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Articles 1 - 7 of 7
Full-Text Articles in Film and Media Studies
The Power Of Anime: Artistic Power, Social Consciousness, And Cultural Impact, Natalie Ortez-Arevalo
The Power Of Anime: Artistic Power, Social Consciousness, And Cultural Impact, Natalie Ortez-Arevalo
Master's Projects and Capstones
This project explores the widespread popularity and impact of anime on Japanese culture. In my research, I demonstrate how the integration of anime into Japan’s culture creates big splashes—like stones being thrown into a lake—that, at the same time, ripple out in various directions and reverberate on multiple levels. First and foremost, this research centers around an important concept: that anime contains well-crafted storytelling and powerful imagery that demonstrates wider historical, cultural, and social issues—both the positive and negative. In anime films and shows, symbolism plays an important part as it can be found throughout the imagery and the storylines …
Ambient Athleticism: Politicizing Akira’S Accelerationist Olympiad, Thomas G. Chaplin
Ambient Athleticism: Politicizing Akira’S Accelerationist Olympiad, Thomas G. Chaplin
USF Tampa Graduate Theses and Dissertations
This thesis politicizes Katsuhiro Otomo’s 1988 animated cyberpunk film, Akira, specifically through how it stages its myriad neoliberal crises as opportunities for accelerationist solutions mediated by the Tokyo Olympics. Akira’s display of fully animated and intense action physics produces an aesthetic relation to its own athletes that contracts around their bodies in an attempt to transgress classical and oppressive compositions. Akira’s vague utopic promise receives broad acceptance and affirmation by extant scholarship, often relying on the accelerative impulses found in the works of Gilles Deleuze to substantiate Akira’s hopeful ending. Invoking Gilles Deleuze’s notion of athleticism, this thesis critically rereads …
Creative Citizen Peacebuilding: Japanese Artists And Audiences Respond To The Vietnam-American War, Long T. Bui, Ayako Sahara
Creative Citizen Peacebuilding: Japanese Artists And Audiences Respond To The Vietnam-American War, Long T. Bui, Ayako Sahara
Peace and Conflict Studies
This article explores two case studies related to South Vietnam and Japan, relating them to the controversial history and legacy of the Second Indochina War. The first is the Japanese adoption and adaptation of South Vietnamese antiwar music. The second is a Japanese film, uncovered decades later after the war, exposing the role of Japan in South Vietnam. Cultural productions, from nations allied with the United States, sought to expose the popular struggle for peace against the rising tide of Cold War military violence and corporate capitalist exploitation. Through interviews, archival research, and textual analysis, the article argues for a …
Live As Fireflies: The Narration Of Traumas In Two Films, Tucker Obrien
Live As Fireflies: The Narration Of Traumas In Two Films, Tucker Obrien
Senior Theses and Projects
The films To Live, directed by Zhang Yimou 1994 in China, and Grave of the Fireflies, directed by Isao Takahata in Japan, tell the stories of two families’ daily life as they endure the aftermath of historical tragedies in the 20th century. Affected by the histories of China and Japan in the twentieth century, the actions and thoughts of the characters embody different forms of their traumas. I argue that these two films depict traumatic expressions of the Chinese and Japanese people to their respective historical tragedies, through the abnormal behaviors and uncanny psychologies of the characters. The visualized …
Xbox In Japan? Understanding The Distinctions Of The Japanese Video Game Market To Increase Microsoft's Competitive Advantage, Sekani Adebimpe
Xbox In Japan? Understanding The Distinctions Of The Japanese Video Game Market To Increase Microsoft's Competitive Advantage, Sekani Adebimpe
Senior Theses
Microsoft, Nintendo, and Sony remain the biggest players in the video game console space. While all three companies have achieved worldwide success, Microsoft’s performance with the Xbox brand in Japan is an outlier for its historically poor sales numbers dating back to its 2001 debut. The purpose of this thesis is to unearth the various cultural distinctions inherent to the Japanese gaming industry that Microsoft must consider to gain a stronger foothold in the country, as well as diagnose the biggest issues facing Xbox with Japanese consumers. To accomplish this, several cultural frameworks were used to assess the differences between …
Visions For Japanese Society: An Examination Of Japanese Postwar Occupation Period Film, Kaitlin Smith, Michael Gibbs
Visions For Japanese Society: An Examination Of Japanese Postwar Occupation Period Film, Kaitlin Smith, Michael Gibbs
DU Undergraduate Research Journal Archive
By following the films of directors Akira Kurosawa ( 黒澤明), Yasujiro Ozu ( 小津安二郎), Masaki Kobayashi (小林正樹), and Shohei Imamura (今村昌平) around occupation period Japan, unified visions for Japanese society are formed as it transitions from wartime into the postwar era. Each of these films conveys a sense of rapid change in society, external pressures and foreign influence, a daily struggle, and immediate postwar suffering. Not only can these films be seen across a wide variety of styles, but they also each approach these issues with immediacy and show tentative outlooks for how Japan functioned and felt for most people …
Imagined Realities: The Rise Of New Wave Cinema In Post-War Japan, Asia Miro Smudde Tom
Imagined Realities: The Rise Of New Wave Cinema In Post-War Japan, Asia Miro Smudde Tom
Senior Projects Spring 2022
Project Submitted to the Division of Social Studies of Bard College.
My thesis explores cinematic representation in post-war Japan leading up the the New Wave movement. I examine the work of Yasujiro Ozu and Sun Tribe youth films and their relationship with conventions of cinema to bring awareness to narrative constructions of historical periods.