LEADER 04613nam 2200769Ia 450 001 9910461393503321 005 20200520144314.0 010 $a1-280-57138-1 010 $a9786613600981 010 $a0-300-17826-3 024 7 $a10.12987/9780300178265 035 $a(CKB)2670000000176709 035 $a(EBL)3420822 035 $a(SSID)ssj0000655891 035 $a(PQKBManifestationID)11401736 035 $a(PQKBTitleCode)TC0000655891 035 $a(PQKBWorkID)10631482 035 $a(PQKB)10494957 035 $a(MiAaPQ)EBC3420822 035 $a(DE-B1597)485785 035 $a(OCoLC)792819324 035 $a(DE-B1597)9780300178265 035 $a(Au-PeEL)EBL3420822 035 $a(CaPaEBR)ebr10551218 035 $a(CaONFJC)MIL360098 035 $a(OCoLC)923597779 035 $a(EXLCZ)992670000000176709 100 $a20110401d2012 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 00$aFandom unbound$b[electronic resource] $eotaku culture in a connected world /$fedited by Mizuko Ito, Daisuke Okabe, Izumi Tsuji 210 $aNew Haven $cYale University Press$dc2012 215 $a1 online resource (353 p.) 300 $aDescription based upon print version of record. 311 $a0-300-15864-5 320 $aIncludes bibliographical references and index. 327 $tFrontmatter -- $tContents -- $tAcknowledgments -- $tEditors' Note On Translation -- $tIntroduction -- $t1. Why Study Train Otaku? A Social History Of Imagination -- $t2. Database Animals -- $t3. Japan's Cynical Nationalism -- $t4. Strategies Of Engagement: Discovering, Defining, And Describing Otaku Culture In The United States -- $t5. Comic Market As Space For Self- Expression In Otaku Culture -- $t6. Otaku And The City: The Rebirth Of Akihabara -- $t7. Anime And Manga Fandom As Networked Culture -- $t8. Contributors Versus Leechers: Fansubbing Ethics And A Hybrid Public Culture -- $t9. Making Fujoshi Identity Visible And Invisible -- $t10. Cosplay, Learning, And Cultural Practice -- $t11. The Fighting Gamer Otaku Community: What Are They "Fighting" About? -- $t12. "As Long As It'S Not Linkin Park Z ": Popularity, Distinction, And Status In The AMV Subculture -- $tContributors -- $tIndex 330 $aIn 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. 606 $aSubculture$zJapan 606 $aFans (Persons) 606 $aPopular culture$zJapan 606 $aPopular culture$xJapanese influences 606 $aAnimated films$zJapan$xHistory and criticism 606 $aComic books, strips, etc$zJapan$xHistory and criticism 607 $aJapan$xCivilization$y1945- 608 $aElectronic books. 615 0$aSubculture 615 0$aFans (Persons) 615 0$aPopular culture 615 0$aPopular culture$xJapanese influences. 615 0$aAnimated films$xHistory and criticism. 615 0$aComic books, strips, etc.$xHistory and criticism. 676 $a306.487 686 $a306.1 FAN 701 $aIto?$b Mizuko$0928219 701 $aOkabe$b Daisuke$01037074 701 $aTsuji$b Izumi$f1976-$01037075 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910461393503321 996 $aFandom unbound$92457781 997 $aUNINA