Chapter 1: Ergodic Literature - 0 views
2008オタク産業白書(目次) | 出版物のご案内 | メディアクリエイト - 0 views
2007年のオタク市場規模は1,866億円、ライトオタク増加により市場拡大 - 0 views
Thought Police Can't Protect Real Children - 0 views
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would have established the catagory of "nonexistent youth"
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The banning of fictional depictions of child abuse would likely be as meaningless as the banning of fictional depictions of car chasing with the aim toward reducing motor vehicle accidents in real life.
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If content alone was the issue, war footage and horror films should be banned as well.
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Moe and the Potential of Fantasy in Post-Millenial Japan - 0 views
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If kawaii, or the aesthetic of cute, is the longing for the freedom and innocence of youth, manifesting in the junior and high school girl in uniform (Kinsella 1995), then moe is the longing for the purity of characters pre-person, manifesting in androgynous semi and demi human forms. This is called 'jingai,' or outside human, and examples include robots, aliens, dolls and anthropomorphized animals, all stock characters in the moe pantheon. A specific example would be nekomimi, or cat-eared characters. More generally, in order to achieve the desired affect, moe characters are reduced to tiny deformed 'little girl' images with emotive, pupil-less animal eyes
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I argue fantasy characters offer virtual possibilities and affect
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Moe is also used by fujoshi, zealous female fans of yaoi, a genre of manga featuring male homosexual romance. However, the word moe indicates a response to fantasy characters, not a specific style, character type or relational pattern. While some things are more likely than others to inspire moe, this paper will focus mainly on the response itself rather than the forms that inspire it.
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Manga/anime, media mix : scholarship in a post-modern, global community - 0 views
Creativity in amateur multimedia: Popular culture, critical theory, and HCI - 0 views
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Today, especially in academic circles, this pop culture phenomenon is little recognized and even less understood. -
These analyses reveal relationships among emerging amateur multimedia aesthetics, common software authoring tools, and the three theorizations of creativity discussed -
This paper explores the enabling factors, especially the role of multimedia authoring tools, in the recent explosion of amateur multimedia. - ...23 more annotations...
Interview with Umberto Eco (Coppock) - 0 views
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"Do you think this might lead to new forms of literature?"
I have been using a fantastic hypertext for the last 30 years. It is called Scrabble. Isn't it true that with Scrabble you can compose every possible cross link, every combination of sentences. It's a nice game, it can have educational purposes. Sometimes my wife who is German learned part of her English lexicon by playing Scrabble. Sometimes we play Scrabble in English, or in French. OK, but if you are a poet you have your mental Scrabble. You don't need the board to do it. It is the same I think for all those kinds of games. They can be very nice to play. So, I repeat: they can be used for training people in inventing and composing, but they have nothing to do, according to me, with the future of literature.
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At the present state of the art, if I had to bet all the money I have in my pocket, I would bet more on hyper-systems more than on hypertext.
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Then, when you read a serious book on Cremonini, first you discover that Cremonini was a great mind of this time, even though he was not an innovator like Gallileo, and that it isn't true that he refused to look into the binocular. He just said: "At the present state of technology, those lenses are very rudimentary, so I don't think that they can really help me to see something more."
It was an objection to the present primitive state of the art. So what I am making now is probably a statement that we are still at a primitive state of the art. I have not been interested up to now to try virtual reality. Because until it is possible to make love to Marilyn Monroe; until the moment that her clothes start floating away - well, then at that moment I will try! But as long as it is just a sketch of Marilyn Monroe, and I can have the real sensation elsewhere, then the state of the art is so primitive that I prefer to wait, that's all! If you offer me this possibility soon, or better still, if you offer me this possibility when I am 80, I will be enthusiastic about the innovation, and I will become a fanatic supporter!
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U.S. anime expert: Girls drive market - 0 views
Doujin's Commercial Evolution - 1 views
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Over the first years of the new millennium these trends continued, with a robust market emerging that combined improved distribution with wider interest to generate revenue for some circles that could no longer be termed “amateur” in any meaningful sense.
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- The doujinshi market grew steadily via promulgation through the internet and pop culture media.
- This resulted in the viability of the doujin as a means of part time and increasingly full time employment.
- “Kojin circles” emerged, consisting of a sole creator (kojin) who handled all aspects of production and received all the benefits of income from publications.
- Larger circles formed semi-professional units to produce doujin software that would compete with professional releases.
- Otaku goods shops expanded their scope as doujin vendors, acting as proxy sellers for hundreds of circles both via brick and mortar outlets and via online mail order.
- Online-only doujin shops such as DLsite emerged, selling digital copies of doujinshi via download.
- Advances in printing technology and cheap, high quality labor (mostly Chinese) allowed for the proliferation of doujin items to media beyond the traditional books (and less tradtional CD-Rs), including towels, pillowcases, fans, cups, trinkets, and figures.
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new class of semi-pro and professional creators
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