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Boy!!! Love and Fan-FictionBembenick, Candace Lauren 20 September 2019 (has links)
No description available.
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A cultura otaku no Brasil: da obsessão à criação de um Japão imaginado / The otaku culture in Brazil: from the obsession to the creation of an imagined JapanSantos, André Noro dos 27 November 2017 (has links)
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Previous issue date: 2017-11-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The objective of this thesis is to analyze the behavior of the Brazilian otakus and how they
imagine and translate their obsession with the Japanese culture. As an empirical object we chose
the manga created by Brazilians and some otaku communities reunited in social networks and
pop culture events. The hypothesis is that in the translation of the otaku culture and its media
products, rather than a language search that could generate, for example, a "mongrel manga",
is the mimesis and the assimilation of a behavior and a way of life which, in the Brazilian
version, becomes quite unique and, not rarely, distant from some stereotypes generated by the
Japanese themselves. In this regard, we observe that the Brazilian otakus have nothing to do
with the image of the introspective otakus that marked the beginning of the movement in Japan.
The theoretical fundation was based on foreign (e.g. Azuma and LaMarre) and Brazilian (e.g.
Luyten, Nunes and Almeida) bibliographies that analyzed the phenomenon. In methodological
terms, the research was also extended to the social networks, which constitute the major means
of communication of the otakus, as well as to places of concentration of these groups such as
the Liberdade neighborhood in São Paulo. The results indicate that the Brazilian otaku culture
was gradually becoming another way of commercializing an imagined Japan (Greiner 2015 and
2017), differing from other experiences by focusing exclusively on Japanese culture, without
adopting a generic Asian image / O objetivo desta tese é analisar o comportamento dos otakus brasileiros e o modo como
imaginam e traduzem a sua obsessão pela cultura japonesa. Como objeto empírico elegemos
o mangá criado por brasileiros e algumas comunidades otaku reunidas em redes sociais e
eventos de cultura pop. A hipótese é que na tradução da cultura otaku e de seus produtos
midiáticos, mais do que uma pesquisa de linguagem que poderia gerar, por exemplo, um
“mangá mestiço”, trata-se da mimese e da assimilação de um comportamento e de um modo de
vida que, na versão dos brasileiros, torna-se bastante singular e, não raramente, distante de
alguns estereótipos gerados pelos próprios japoneses. Neste sentido, observamos que os otakus
brasileiros nada têm a ver com a imagem dos otakus introspectivos que marcaram o início do
movimento no Japão. A fundamentação teórica partiu de bibliografias estrangeiras (e.g. Azuma
e LaMarre) e brasileiras (e.g. Luyten, Nunes e Almeida) que analisaram o fenômeno. Em termos
metodológicos, a pesquisa foi também ampliada para as redes sociais, que se constituem como
o principal meio de comunicação dos otakus, assim como para locais de concentração desses
grupos, como o bairro da Liberdade em São Paulo. Os resultados indicam que a
cultura otaku brasileira foi, aos poucos, se transformando em mais um meio de comercialização
de um Japão imaginado (Greiner, 2015 e 2017), diferenciando-se de outras experiências por
focar exclusivamente na cultura japonesa, sem adotar uma imagem genérica asiática
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Otaku Kultūros Tapatumo Formavimas: Šiaulių Klubo "Yorokonde" Atvejo Analizė / Formation of Otaku Cultural Identity: Šiauliai Club "Yorokonde" Case StudyVisockis, Edvinas 17 July 2014 (has links)
Bakalauro baigiamajame darbe nagrinėjamas otaku kultūros tapatumo formavimas Šiaulių Japonijos kultūros entuziastų klube „Yorokonde“. Darbą sudaro dvi dalys: teorinė ir praktinė. Teorinėje dalyje analizuojamos įvairių autorių tapatumo teorijos, kalbančios apie savikonstrukciją ar socialiai sukonstruojamą asmenį. Taip pat nagrinėjami skirtingi požiūriai į popkultūrą. Empirinėje dalyje rekonstruojama Japonijos kultūros plitimo chronologija, aiškinamasi otaku sąvokos problematika ir reikšmė. Analizuojamas otaku tapatumas ir jo formavimas per otaku veiklą. Išskiriama anime ir mangos svarba susidomėjimui Japonijos kultūra, iš to kylančios naujos kategorijos. Aiškinamasi kas yra cosplay bei kaip tai siejasi su pankiškosiomis „Do-it-yourself“ idėjomis. Nagrinėjamas homoseksualių mangų žanras yaoi, bei japonų kalbos įterpimas otaku kalboje. / The Bachelor‘s thesis analyses otaku cultural identity formation in Šiauliai Japanese culture enthusiasts club „Yorokonde“. The work consists of two parts, theoretical and practical. The theoretical part analyses the various authors talking about identity theories of self construction or socially constructed person. It also examines different approaches to the pop culture. In the empirical part Japanese culture spreading chronology is reconstructed. The concept of otaku term issues and implications is examined. Otaku identity and its formation through the activities of the otaku is analysed. Anime and manga importance to the interest of Japanese culture is extracted in the work.Examined relation between punk „Do-it-yourself“ ideas and cosplay, and also what cosplay is. Examined homosexual manga genre yaoi, and Japanese language usage in otaku speech.
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Hatsune Miku: estudo sobre a constituição do ídolo virtual no cenário pop japonês / Hatsune Miku: a study about the construction of the virtual idol in Japanese pop sceneAoki, Beatriz Yumi 26 April 2018 (has links)
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Previous issue date: 2018-04-26 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The theme of research is the virtual idol Hatsune Miku and her collective construction from
the practices of her fans, who are responsible for most part of the production of related
content (such as songs and images). This research aims to understand how the virtual idol in
the Japanese pop scenario highlights the relation of the Japanese otaku to fantasy, having as
our main hypothesis that, for the fan, fantasy is a form of reality and the notion of authorship
is shared, suggesting an indistinction between creation, production and circulation. The
methodology is based on the conceptual analysis of the constructive processes of the virtual
idol, based on a literature review that describes otaku culture; on the studies of the fancelebrity
relationship in the specific Japanese context and on the documentary research and
analysis of the content produced concerning the object of this study. In this sense, the
dissertation is structured in two main chapters: the first one analyzes the Japanese otaku
culture and the context in which it is constituted, based on authors such as Barral (2000),
Azuma (2009), Iwabuchi (2002), Kinsella (1998), Ōtsuka (2010), Condry (2013) and
Robertson (1998); while the second aims to reflect on the constitution of the virtual idol and
its forms of relationship with Japanese fans, mainly based on Conner (2016), Black (2012),
Sone (2017) and Kinsella (1995). As a result, this research is expected to contribute on
discussions concerning otaku culture and its understanding of fantasy, specifically in the
Japanese context / O tema desta dissertação de mestrado é a ídolo virtual Hatsune Miku e a sua constituição
coletiva a partir das práticas de seus fãs, responsáveis por grande parte da produção de seu
conteúdo (como músicas e imagens). A pesquisa busca compreender como o ídolo virtual no
cenário pop do Japão evidencia a relação do otaku japonês com a fantasia, tendo como
hipótese principal que, para o fã, a fantasia é uma forma de realidade e a noção de autoria é
compartilhada, sugerindo uma indistinção entre criação, produção e circulação. A
metodologia baseia-se na análise conceitual dos processos construtivos do ídolo virtual, a
partir da revisão bibliográfica que descreve a cultura otaku; nos estudos da relação fãcelebridade
no âmbito específico japonês e na pesquisa documental e análise dos conteúdos
produzidos em torno de nosso objeto de estudo. Nesse sentido, a dissertação estrutura-se em
dois capítulos principais: o primeiro analisa a cultura otaku japonesa e o contexto no qual ela
se constitui, tendo como fundamentação teórica autores como Barral (2000), Azuma (2009),
Iwabuchi (2002), Kinsella (1998), Ōtsuka (2010), Condry (2013) e Robertson (1998);
enquanto o segundo se propõe a refletir sobre a constituição do ídolo virtual e suas formas de
relação com os fãs japoneses, a partir de Conner (2016), Black (2012), Sone (2017) e Kinsella
(1995). Como resultado, espera-se que a pesquisa contribua nas discussões acerca da cultura
otaku e de seu entendimento de fantasia, especificamente no contexto japonês
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Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek / Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational CulturesDaste, Sophie 28 November 2015 (has links)
Dans un contexte généralisé où les cultures générationnelles otaku et geek multiplient leurs influences autant sur le plan du contenu culturel que sur les nouveaux médias qu’elles génèrent, nous nous sommes intéressés à sa propension à pénétrer les champs des arts dont la pratique contemporaine. La convergence des médias inhérents à ces deux cultures produit de nouveaux moyens d’expression donnant naissance à plusieurs types de pratiques expérimentales. Il s’est agi pour nous d’interroger nos référents autant que notre pratique sous ce nouvel angle. Une émergence de nouveaux systèmes technologiques se démocratise et intervient de plus en plus fréquemment dans le quotidien des usagers. Sur la base de ces nouvelles connaissances se développent de nouveaux rapports aux objets à partir desquels se forment de nouveaux espaces de fiction.La thèse « Expérimentations artistiques des espaces de fiction générés par les nouveaux médias issus des cultures générationnelles otaku et geek » est transdisciplinaire. Elle mêle études étymologiques, anthropologiques et sociologiques à l’étude des arts. En plus de s'appuyer sur des études réalisées par des chercheurs, la méthodologie appliquée se fonde sur l’expérimentation des œuvres présentées qui touchent à la fois à l’art contemporain, aux livres, aux bandes dessinées, aux films, aux jeux vidéo, aux jeux à réalité alternée, etc., mais aussi à la convergence de tous ces médias. L’expérimentation par une pratique nous semble dans le domaine présenté une donnée très importante du bien-fondé de la recherche qui est basée sur l’étude d’un terrain culturel en constante évolution. / In a widespread background in which the influences of Otaku and Geek Generational Cultures have increased as regards both their cultural content and the new media created by them, we undertook to study their propensity to penetrate into the art sphere, whether within or outside contemporary art. The convergence of the media inherent to both cultures has produced new means of expression which have given rise to several types of experimental practices. In the light of these new aspects, we strove to review our referents as well as our practice. Emerging new IT systems are becoming more and more popular and they are increasingly affecting their users' daily lives. With such new items of knowledge, new relations to things have developed and they provide a foundation on which new Fantasy Realms are being built."Artistic Testings of Fantasy Realms Created by New Media derived from the Otaku and Geek Generational Cultures" is a transdisciplinary thesis. It blends art research with etymological, anthropological and sociological studies. The methodology applied relies on studies carried out by researchers and is based on the testing of the works presented which are related to contemporary art, books, comics, video games, alternate reality games etc., as well as to the convergence of all such media. As regards the domain referred to herein, we believe that testing through practising is a paramount aspect of the relevance of this thesis which is based on the study of an ever evolving cultural territory.
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Queer som doujinshi : En fallstudie av Yonezawa Yoshihiro Memorial Library / Queer as doujinshi : A case study of Yonezawa Yoshihiro Memorial LibraryWatanabe, Yukina January 2017 (has links)
This thesis investigates how libraries can build a collection of doujinshi – Japanese fanzines – with a focus on the problematic connection between doujinshi, queer sexualities and pornography. Yonezawa Yoshihiro Memorial Library is one of the few libraries collecting and providing access to doujinshi, including those with extreme pornographic imagery. I conducted qualitative interviews with four library employees to study their views and attitudes towards collection, age regulations, shelving and classification of doujinshi. In addition, I apply queer theory to elucidate how sexual norms are reflected in the library's classification system. Findings show that informants consider the preservation of manga culture as the most important reason to collect doujinshi. Other functions of doujinshi, such as being a way for self-expression without social restrains, are also appreciated. Informants’ attitudes towards collecting and providing access to extreme pornographic doujinshi are not particularly negative, instead resisting censorship, but the fact that the library has extreme pornographic doujinshi is taken up as a reason for the library' s age limit. Moreover, I observe sexual norms surrounding women’s consumption of pornography and that women should link sex and love, and a lack of critical perspectives on such issues. Lastly, informants were open for changes of the library’s classification system for doujinshi, but showed reluctance toward user influence, such as social tagging. This is a two years master’s thesis in library and information science.
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Comparison Research of Taiwan Adolescent Subculture Consumer Groups: Empirical Studies of Otaku and Pop Music FansChiang, Yung-Sung 11 January 2012 (has links)
High accessibility to internet technology and popularization of focus media has given rise to various emerging subcultures among the younger generation who constantly seek novelty and unique lifestyles. The Otaku subculture is one such adolescent subculture, a culture of avid ACG (animation, comic, games) collectors, while pop music fans belong to another youth subculture deeply involved in gathering and tracking the lives and performances of pop music stars. As the adolescent is becoming the most purchasing power consumer group of fashion product, this research aims at comparing the traits of the above two adolescent subcultures and their influences on buying behavior tendencies toward subculture-specific merchandises. This research is also attempting to develop an analytical model through comparison of two studies.
The research framework is constructed based on the assumption that the traits of adolescent subcultures influence the subculture-specific consumptions and is examined on two studies of Otaku and pop music fans subcultures respectively. The same investigation methods are applied in two studies. First, the review of prior studies and findings of focus group interview with sample of five representative adolescents were integrated into a tentative model. Then, the questionnaire was developed based on the tentative model and the focus group interview findings, and sample of survey in two studies are 105 and 101 respectively. Survey data were examined by factor analysis and structural equation modeling for the verification of the tentative model, and finally a revised model is developed based on comparison of two studies results.
Results show that the personality, values and lifestyle of subculture¡¦s main traits dimensions influence their buying behavior, although the Otaku and pop music fans take part in different activities and embrace different personality traits and values. The results also verify a feasible generalized analytical model for measuring the influences of the traits of specific adolescent subcultures on their buying behavior. This research offers some implications for consumer behavior and marketing communication including (1) comprehensive customer investigation is needed to understand what adolescents think and want; (2) providing attractive content and (3) adopting modern media to attract and access adolescent subculture group; (4) marketing communication appeals should match adolescents self-images to get their identification; and (5) providing total subculture solution in integrated marketing programs.
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Mangás e animes : sociabilidade entre cosplayers e otakusWinterstein, Claudia Pedro 10 February 2009 (has links)
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Previous issue date: 2009-02-10 / Universidade Federal de Minas Gerais / The interest by the outbreak of a group of people that are admirers of the Japanese pop culture - especially by the comic books (mangas) and the cartoons (animes) is what led me to the developing of this research, in which my goal is to understand the logic of the sociability among the consumers of these medias, through the use of some very important anthropological concepts, such as the sociability, the cultural consume and life style. To do so, I started a study that began at the mangas and animes conventions, where the otakus meet to participate in contests and workshops, as well as to watch the animes and musical presentations, and also to discuss their own stories. Beyond the merely social nature, these conventions have eventually became the first step to those who wish to enter the pop culture universe, besides being a way of assertion of a specific juvenile condition to those who are already a part of it. / O interesse pelo surgimento de um grupo aficionado pela cultura pop japonesa especialmente pelas histórias em quadrinhos (mangás) e pelos desenhos animados (animes) , me levou ao desenvolvimento dessa pesquisa na qual busco compreender a lógica da sociabilidade existente entre os consumidores dessas mídias tangenciando alguns conceitos caros à antropologia, tais como a sociabilidade, bem como o consumo cultural e o estilo de vida. Para tanto dei início a uma etnografia que teve como ponto de partida as convenções de mangás e animes, nas quais os otakus se encontram para participar de concursos, oficinas, para assistirem aos animes e apresentações musicais e trocarem experiências. Para além do caráter puramente comercial, essas convenções acabaram se tornando espaços de iniciação para aqueles que desejam ingressar neste universo de cultura pop, além de serem espaço de afirmação de uma dada condição juvenil para aqueles que já fazem parte dele.
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Building experience for Seichi Junrei "Anime pilgrimage"Axelsson, Edgar January 2020 (has links)
Despite growing as a new popular facet of tourism in Japan, Seichi junrei is still niche and largely undocumented, stifling both the experiences of participants as well as the opportunities in the tourism industry. The tourism industry is changing and always trying to improve but lacks a personal touch. According to studies, the tourism industry focuses more on mainstream tourism than it does on niche tourism. Seichi junrei community issues are not being heard by the tourism industry; There are no user-friendly platforms available for the subculture to contribute towards tourism. This text explores the development of tourism and improving the experiences of tourists participating in the phenomena known as seichi junrei. Seichi junrei is explored through ethnography to create bonds. Together as a team of voluntary participants, through participatory design challenges the current problems with tourist experiences and improves them through digital tourism. The thesis creates a community and a platform that solves the user experience problems of seichi junrei. Seichi junrei becomes a guide for new fans where everyone can work as a community and help evolve the tourism phenomena of seichi junrei.
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Watching anime, doing gender : hegemonic masculinity, sexual modesty, and the gendered consumption practices and preferences of Kuwaiti anime fans / アニメを見る、ジェンダーを行為する : ヘゲモニックな男性性、性的慎み、ジェンダー消費の実践とクウェート人アニメ・ファンの選択 / アニメ オ ミル ジェンダー オ コウイ スル : ヘゲモニックナ ダンセイセイ セイテキ ツツシミ ジェンダー ショウヒ ノ ジッセン ト クウェートジン アニメ ファン ノ センタク / アニメを見るジェンダーを行為する : ヘゲモニックな男性性性的慎みジェンダー消費の実践とクウェート人アニメファンの選択Ahmed Baroody 21 March 2021 (has links)
This dissertation traces the circulation and consumption of Japanese anime, or Anime, in Kuwait to examine the changing consciousness of normativity regarding gender and sexuality for audiences and fans. Anime has been distributed and accessible since the 1970s in Kuwait. Nonetheless, with the advent of "New Anime" after the 2000s, the audience has widely accepted characters and protagonists that deviate from the existing representational practices portraying active men and passive women. Drawing from gender and sexualities studies, media and anime studies, Antonio Gramsci's theory of hegemony as well as Raewyn Connell's theory on masculinities, this study critically investigates "hegemonic masculinities" in Kuwaiti society to argue the ways in which the reception and practices of Anime help to erode them. / 博士(アメリカ研究) / Doctor of Philosophy in American Studies / 同志社大学 / Doshisha University
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