This comprehensive history of Japanese animation draws on Japanese primary sources and testimony from industry professionals to explore the production and reception of anime, from its early faltering steps, to the international successes of Spirited Away and Pokémon.
Publisher: Macmillan International Higher Education
Category: Performing Arts
Japanese animation is at the nexus of an international multimedia industry worth over $6.5 billion a year, linked to everything from manga to computer games, Pokémon and plushies. In this comprehensive guide, Jonathan Clements chronicles the production and reception history of the entire medium, from a handful of hobbyists in the 1910s to the Oscar-winning Spirited Away and beyond. Exploring the cultural and technological developments of the past century, Clements addresses issues of historiography within Japanese academic discourse and covers previously neglected topics such as wartime instructional animation and work-for-hire for American clients. Founded on the testimonies of industry professionals, and drawing on a myriad of Japanese-language documents, memoirs and books, Anime: A History illuminates the anime business from the inside – investigating its innovators, its unsung heroes and its controversies.
Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. Teens love it. Parents hate it. Librarians are confused by it; and patrons are demanding it. Libraries have begun purchasing both manga and anime, particularly for their teen collections. But the sheer number of titles available can be overwhelming, not to mention the diversity and quirky cultural conventions. In order to build a collection, it is important to understand the media and its cultural nuances. Many librarians have been left adrift, struggling to understand this unique medium while trying to meet patron demands as well as protests. This book gives the novice background information necessary to feel confident in selecting, working with, and advocating for manga and anime collections; and it offers more experienced librarians some fresh insights and ideas for programming and collections. In 2003 the manga (Japanese comics) market was the fastest growing area of pop culture, with 75-100% growth to an estimated market size of $100 million retail. The growth has continued with a 40-50% sales increase in bookstores in recent years. Teens especially love this highly visual, emotionally charged and action-packed media imported from Japan, and its sister media, anime (Japanese animation); and libraries have begun purchasing both. Chock full of checklists and sidebars highlighting key points, this book includes: a brief history of anime and manga in Japan and in the West; a guide to visual styles and cues; a discussion of common themes and genres unique to manga and anime; their intended audiences; cultural differences in format and content; multicultural trends that manga and anime readers embrace and represent; and programming and event ideas. It also includes genre breakdowns and annotated lists of recommended titles, with a focus on the best titles in print and readily available, particularly those appropriate to preteen and teen readers. Classic and benchmark titles are also mentioned as appropriate. A glossary and a list of frequently asked questions complete the volume.
"Impressive, exhaustive, labyrinthine, and obsessive—The Anime Encyclopedia is an astonishing piece of work."—Neil Gaiman Over one thousand new entries . . . over four thousand updates . . . over one million words. . . This third edition of the landmark reference work has six additional years of information on Japanese animation, its practitioners and products, plus incisive thematic entries on anime history and culture. With credits, links, cross-references, and content advisories for parents and libraries. Jonathan Clements has been an editor of Manga Max and a contributing editor of Newtype USA. Helen McCarthy was founding editor of Anime UK and editor of Manga Mania.
This new edition of the groundbreaking popular book is a must-have for both seasoned and new fans of anime. Japanese animation is more popular than ever following the 2002 Academy Award given to Hayao Miyazaki's Spirited Away. It confirmed that anime is more than just children's cartoons, often portraying important social and cultural themes. With new chapters on Spirited Away and other recent releases, including Howl's Moving Castle--Miyazaki's latest hit film, already breaking records in Japan--this edition will be the authoritative source on anime for an exploding market of viewers who want to know more.
Learn about Anime with iMinds insightful knowledge series. Super robots to schoolgirls, Astroboy cute to violent realism, Pokemon to pornography. All of these different images, stories and types of entertainment, in cartoon form, can be called Anime. The term Anime covers an enormous range of animation. A specific definition of Anime is difficult as the style is vast, steeped in history and ever evolving. Most often it characterizes all animation of Japanese origin - or of the Japanese style. Anime has a long and varied production history in Japan, but principally entered the Western conscience in the 1980's. Since then it has grown in popularity and international significance. iMinds brings targeted knowledge to your eReading device with short information segments to whet your mental appetite and broaden your mind.
Japanese anime plays a major role in modern popular visual culture and aesthetics, yet this is the first study which sets out to put today’s anime in historical context by tracking the visual links between Edo- and Meiji- period painters and the post-war period animation and manga series ‘Gegegeno Kitaro’ by Mizuki Shigeru.
The thought-provoking, aesthetically pleasing animated films of Hayao Miyazaki attract audiences well beyond the director’s native Japan. Princess Mononoke and Spirited Away were critically acclaimed upon U.S. release, and the earlier My Neighbor Totoro and Kiki’s Delivery Service have found popularity with Americans on DVD. This critical study of Miyazaki’s work begins with an analysis of the visual conventions of manga, Japanese comic books, and animé; an overview of Japanese animated films; and a consideration of the techniques deployed by both traditional cel and computer animation. This section also details Miyazaki’s early forays into comic books and animation, and his output prior to his founding of Studio Ghibli. Part Two concentrates on the Studio Ghibli era, outlining the company’s development and analyzing the director’s productions between 1984 and 2004, including Castle in the Sky, My Neighbor Totoro and his newest film, Howl’s Moving Castle. The second section also discusses other productions involving Studio Ghibli, including Grave of the Fireflies and The Cat Returns. Appendices supply additional information about Studio Ghibli’s merchandise production, Miyazaki’s global fan base, and the output of other Ghibli directors.