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Leader |
LDR
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|
nam a 00 |
Control # |
1
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hbl99055426 |
Control # Id |
3
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GCG |
Date |
5
|
|
20190911110819.0 |
Fixed Data |
8
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130425s2012 ctua b 001 0 eng d |
LC Card |
10
|
|
$a2011937259 |
ISBN |
20
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$a9780300158649 (pbk) |
ISBN |
20
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$a0300158645 (pbk) |
Obsolete |
39
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|
$a277933$cTLC |
Cat. Source |
40
|
|
$aGCG |
LC Call |
50
|
00 |
$aHM646$b.F36 2012 |
Title |
245
|
10 |
$aFandom unbound :$botaku culture in a connected world /$cedited by Mizuko Ito, Daisuke Okabe, Izumi Tsuji. |
Imprint |
260
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|
$aNew Haven :$bYale University Press,$cc2012. |
Phys Descrpt |
300
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$axxxi, 320 p. :$bill. ;$c24 cm. |
Note:Bibliog |
504
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$aIncludes bibliographical references and index. |
Note:Content |
505
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0 |
$tWhy study train oaku? A social history of imagination /$rIzumi Isuji --$tDatabase animals /$rHiroki Azuma --$tJapan's cynical nationalism /$rAkihiro Kitada --$tStrategies of engagement : discovering, defining, and describing otaku culture in the United States /$rLawrence Eng --$tComic market as space for self-expression in otaku culture /$rHiroaki Tamagawa --$tOtaku and the city : the rebirth of Akihabara /$rKaichiro Morikawa --$tAnime and Manga fandom as networked culture /$rLawrence Eng --$tContributors versus leechers ; fansubbing ethics and a hybrid public culture /$rMizuko Ito --$tMaking fujoshi identity visible and invisible /$rDaisuke Okabe and $rKimi Ishida --$tCosplay, learning, and cultural practice /$rDaisuke Okabe --$tThe fighting gamer otaku community : what are they "fighting" about? /$rYoshimasa Kijima --$t"As long as it's not Linkin Park Z" : popularity, distinction, and status in the AMV subculture /$rMizuko Ito. |
Abstract |
520
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|
$a"In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan’s identity at home and abroad. In the American context, the word otaku is best translated as 'geek'--an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age."--Book jacket. |
Subj:Topical |
650
|
0 |
$aSubculture$zJapan. |
Subj:Topical |
650
|
0 |
$aPopular culture$zJapan. |
Subj:Topical |
650
|
0 |
$aFans (Persons) |
Subj:Topical |
650
|
0 |
$aPopular culture$xJapanese influences. |
Subj:Topical |
650
|
0 |
$aAnimated films$zJapan$xHistory and criticism. |
Subj:Topical |
650
|
0 |
$aComic books, strips, etc$zJapan$xHistory and criticiam. |
Subj:Geog. |
651
|
0 |
$aJapan$xCivilization$y1945- |
AE:Pers Name |
700
|
1 |
$aIto, Mizuko. |
AE:Pers Name |
700
|
1 |
$aOkabe, Daisuke. |
AE:Pers Name |
700
|
1 |
$aTsuji, Izumi,$d1976- |