05001nam 2201261Ia 450 991078366700332120230207223856.01-282-77192-297866127719270-520-93899-21-60129-029-210.1525/9780520938991(CKB)1000000000246848(EBL)257075(OCoLC)475972769(SSID)ssj0000203032(PQKBManifestationID)11196464(PQKBTitleCode)TC0000203032(PQKBWorkID)10257824(PQKB)10613742(OCoLC)647488377(MiAaPQ)EBC257075(DE-B1597)521046(OCoLC)68639895(DE-B1597)9780520938991(Au-PeEL)EBL257075(CaPaEBR)ebr10120780(CaONFJC)MIL277192(OCoLC)935231594(EXLCZ)99100000000024684820050902d2006 uy 0engurnn#---|u||utxtccrMillennial monsters[electronic resource] Japanese toys and the global imagination /Anne Allison ; foreword by Gary CrossBerkeley University of California Pressc20061 online resource (355 p.)Asia--local studies/global themes ;13Description based upon print version of record.0-520-22148-6 0-520-24565-2 Includes bibliographical references and index.Front matter --Contents --Illustrations --Foreword --Acknowledgments --1. Enchanted Commodities --2. From Ashes To Cyborgs: The Era Of Reconstruction (1945-1960) --3. Millennial Japan: Intimate Alienation And New Age Intimacies --4. Mighty Morphin Power Rangers: The First Crossover Superheroes --5. Fierce Flesh: Sexy Schoolgirls In The Action Fantasy Of Sailor Moon --6. Tamagotchi: The Prosthetics Of Presence --7. Pokémon: Getting Monsters And Communicating Capitalism --8. "Gotta Catch 'Em All": The Pokémonization Of America (And The World) --Epilogue --Notes --References --IndexFrom sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese "cool" is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States.Asia--local studies/global themes ;13.ToysJapanGamesJapanAnimated filmsJapanVideo gamesJapanConsumer goodsJapanToy industryJapanToysJapanMarketingPhilosophy, JapaneseJapanSocial life and customsamerica.animation.anime.canada.capitalism.comic books.cultural goods.cultural studies.global consumption.global culture.global imagination.global marketplace.globalization.hong kong.japan.japanese culture.japanese toys.karaoke.made in japan.manga.martial arts.media studies.millennials.nonfiction.popular toys.postindustrial.postwar japan.social science.sushi.technoware.toy industry.united states.video games.youth products.ToysGamesAnimated filmsVideo gamesConsumer goodsToy industryToysMarketing.Philosophy, Japanese.688.7/2095202.01bclAllison Anne1950-627121MiAaPQMiAaPQMiAaPQBOOK9910783667003321Millennial monsters3783850UNINA