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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Make-up!: the mythic narrative and transformation as a mechanism for personal and spiritual growth in magical girl (mahō shōjo) anime

Russell, N'Donna Rashi 29 August 2017 (has links)
The mahō shōjo or “magical girl”, genre of Japanese animation and manga has maintained a steady, prolific presence for nearly fifty years. Magical Girl series for the most part feature a female protagonist who is between the ages of nine and fourteen - not a little girl but not yet a woman. She is either born with or bestowed upon the ability to transform into a magical alter-ego and must save the world from a clear and present enemy. The magical girl must to work to balance her “normal life” – domestic obligations, educational obligations, and interpersonal relationships – with her duty to protect the world. I will argue that the "transformation" of an ordinary girl into a magical girl heroine is a mechanism of personal and spiritual growth within a liminal space that provides the heroine and the female fans who read these series with the tools needed to grow in a supportive community. I will build a framework using Joseph Campbell’s mythic narrative and Vladimir Propp’s folktale morphology to illustrate how the narrative pushes the heroine to grow and mature in a way that honors her individual self. Furthermore, I will illustrate how female fans disseminate these works as consumers, creators, and producers. Magical girl series, particularly ones marketed to school girl audiences, are published in manga magazines that encourage engagement between the readers and artists while initiating young readers into the world of manga. / Graduate
2

The pleasure and politics of viewing Japanese anime

Shen, Lien Fan 10 December 2007 (has links)
No description available.
3

Elements of Realism in Japanese Animation

Stey, George Andrew 29 September 2009 (has links)
No description available.
4

L'œuvre filmique d'Osamu Tezuka et son incidence sur le cinéma d'animation / Osamu Tezuka's film work and its impact on animation

Kaczorowski, Samuel 30 September 2014 (has links)
En 1963, le mangaka Osamu Tezuka crée la première série d'animation télévisée de l'histoire. Pour y parvenir, l'équipe du studio Mushi production a tenté de procéder à la refonte des méthodes de fabrication traditionnelles du dessin animé, elles-mêmes tout juste entrevues à travers le modèle américain.Cette recherche consiste à analyser les expérimentations plastiques qui ont donné naissance à cette nouvelle forme d’animation, à en dégager le caractère innovant et à analyser les répercussions techniques, esthétiques et scénaristiques, à l’époque de l’avènement de l’animation à la télévision au Japon.La thèse soutient l'idée que l'oeuvre filmique d'Osamu Tezuka invite à balayer la traditionnelle opposition entre les approches expérimentales et industrielles en art.Même si les productions étudiées inaugurèrent une nouvelle tradition du flm d'animation, Tezuka est-il réellement l'artisan de cette systématisation ? Par quels mécanismes ses fictions se sont-elles imposées comme le symbole de l'essor de l'industrie du divertissement au Japon ? Peut-on y lire les tourments d'une civilisation en mal de valeurs politiques ? Cet aspect serait-il de nature à refondre également les contenus et les structures poétiques du dessin animé ? / In 1963, mangaka Osamu Tezuka created the first animated television series in history. To achieve it, the Mushi production team tried to recast traditional cartoon-making methods, poorly known through the American model.This research propose to explore the experiments which made this new form of animation, to detail its innovative aspect, and to analyse the technical and esthetical impact in the television boom period in Japan.The text argues that Osamu Tezuka's film work encourages us to sweep the traditional opposition between the experimental and industrial approaches. Indeed, Tezuka's work marks the beginning of a new tradition of animation. But is this artist really the architect of this systematization? How did his fictions become the symbol of the boom in the entertainment industry? Do they convey the torments of a civilization missing political values? Do they allow reconsidering the contents of the poetic structures of cartoons?Key-words: Osamu Tezuka, animation, Japanese animation, Japanimation, cel-animation, cartoons, television series, made-for-television animation, art and industry, manga, entertainment, entertainment industry.
5

A relação homem-máquina na cultura japonesa: a hibridação entre o corpo tecnológico e humano através da animação Neon Genesis Evangelion

Santos, André Noro dos 07 October 2013 (has links)
Made available in DSpace on 2016-04-26T18:13:18Z (GMT). No. of bitstreams: 1 Andre Noro dos Santos.pdf: 7203848 bytes, checksum: 230e22e865a2b85286ca377fe5492f4c (MD5) Previous issue date: 2013-10-07 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The topic of this dissertation is the man-machine relation in Japanese culture. As this is a very broad topic, the primary goal of this study was to analyze the animated series Neon Genesis Evangelion demonstrating how it shows the hybridization of human beings and machines in order to propose a reflection on the uses of new technologies in modern society. Although this object of study is part of the so-called otaku culture - that marks the production of Japanese pop since 1980, the main hypothesis of the research is that the construction of these hybrid bodies always existed in Japanese culture and that, contrary to what many Western authors state, for the Japanese this does not constitute a post-human condition. In Japanese tradition, various forms of puppet theater established no clear distinction between the body of the puppeteer and the body of the doll. In methodological terms, the proposal was to analyze the language of the animated series Neon Genesis Evangelion, demonstrating how it shows the hybridization of human and machine without suggesting, however, that this type of relationship originates in modern Japan. It is hoped that this study will contribute to the field of communication both in the sense of clarifying certain aspects of Japanese pop culture as well as in the discussions regarding the interface between the human body and technology / O tema desta dissertação é a relação homem-máquina na cultura japonesa. Por tratar-se de um tema muito amplo, o objetivo principal da pesquisa foi analisar a série de animação Neon Genesis Evangelion, demonstrando como esta evidenciou a hibridação entre seres humanos e máquinas, de modo a propor uma reflexão acerca dos usos das novas tecnologias na sociedade contemporânea. Embora este objeto de estudo faça parte da cultura otaku que marca a produção do Japão pop a partir de 1980, a hipótese principal da pesquisa é que a construção desses corpos híbridos sempre existiu na cultura japonesa e, ao contrário do que discutem vários autores ocidentais, para os japoneses não se trata de uma condição pós-humana. Desde o Japão tradicional, diversas modalidades de teatro de bonecos já propunham uma indistinção entre o corpo do manipulador e o corpo do boneco. Em termos metodológicos, analisou-se a linguagem da série de animação Neon Genesis Evangelion demonstrando como esta evidencia a hibridação estabelecida entre humano e máquina, sem sugerir, no entanto, que este tipo de relação tem início no Japão contemporâneo. Espera-se que a pesquisa contribua com o campo da comunicação, tanto no sentido de elucidar aspectos da cultura pop japonesa, como nas discussões acerca da relação entre corpo e tecnologia
6

從價值鍊角度看日本動畫產業

林鈺淳 Unknown Date (has links)
從本質上來看,動畫產業屬於創意內容產業,具有巨大的經濟潛力。動畫影片除了播映產生的直接收益外,還蘊含了龐大的週邊產品授權市場。往昔研究日本動畫產業的文獻,內容多著重描述產業的發展歷史,而在產業運作模式的整體分析部分,往往著墨較少。基於個人對日本動畫產業的興趣,以及創意內容產業與日遽增的重要性,希望能透過一個整體性的架構,剖析日本動畫產業的運作方式,找出產業價值鏈發展的關鍵因素,供產界、學界往後研究日本動畫產業參考。 本研究依照產業價值鏈的研究架構,從次級資料中整理、分析日本動畫產業的發展歷程,希望能夠回答以下的研究問題: 1. 從價值鍊理論的觀點,探討日本動畫產業從1950年代到2000年代的發展歷程以及歷史背景因素的影響。希望能建構出一整體性的日本動畫產業價值鏈。 2. 藉由產業價值鏈的建構過程,釐清日本動畫產業內的重要價值活動,以及彼此之間相互影響的關係。 3. 綜合以上研究,希望能找出日本動畫產業發展的關鍵因素。 本研究之結論可摘要如下: 一、 日本動畫產業的價值鏈的內涵,可分為五個環節來描述 1. 原始創意:「原始創意」乃是動畫作品製作流程中,最早期投入的「原料」。包含動畫作品故事的題材選用、各項設定如人物、場景、美術設定、以及說故事的表現手法。 2. 資源募集:原料備妥後,為了要進入製作動畫的階段,還必須要有資金、人才、以及技術的到位,稱之為「資源募集」。資源募集包含了資金的籌措方式、人才培育的制度機構、以及動畫技術的創新突破。 3. 動畫製作:動畫製作的階段可再細分為許多的細項,但是對產業發展的過程來說,關鍵點不在於製作流程中某一項活動的創新,而是整體製作流程的演進,包含:垂直整合、專業分工、以及動畫製程的改變。 4. 內容流通:動畫作品製作完成後,需要經由種種的通路,將作品的影響力傳播出去。傳播的管道不限於一般的播送通路如電視、電影,也有可能是通過參加影展、參加專為動畫作品設置的競賽、接受某些動畫獎項的評審。此外,在內容流通的過程中,政府法規所扮演的角色,可能是助力,亦有可能是阻力。 5. 價值回收:經過內容流通的階段後,動畫作品的影響力傳播出去,這時候廠商開始透過許多不同的管道,進行價值回收的活動。除了直接針對傳播媒體收取播送的權利金、透過電影院的票房分紅外,透過肖像授權的方式所衍生出來的周邊事業,更是龐大的商機所在。 二、 價值鏈上的各環節存在著互相鏈結的現像 6. 「原始創意」環節的改變,會影響「內容流通」、「價值回收」等環節。 7. 「資源募集」環節的改變,會影響「原始創意」、「動畫製作」、「內容流通」、「價值回收」等全部環節。 8. 「動畫製作」環節的改變,會影響「原始創意」、「內容流通」等環節。 9. 「內容流通」環節的改變,會影響「原始創意」、「價值回收」。 10. 「價值回收」環節的改變,會影響「內容流通」環節。 三、 日本動畫產業發展的關鍵因素,在於完整價值鏈的建立,以及價值鏈內不同環節之間鏈結的強固 11. 在「原始創意」部分,日本動畫題材與表現手法的豐富,是發展歷程每個階段不斷累積的成果。 12. 「資源募集」部分,資金的來源多元、人才的培育制度化、技術不斷的創新,使得日本動畫產業在這部份相當具有競爭力。 13. 「動畫製作」部分,隨著流動通路的改變能夠採用不同的模式;並且發展出兩大軸線:虫製作的「有限動畫」和吉卜力工作室的「精緻製作」。 14. 「內容流通」和「價值回收」部分,新的動畫放映通路不斷的出現,伴隨著各種價值回收的手法開發出來,使得日本動畫產業在周邊商品的行銷上具有相當的能耐。 四、 日本動畫產業價值鏈的分析方式,不僅可應用於動畫產業,更可應用於其他相關之文化創意產業範疇 15. 本研究乃是依據Porter所提出之價值鏈理論作為建構產業價值鏈之工具,並輔以文獻探討中關於文化創意產業經濟特性以及電影產業價值鏈的回顧,將原先Porter之「製造業」思維之產業價值鏈,轉化為「軟體產業」思維之產業價值鏈。 16. 凡是文化創意產業中具有與動畫產業類似之創意投入、內容產製、流通、價值回收之產業,諸如電影產業、遊戲產業、音樂產業……等,都可以本研究所提出之產業價值鏈之分析模式,作為產業發展分析之工具。 / Essentially, animation industry, as a category of creative industries, has great economic potential. They include direct revenue from exhibitions and and there is a big market of related products. Most documents about Japanese animation industry focus on the history of industry development; total analysis of industrial operation is relatively less emphasized. Based on my personal interests in Japanese animation industry and the increasing importance of creative industries, this research will analyze the operation of Japanese animation industry and figure out the key factors in its value chain development. The objective of this research is to answer the following questions: 1. From the viewpoint of value chain theory, to study the history of Japanese animation industry between 1950 to 2000 in order to build a complete industrial value chain. 2. Through the building process of industrial value chain, identify the key value activities and the mutual effects among them. 3. Upon analysis, identify the key factors of Japanese animation industry development. The conclusions of this research can be summarized as below: A. The contents of the value chain of the Japanese animation industry can be described as five core elements. 1. Original creativity: Original creativity is the raw materials of the animation film production which are injected at the early stage, including the story, characters, scene, and art. 2. Resources collection: Before entering the stage of production, some resources are essential, such as capital, human resource, and technology. 3. Production: From the industrial viewpoint, we focus on the change of production process, including vertical integration, specialization and division of labor. 4. Contents distribution: Through various kinds of channels, the influences of animation films are spread out. The channels include television, theaters, exhibitions, contests, and awards. Also, the government and laws play the roles as help or blockage. 5. Value recycle: After the influence of animation films are spread out, enterprises begin to gain value recycle through several ways, such as premium, distribute profits, and especially the sales of related products. B. The five elements of the value chain are connected with different chains. 6. Changes of “Original creativity” have effects on “Contents distribution” and “Value recycle”. 7. Changes of “Resources collection” have effects on “Original creativity”, “Production”, “Contents distribution“ and “Value recycle”. 8. Changes of “Production” have effects on “Original creativity” and “Contents distribution”. 9. Changes of “Contents distribution” have effects on “Original creativity” and “Value recycle”. 10. Changes of “Value recycle” have effects on “Contents distribution”. C. The key factors of Japanese animation industry development are the construction of complete industrial value chain and the strong connections among the chains of different elements. 11. In the part of “Original creativity”, the rich contents about stories and performances of Japanese animations are the results of long-term accumulation. 12. In the part of “Resources collection”, multiple sources of capital, systematic education of human resource and continuous innovations of technology make Japanese animation industry very competitive. 13. In the part of “Production”, variable production processes are adopted according to different exhibition channels. There goes two major production processes: “Limited animation” and “Refined animation”. 14. In the part of “Contents distribution” and “Value recycle”, continuous invention of new exhibition channels and methods of value recycle make the Japanese animation industry very proficient in marketing the related products. D. The analysis methods of this research can apply to not only the animation industry, but also to the other fields within the creative industries. 15. This research transforms the “manufacturing” industrial value chain model mentioned by Michael E. Porter into the “software” one, based on the reviews of documents. 16. The analysis methods of this research work on those industries with similar creativity injection, production, distribution, and value recycle as the animation industry, such as movie, music, video game industries.
7

Construcción de personajes: Relación entre los personajes principales de las películas animadas “El jardín de las palabras” y “Your Name” de Makoto Shinkai / Character Construction: Relationship between the main characters of the animated films “The Garden of Words” and “Your Name” both by Makoto Shinkai

Cobos Lau, Mayralejandra 06 July 2020 (has links)
Las películas de Makoto Shinkai tienen como tema principal las relaciones humanas. Por ello, el desarrollo de sus personajes es elemental para fortalecer la trama y el mensaje que desea dar. Sus protagonistas tienen toda una construcción detrás de ellos que dan sentido a sus acciones, pensamientos y decisiones, incluso cuando existe un claro contraste entre ellos que es tanto físico como psicológico. Esta relación se hace cada vez más cercana con el avance de la historia hasta crear sentimientos afectivos el uno por el otro, pero este vínculo tiene una fecha límite la cual ellos deben enfrentar y demostrar que gracias a ese encuentro han logrado una madurez necesaria para seguir adelante. En esta investigación, se identificará la relación de los personajes principales, su creación, sus contrastes y su separación amorosa en las películas “El jardín de las palabras” (2013) y “Your Name” (2016) de Makoto Shinkai. / Makoto Shinkai’s films have human relationships as their main topic. Therefore, the development of its characters is essential to strengthen the plot and the message that wants to be given to the audience. Its protagonists have a whole character construction behind them that gives meaning to their actions, thoughts, and decisions, even when there is a clear contrast between them that is both physical and psychological. The relationship between the characters becomes more and more intimate as the story progresses, to the point where affective feelings for each other begin to emerge. However, this bond has a deadline that has to be faced in order to demonstrate that, because of their meeting, they have achieved the maturity needed to carry on. In this investigation, the main characters relationship, their creation, their contrasts and the separation of their love will be identified in the films “The Garden of Words” (2013) and “Your Name” (2016) by Makoto Shinkai. / Trabajo de investigación
8

De la réalité à la fiction : trois décennies de représentation de l'Étranger dans les anime : une analyse critique des conceptions identitaires japonaises

de Boisvilliers, Eyrhel 12 1900 (has links)
Ce mémoire tente de mettre en valeur la pertinence des séries d’animation japonaise dans l’étude de l’identité nippone. À travers un processus interactif de création entre producteurs, sponsors et consommateurs, les anime, et la culture qui les caractérise, permettent en effet d’explorer les dynamiques de construction identitaire entre le Japon des discours nationalistes et l’Étranger qui en apparaît comme la contrepartie. Les anime deviennent ainsi un outil de négociation culturelle. Plus précisément, ce travail porte sur les dynamiques de production et création en place depuis les années 1990, moment à partir duquel l’audience internationale a commencé à prendre de l’importance dans un milieu qui ne considérait jusqu’alors presque exclusivement que le public japonais. C’est aussi une période d’expansion pour l’industrie anime qui devient en quelque sorte une fierté pour le Japon et un étendard de son identité. Face à ce potentiel nationaliste et politique des anime comme promoteurs de la culture japonaise commence à se poser la question de leurs représentations. C’est notamment sur l’idée d’un contraste entre représentations hégémoniques et minoritaires que ce mémoire s’attarde. Il dévoile alors des conceptions hiérarchisées de l’Étranger. En même temps, il témoigne d’une évolution du positionnement japonais vis-à-vis de l'altérité au cours des dernières décennies. / This master thesis attempts to highlight the relevance of Japanese animation series in the study of Japanese identity. Indeed, through an interactive process of creation between producers, sponsors and consumers, anime, and the culture surrounding the medium, makes it possible to explore the dynamics of identity construction between Japan, as painted by nationalistic discourses, and the Foreign, which appears as its counterpart. Anime thus becomes a tool for cultural negotiation. More specifically, this work considers the dynamics of production and creation established since the 1990s, when the international audience started to become significant in a field which, previously, considered almost exclusively its Japanese audience. The 1990s also are a time of expansion for the anime industry which then becomes, to a certain extent, a source of pride for Japan and a banner of its identity. In view of the nationalistic and political potential of anime, as promoters of Japanese culture, the issue of their representations starts to arise. It is particularly on the idea of a contrast between hegemonic and minority representations that this thesis focuses. It consequently sheds light on hierarchical conceptions of the Foreign. Simultaneously, it testifies to an evolution of Japan’s position regarding otherness over the last decades.
9

Lu Yang : une esthétique aberrante

Rémy-Handfield, Gabriel 08 1900 (has links)
Cette thèse de doctorat intitulée Lu Yang : une esthétique aberrante cherche à étudier dans une perspective à la fois philosophique et conceptuelle la création médiatique de l’artiste chinois Lu Yang (1984-) ( 陆扬) entre les années 2013 et 2020. À travers l’animation digitale, des installations et des performances, l’artiste conceptualise de nouvelles configurations des sexes, des genres, du corps et de la conscience qui échappent aux paramètres de la normativité et qui contribuent à déconstruire et à repenser autrement l’anthropomorphisme. Ces nouvelles configurations des sexes, du corps et de la conscience possèdent la particularité d’être aberrantes. Elles remettent aussi en cause la distinction entre le rationnel et l’irrationnel mais aussi entre ce qui est considéré comme « normal » ou « anormal ». L’hypothèse de la recherche est alors la suivante : l’artiste crée et développe une esthétique aberrante caractérisée par des logiques irrationnelles mais aussi par un imaginaire singulier qui relève de l’étrange, de l’anormal, du monstrueux, et du grotesque. L’esthétique aberrante comme il le sera démontré tout au long de cette thèse, contribue simultanément à faire éclater les normes sociales, à remettre en question et à transgresser les limites et les frontières sexuelles et corporelles et à proposer de nouvelles conceptions et configurations de la subjectivité. Ainsi, les questions fondamentales posées par cette thèse sont les suivantes : comment l’oeuvre médiatique de Lu Yang développe-t- elle une esthétique aberrante ? Quelles sont les fonctions et composantes à la fois visuelles et sonores de cette esthétique ? Que nous révèle cette esthétique du point de vue philosophique et conceptuel mais aussi d’un point de vue politique ? Comment propose-t- elle de nouvelles perspectives critiques sur l’art contemporain chinois ? Mon analyse des films et des performances définit trois modalités distinctes de l’esthétique aberrante qui caractérise ses oeuvres. La première modalité développée dans le premier chapitre, s’associe à la question du sexe et de la reproductivité, à travers ce que je vais nommer le sexe-aberrant. La deuxième modalité repose plutôt sur le corps et explore ses nombreuses déformations à travers ce que je définis comme une esthétique du grotesque. Finalement, la troisième et dernière modalité, repose sur l’esprit et la conscience et cet aspect demeure étroitement lié à l’intérêt de l’artiste pour la neuroscience et le bouddhisme. À partir de ces éléments, je démontrerai alors comment l’artiste crée ce que j’appelle une cosmo- technique aberrante. Le corpus de cette thèse se constitue ainsi des cinq oeuvres suivantes : Uterus Man (2013), Delusional Mandala (2015), Electromagnetic Brainology (2017), Electromagnetic Brainology Brain Control Messenger (2018) et, Delusional World (2020). / This doctoral thesis entitled Lu Yang: An Aberrant Aesthetic analyze through a philosophical and conceptual approach the artwork of Chinese new media artist Lu Yang ( 陆扬) (1984-). The artist creates vibrant and sophisticated live-action films, 3D animation, video games installations, and motion capture performance. In these films and performances, the artist visualizes alternative configurations of sexes, bodies, and minds that challenges normativity while deconstructing anthropocentrism and the boundaries between normality and abnormality. These new configurations of sex, body, and mind are aberrant. The main hypothesis of this research is the following: the artist conceptualizes and create what I call an aberrant aesthetic that is characterized by an irrational logic but also a deviant imagination featuring the grotesque, the bizarre, and the monstrous. Then, the following questions can be asked: how does Lu Yang’s media art develop an aberrant aesthetic? What are the visual and sonic functions and components of this aesthetic? What does this aesthetic reveal to us from a philosophical and conceptual point of view, but also from a political point of view? How does this aesthetic offer new critical perspectives on contemporary Chinese art? My analysis of his films and performances distinguishes three different but interrelated modalities of the aberrant aesthetic. The first modality, developed in the first chapter, is related to sex and reproduction through what I define as the aberrant- sex. The second modality is related to the body and his deformations with what I define as the aesthetic of the grotesque. Finally, the third and last modality, represents the mind. It is associated with the preoccupation of the artist for neurosciences and Buddhism and his obsession with the question of control. Then, the third modality designates what I call an aberrant cosmo-technic. The corpus is constituted of the five following artworks: Uterus Man (2013), Delusional Mandala (2015), Electromagnetic Brainology (2017), Electromagnetic Brainology Brain Control Messenger (2018), and Delusional World (2020).
10

Ma et rite initiatique dans le cinéma d'animation de Hayao Miyazaki

Bouvelle, Sara 12 1900 (has links)
Les films d’animation de Hayao Miyazaki sont parsemés de ma, des moments de silence, de mouvement gratuit qui célèbrent des instants en apparence anodins du quotidien. Ce mémoire discute l’importance de ce concept dans la construction identitaire des personnages au sein du rite initiatique à travers une analyse du ma dans Le Voyage de Chihiro et Le Château Ambulant. Le ma soutient la vision d’un bien-grandir typiquement miyazakien : percevoir le ma devient une capacité essentielle pour sortir de l’aliénation de la vie moderne, envisageant la restauration d’une mémoire collective disparue des centres urbains. Ce mémoire est structuré selon chacune des trois phases du rite de passage telles que définies par Victor Turner et Arnold Van Gennep. Dans la phase de séparation, le ma est lié à un être-dans-le-monde dont la perception permet une reconnexion au monde sensible. Dans la phase liminaire, il est un être-ensemble proche du concept de communitas et permet la création de communautés authentiques dans la troisième phase, la phase de réintégration dans la collectivité. L'omniprésence du ma tout au long du rite de passage supporte les convictions du réalisateur, exprimant son espoir que les jeunes générations puissent s’épanouir dans des sociétés modernes aliénantes. / Hayao Miyazaki's animated films are sprinkled with ma, moments of silence and gratuitous movement that celebrate seemingly insignificant moments of daily life. This thesis explores the significance of ma in the construction of characters' identities within the initiation rite through an analysis of Spirited Away and Howl's Moving Castle. Ma supports Miyazaki's vision of the rite of passage into adulthood: the ability to perceive ma becomes an essential skill to break free from the alienation of modern life, envisioning the restoration of a collective memory lost in urban spaces. The thesis is structured according to the three phases of the initiation rite defined by Victor Turner and Arnold Van Gennep, each associated with a specific definition of ma. In the separation phase, ma is a feeling of being-in-the-world, whose perception allows a reconnection with the sensory world. In the liminal phase, it is a being-together close to the concept of communitas, fostering the creation of authentic communities in the third phase, the phase of reintegration into society. The omnipresence of ma throughout the rite of passage reinforces Miyazaki's convictions, expressing his hope that younger generations can thrive in modern alienating societies.

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