LEADER 04164nam 2200937Ia 450 001 9911098478703321 005 20251116174918.0 010 $a9786612771927 010 $a9781282771925 010 $a1282771922 010 $a9780520938991 010 $a0520938992 010 $a9781601290298 010 $a1601290292 024 7 $a10.1525/9780520938991 035 $a(CKB)1000000000246848 035 $a(EBL)257075 035 $a(OCoLC)475972769 035 $a(SSID)ssj0000203032 035 $a(PQKBManifestationID)11196464 035 $a(PQKBTitleCode)TC0000203032 035 $a(PQKBWorkID)10257824 035 $a(PQKB)10613742 035 $a(OCoLC)647488377 035 $a(MiAaPQ)EBC257075 035 $a(DE-B1597)521046 035 $a(OCoLC)68639895 035 $a(DE-B1597)9780520938991 035 $a(Au-PeEL)EBL257075 035 $a(CaPaEBR)ebr10120780 035 $a(CaONFJC)MIL277192 035 $a(OCoLC)935231594 035 $a(Perlego)550969 035 $a(EXLCZ)991000000000246848 100 $a20050902d2006 uy 0 101 0 $aeng 135 $aurnn#---|u||u 181 $ctxt 182 $cc 183 $acr 200 10$aMillennial monsters $eJapanese toys and the global imagination /$fAnne Allison ; foreword by Gary Cross 205 $a1st ed. 210 $aBerkeley $cUniversity of California Press$dc2006 215 $a1 online resource (355 p.) 225 1 $aAsia--local studies/global themes ;$v13 300 $aDescription based upon print version of record. 311 0 $a9780520221482 311 0 $a0520221486 311 0 $a9780520245655 311 0 $a0520245652 320 $aIncludes bibliographical references and index. 327 $tFront matter --$tContents --$tIllustrations --$tForeword --$tAcknowledgments --$t1. Enchanted Commodities --$t2. From Ashes To Cyborgs: The Era Of Reconstruction (1945-1960) --$t3. Millennial Japan: Intimate Alienation And New Age Intimacies --$t4. Mighty Morphin Power Rangers: The First Crossover Superheroes --$t5. Fierce Flesh: Sexy Schoolgirls In The Action Fantasy Of Sailor Moon --$t6. Tamagotchi: The Prosthetics Of Presence --$t7. Pokémon: Getting Monsters And Communicating Capitalism --$t8. "Gotta Catch 'Em All": The Pokémonization Of America (And The World) --$tEpilogue --$tNotes --$tReferences --$tIndex 330 $aFrom sushi and karaoke to martial arts and technoware, the currency of made-in-Japan cultural goods has skyrocketed in the global marketplace during the past decade. The globalization of Japanese "cool" is led by youth products: video games, manga (comic books), anime (animation), and cute characters that have fostered kid crazes from Hong Kong to Canada. Examining the crossover traffic between Japan and the United States, Millennial Monsters explores the global popularity of Japanese youth goods today while it questions the make-up of the fantasies and the capitalistic conditions of the play involved. Arguing that part of the appeal of such dream worlds is the polymorphous perversity with which they scramble identity and character, the author traces the postindustrial milieux from which such fantasies have arisen in postwar Japan and been popularly received in the United States. 410 0$aAsia--local studies/global themes ;$v13. 606 $aToys$zJapan 606 $aGames$zJapan 606 $aAnimated films$zJapan 606 $aVideo games$zJapan 606 $aConsumer goods$zJapan 606 $aToy industry$zJapan 606 $aToys$zJapan$xMarketing 606 $aPhilosophy, Japanese 607 $aJapan$xSocial life and customs 615 0$aToys 615 0$aGames 615 0$aAnimated films 615 0$aVideo games 615 0$aConsumer goods 615 0$aToy industry 615 0$aToys$xMarketing. 615 0$aPhilosophy, Japanese. 676 $a688.7/20952 686 $a02.01$2bcl 700 $aAllison$b Anne$f1950-$0627121 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911098478703321 996 $aMillennial monsters$94732164 997 $aUNINA