than by following the latest fashion trends. This chapter examines six influential brands to understand how Japanese designers have redefined notions of “Japaneseness” in the age of globalization and thereby influenced popular culture with their clothing. By overviewing the history of “hybrid clothing” in Japan, this chapter examines how practitioners and designers have struggled to bridge the gap between different traditions and cultures and the goals they tried to attain. Through these considerations, it addresses issues of cultural identity in Japanese fashion.

Discussion Questions

Narumi Hiroshi, “Made in Japan: A New Generation of Fashion Designers”

  • How has globalization affected the Japanese fashion industry?
  • How did Japanese fashion designers of the early 2000s define “creativity”?
  • Which designer discussed in this chapter interests you most? Why?
  • What are some differences between young fashion designers in Japan and in other countries?
  • How much influence does a designer have in the creation of a fashion culture, as opposed to consumers?

Suggested Readings

Narumi Hiroshi, “Made in Japan: A New Generation of Fashion Designers”

  • Keet, Philomena. 2007. The Tokyo Look Book. Tokyo: Kodansha International.
  • Steele, Valerie, Patricia Mears, Yuniya Kawamura, and Hiroshi Narumi. 2010. Japan Fashion Now. New Haven: Yale University Press.
  • Takagi, Yoko, Hiroshi Narumi, Mariko Nishitani, and Motoaki Hori, eds. 2012. Feel and Think: A New Era of Tokyo Fashion. Munich: Prestel.

Chapter 40

Chapter Summary

Tom Looser, “Superflat Life”

This chapter provides a summary overview of Superflat art. Focusing especially on the principal series of exhibits curated by Murakami Takashi, the chapter covers both a spectrum of Superflat artists and a sense of the movement’s trajectory. This includes a sense of the implications of the defining material conditions (associated with but not defined by digital technologies); the relation between these conditions and the ideas of culture, history, and nation that are produced by them; and the role that Superflat played in positioning itself between art, commerce, and the mass/subculture of otaku in particular.

Discussion Questions

Tom Looser, “Superflat Life”

  • What is the tie between flatness in artistic media and modernity? And how then does flatness differ from Superflatness?
  • What are some of the fundamental differences between Azuma Hiroki’s definition of Superflat and Murakami Takashi’s idea of the Superflat?
  • If Superflat describes a historical shift in subjectivity, could one say that this is the expression of a specific technology (e.g., digital technologies), or medium (e.g., anime), or economic value system?
  • Is it accurate to think of Superflat art as a “global” form? What are the dynamics of global and local in the world of Superflat?
  • If Superflat gives us an image of our world—a kind of subject self-image—in ways that at least hint at real changes from a more classically modernist subject, does this appear to be a positive thing, socially or politically speaking? A negative thing? In what ways is it an open image of life, and in what ways is it instead perhaps totalizing and closed?

Suggested Readings

Tom Looser, “Superflat Life”

  • Azuma, Hiroki. 2000. “Superflat Japanese Postmodernity.”
  • Murakami, Takashi. 2000. Supa Furatto = Super Flat. Tokyo: Madora Shuppan.
  • Murakami, Takashi. 2003. Summon Monsters? Open the Door? Heal? Or Die? Tokyo: Kaikai Kiki.
  • Murakami, Takashi. 2005. Little Boy: The Arts of Japan’s Exploding Subculture. New Haven: Yale University Press.

Chapter 41

Chapter Summary

Adrian Favell, “Aida Makoto: Notes from an Apathetic Continent”

This chapter analyzes how Aida Makoto’s art repeatedly touches a raw nerve in uncomfortable aspects of Japanese national culture: anti-American and anti-Asia resentment, failed masculinity, homelessness, misogyny, the trashiness of consumer culture, and countless other aspects of modern urban life not visible in the sleek, high-tech “Cool Japan” with which Japan prefers to brand itself. Aida’s oeuvre is a vast and spectacular multi-genre production, spanning painting, installations, video, and performance, with extraordinary technical skill, and a huge influence on younger artists. Together, his art can be seen as a raucously funny and sometimes perverse reflection on the dilemmas of the prodigal homegrown artist with little potential for translation outside of the ambivalent historical, political, and social reference points that animate his work. A key contrast can be made with the career of Aida’s main rival, Murakami Takashi, better known internationally with his more accessible “Superflat” art that promotes a more superficial understanding of Japanese popular culture abroad.

Discussion Questions

Adrian Favell, “Aida Makoto: Notes from an Apathetic Continent”

  • Are Aida Makoto’s works simply misogynist or can they be understood as a critique of dominant attitudes on gender and sexuality in Japan?
  • Why are images of young girls apparently so prevalent in Japanese contemporary art?
  • How does Aida’s War Picture Returns series of works reflect problematic historical and political relations between Japan and (both) the United States and Asian neighbors?
  • How might Aida be compared and evaluated in relation to Murakami Takashi?
  • Can Aida’s work be properly appreciated outside of an Asian context, i.e., in the “West”? Will it be better recognized and appreciated in the future?

Suggested Readings

Adrian Favell, “Aida Makoto: Notes from an Apathetic Continent”

  • Aida Makoto. 2012. Tensai de gome nasai (Sorry for Being a Genius). Monument for Nothing. Exhibition catalogue. Mori Art Museum, Tokyo, November 17, 2012–March 31, 2013.
  • Favell, Adrian. 2012. Before and After Superflat: A Short History of Japanese Contemporary Art 1990–2011. Hong Kong: Blue Kingfisher/DAP.
  • Larking, Matthew. 2013. “Nihonga Beside Itself: Contemporary Japanese Art’s Engagement with the Position and Meaning of a Modern Painting Tradition.” Literature and Aesthetics 23 (2): 24–37.

Chapter 42

Chapter Summary

James Jack, “The Art of Upcycling in the Seto Inland Sea”

Art is encountered in dispersed ways in the islands of the Seto Inland Sea: a colorful public bathhouse made with parts from a fishing boat, sex museum, and black-and-white film, or a community house infused with paper wishes, a tranquil interior, and a contemplative stone garden. People discontented with the speed of urban areas are coming to the islands in increasing numbers. Commencing in the 1990s on Naoshima and continuing today on thirteen islands, art activities presented in the Setouchi Triennale are re-envisioning the “unpopular” to create gathering places that are bringing increasing fame to the region. This chapter, written from the perspective of an artist and participant on the islands, examines alternative visions of popular culture through art works that upcycle culture available on islands and include the hopes and dreams of the communities that form around them. Through cooperative artworks, culture is produced collectively by multiple participants in rural areas. Herein, the potential for art to change society with creative arrangements that upcycle culture is transforming the islands into a place where pursuing dreams is possible.

Discussion Questions

James Jack, “The Art of Upcycling in the Seto Inland Sea”

  • What are some differences between rural and urban lifestyles in Japan?
  • In what ways are cooperative artworks transforming this island region?
  • What are “orderly aspects” of culture production? How about “disorderly aspects”?
  • Is it possible to apply methods from what is occurring in the Setouchi Triennale to other regions in Japan? Or in the world?
  • Can art change society?
  • What are some positive changes that have come through upcycling materials? Have you seen examples of upcycling in the places you have lived or visited?

Suggested Readings

James Jack, “The Art of Upcycling in the Seto Inland Sea”

  • Akimoto Yūji. 2002. THE STANDARD. Okayama: Naoshima Contemporary Art Museum. Geertz, Clifford. 1998. “Deep Hanging Out.” The New York Review of Books. October 22. https://www.nybooks.com/articles /1998/10/22/deep-hanging-out/
  • Jack, James. 2022. “The (im)Possibility of Sharing: An American Artist in Setouchi.” American Art in Asia: Artistic Praxis and Theoretical Divergence, edited by Michelle Lim and Kyunghee Pyun. New York: Routledge.
  • Kitagawa, Fram. 2015. Art Place Japan: The Echigo-Tsumari Triennale and the Vision to Reconnect Art and Nature. New York: Princeton Architectural Press.
  • Naoshima Meeting V. 2000. Art, Region, Locality: Between Macro and Micro Perspectives. Tokyo: Benesse Corporation.
  • Willcox, Matthew. 2019. “Scattered over 12 Islands, Japan’s Setouchi Triennale Offers Poignant Reflections of Local Life by the Sea.” The Art Newspaper, August 19.
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