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in title, tags, annotations or urlKnock it off: Global treaty against media piracy won't work in Asia - 0 views
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That partnership between content provider and consumer is exactly what's missing in the Western world's debate over intellectual property, where movie studios and record labels talk about their customers as potential criminals. In Asia, media companies have a much closer and more interactive relationship with fans, treating them as partners in evangelizing their products -- even when that means blurring the lines of copyright restrictions. Kai-Ming Cha, manga editor of Publishers Weekly, notes that Japan's media industry has "developed a detente" with fans. She points to the example of doujinshi -- amateur "homage" publications that depict popular anime and manga characters in original, sometimes pornographic storylines. "They realize these unauthorized spinoffs help to build the fandom, and ultimately drive sales of the original," she says.
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"That partnership between content provider and consumer is exactly what's missing in the Western world's debate over intellectual property, where movie studios and record labels talk about their customers as potential criminals. In Asia, media companies have a much closer and more interactive relationship with fans, treating them as partners in evangelizing their products -- even when that means blurring the lines of copyright restrictions. Kai-Ming Cha, manga editor of Publishers Weekly, notes that Japan's media industry has "developed a detente" with fans. She points to the example of doujinshi -- amateur "homage" publications that depict popular anime and manga characters in original, sometimes pornographic storylines. "They realize these unauthorized spinoffs help to build the fandom, and ultimately drive sales of the original," she says. "
Glossary | Organization for Transformative Works - 0 views
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Fanwork The creative work done by fans for fannish purposes.
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Media fandom ''Media fandom is generally used to refer to fictional, Western fandoms based on movies or television'' (from http://fanlore.org/wiki/Media_fandom). Books, comics, video games, anime/manga, and real people fandoms often intersect with, but also exist in parallel to, media fandom.
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Remix culture Remix culture is a neologism that describes a culture of creativity based on previous creations. This is in contrast with permission culture, which aims to bind derivative creativity to the permission of the license holders. Both terms are simplified abstractions for current political and legal positions. (adapted from http://en.wikipedia.org/wiki/Remix_culture)
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Neighbors: Artist draws acclaim with 'manga' creations - 0 views
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That was the case when she dabbled in Fan Manga, which is a fan-drawn comic using existing characters but with newly created storylines. She had entered her work into a National Fan Manga contest that required her to use a manga called "Black Sun Silver Moon." Soon after she entered, she heard from the contest sponsors, TheOtaku.com and the go!comi publishers, that she was one of 15 finalists. Guests at the New York Anime Festival voted on their choices -- and at the ending ceremonies, she discovered her work had won."My fan manga will be published in the back of the actual manga 'Black Sun Silver Moon,' which is every manga fan's dream: to be published in a real one," she says. "I haven't gotten word which issue it will be published in but go!comi said they'd let me know."
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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Pokémon and international politics? - 0 views
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She identifies Pokémon as a media form that has defined the current framework, laying the groundwork for peer-to-peer communication and creation of media. While the current generation has outgrown Pokémon, the game franchise shaped how global youth think about culture and gaming. It linked analog and digital media, she proposes, by creating an electronic game that later manifested as a collectible card game, manga, anime, toys and other media. It put portability at the center of the media mix, and helped establish Japanese media content as a transnational source of cultural capital
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She sees a generation of kids engaging in a set of cultural practices - cutting, pasting, linking and forwarding in spaces like MySpace
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Individual identity is no longer consumer or producer - there’s a middle ground that includes connoisseur and amateur.
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Toshio Okada on the Otaku and Anime - 0 views
U.S. anime expert: Girls drive market - 0 views
Women in charge? It's an anime illusion - 0 views
SDJA - Art - Animal Symbolism - 0 views
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