Anime Fan Communities

Anime Fan Communities PDF Author: S. Annett
Publisher: Springer
ISBN: 1137476109
Category : Social Science
Languages : en
Pages : 253

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Book Description
How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.

Anime Fan Communities

Anime Fan Communities PDF Author: S. Annett
Publisher: Springer
ISBN: 1137476109
Category : Social Science
Languages : en
Pages : 253

Get Book

Book Description
How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.

Anime Fan Communities

Anime Fan Communities PDF Author: S. Annett
Publisher: Palgrave Macmillan
ISBN: 9781349502752
Category : Social Science
Languages : en
Pages : 0

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Book Description
How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.

Transported to Another World

Transported to Another World PDF Author: Stephen Reysen
Publisher: Stephen Reysen
ISBN: 0997628812
Category : Psychology
Languages : en
Pages : 457

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Book Description
Anime/manga (Japanese animation and comics) have been increasing in popularity worldwide for decades. But despite being a global phenomenon, there’s been surprisingly little psychological research formally studying its devoted fanbase. In this book we aim to do just that with an overview of nearly a decade of research by fan psychologists. Otaku and cosplayers, genre preferences, hentai, parasocial connections, motivation, personality, fanship and fandom, stigma, and well-being – this book looks at all of these topics through a psychological lens. Many of these findings are being presented for the first time, without the jargon and messy statistical analyses, but in plain language so it’s accessible to all readers – fans and curious observers alike!

Anime Fan Communities

Anime Fan Communities PDF Author: S. Annett
Publisher: Springer
ISBN: 1137476109
Category : Social Science
Languages : en
Pages : 253

Get Book

Book Description
How have animation fans in Japan, South Korea, the United States, and Canada formed communities and dealt with conflicts across cultural and geographic distance? This book traces animation fandom from its roots in early cinema audiences, through mid-century children's cartoon fan clubs, to today's digitally-networked transcultural fan cultures.

A Companion to Media Fandom and Fan Studies

A Companion to Media Fandom and Fan Studies PDF Author: Paul Booth
Publisher: John Wiley & Sons
ISBN: 1119237165
Category : Social Science
Languages : en
Pages : 592

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Book Description
A Companion to Media Fandom and Fan Studies offers scholars and fans an accessible and engaging resource for understanding the rapidly expanding field of fan studies. International in scope and written by a team that includes many major scholars, this volume features over thirty especially-commissioned essays on a variety of topics, which together provide an unparalleled overview of this fast-growing field. Separated into five sections—Histories, Genealogies, Methodologies; Fan Practices; Fandom and Cultural Studies; Digital Fandom; and The Future of Fan Studies—the book synthesizes literature surrounding important theories, debates, and issues within the field of fan studies. It also traces and explains the social, historical, political, commercial, ethical, and creative dimensions of fandom and fan studies. Exploring both the historical and the contemporary fan situation, the volume presents fandom and fan studies as models of 21st century production and consumption, and identifies the emergent trends in this unique field of study.

The Soul of Anime

The Soul of Anime PDF Author: Ian Condry
Publisher: Duke University Press
ISBN: 0822397552
Category : Social Science
Languages : en
Pages : 256

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Book Description
In The Soul of Anime, Ian Condry explores the emergence of anime, Japanese animated film and television, as a global cultural phenomenon. Drawing on ethnographic research, including interviews with artists at some of Tokyo's leading animation studios—such as Madhouse, Gonzo, Aniplex, and Studio Ghibli—Condry discusses how anime's fictional characters and worlds become platforms for collaborative creativity. He argues that the global success of Japanese animation has grown out of a collective social energy that operates across industries—including those that produce film, television, manga (comic books), and toys and other licensed merchandise—and connects fans to the creators of anime. For Condry, this collective social energy is the soul of anime.

Handbook of Research on the Impact of Fandom in Society and Consumerism

Handbook of Research on the Impact of Fandom in Society and Consumerism PDF Author: Wang, Cheng Lu
Publisher: IGI Global
ISBN: 1799810496
Category : Business & Economics
Languages : en
Pages : 605

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Book Description
Fans of specific sports teams, television series, and video games, to name a few, often create subcultures in which to discuss and celebrate their loyalty and enthusiasm for a particular object or person. Due to their strong emotional attachments, members of these fandoms are often quick to voluntarily invest their time, money, and energy into a related product or brand, thereby creating a group of faithful and passionate consumers that play a significant role in multiple domains of contemporary culture. The Handbook of Research on the Impact of Fandom in Society and Consumerism is an essential reference source that examines the cultural and economic effects of the fandom phenomenon through a multidisciplinary lens and shapes an understanding of the impact of fandom on brand building. Featuring coverage on a wide range of topics such as religiosity, cosplay, and event marketing, this publication is ideally designed for marketers, managers, advertisers, brand managers, consumer behavior analysts, product developers, psychologists, entertainment managers, event coordinators, political scientists, anthropologists, academicians, researchers, and students seeking current studies on the global impact of this particularly devoted community.

Anime Essentials

Anime Essentials PDF Author: Gilles Poitras
Publisher: Stone Bridge Press, Inc.
ISBN: 9781880656532
Category : Animated films
Languages : en
Pages : 0

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Book Description
The prequel to the incredibly successful Anime Companion.

FurScience!

FurScience! PDF Author: Courtney N. Plante
Publisher: FurScience
ISBN: 0997628804
Category : Psychology
Languages : en
Pages : 174

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Book Description
The International Anthropomorphic Research Project is a group of social scientists conducting research to gain a better understanding of the furry fandom. In the present book we present the main findings from a variety of studies, including more than 10,000 furry participants, over the past five years. The book seeks to answer questions often asked about furries, such as what is a furry? Do furries really think they're animals? Is it true that all furries where fursuits? Whether you've never heard of furries before or you've been a furry for decades, you're sure to learn something from this book.

Anime

Anime PDF Author: Jonathan Clements
Publisher: Bloomsbury Publishing
ISBN: 1838714391
Category : Performing Arts
Languages : en
Pages : 438

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Book Description
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 origins in Japanese cartoons of the 1920s and 30s to the international successes of companies such as Studio Ghibli and Nintendo, films such as Spirited Away and video game characters such as Pokémon.