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MARC Record from marc_columbia

Record ID marc_columbia/Columbia-extract-20221130-019.mrc:86202524:3494
Source marc_columbia
Download Link /show-records/marc_columbia/Columbia-extract-20221130-019.mrc:86202524:3494?format=raw

LEADER: 03494cam a2200373Ia 4500
001 9269393
005 20120320015644.0
008 110401s2012 ctua b 001 0 eng d
020 $a9780300158649
020 $a0300158645
024 $a40020442354
035 $a(OCoLC)ocn711045662
035 $a(OCoLC)711045662
035 $a(NNC)9269393
040 $aBTCTA$beng$cBTCTA$dERASA$dUKMGB$dYDXCP$dVWM
043 $aa-ja---
050 4 $aHM646$b.F36 2010
245 00 $aFandom unabound :$botaku culture in a connected world /$cedited by Mizuko Ito, Daisuke Okabe, Izumi Tsuji.
260 $aNew Haven :$bYale University Press,$cc2012.
300 $axxxi, 320 p. :$bill. ;$c24 cm.
504 $aIncludes bibliographical references and index.
505 0 $aWhy study train oaku? A social history of imagination / Izumi Isuji -- Database animals / Hiroki Azuma -- Japan's cynical nationalism / Akihiro Kitada -- Strategies of engagement : discovering, defining, and describing otaku culture in the United States / Lawrence Eng -- Comic market as space for self-expression in otaku culture / Hiroaki Tamagawa -- Otaku and the city : the rebirth of Akihabara / Kaichiro Morikawa -- Anime and Manga fandom as networked culture / Lawrence Eng -- Contributors versus leechers ; fansubbing ethics and a hybrid public culture / Mizuko Ito -- Making fujoshi identity visible and invisible / Daisuke Okabe and Kimi Ishida -- Cosplay, learning, and cultural practice / Daisuke Okabe -- The fighting gamer otaku community : what are they "fighting" about? / Yoshimasa Kijima -- "As long as it's not Linkin Park Z" : popularity, distinction, and status in the AMV subculture / Mizuko Ito.
520 $a"In 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."--Book jacket.
650 0 $aSubculture$zJapan.
650 0 $aFans (Persons)
650 0 $aPopular culture$zJapan.
650 0 $aPopular culture$xJapanese influences.
650 0 $aAnimated films$zJapan$xHistory and criticism.
650 0 $aComic books, strips, etc.$zJapan$xHistory and criticism.
651 0 $aJapan$xCivilization$y1945-
700 1 $aItō, Mizuko.
700 1 $aOkabe, Daisuke.
700 1 $aTsuji, Izumi,$d1976-
852 00 $bleh$hHM646$i.F36 2010