Evolving Trends Anime Anime
 

CREATING A MONSTER:
Cartoons No Longer a Kid-Sized Industry
(February 27, 1998)
Pokemon In December 1997, children across the nation suffered seizures and other severe reactions thought to have been triggered by bright flashes in an episode of the animated television series "Pokemon" (Pocket Monsters). The ensuing rumpus, which saw the show temporarily discontinued, served to highlight the popularity of this cartoon; among those affected in the fallout were makers of video games, food products, and toys. The total Pocket Monster market, based on character goods, is said to be worth 400 billion yen (3.2 billion U.S. dollars at 125 yen to the dollar). It has become standard practice for advertising agencies and production companies to "scout" characters likely to become a hit and develop them through several different media. With holders of copyrights on hit products expanding their activities overseas, Japanese cartoons, or anime, appear to have entered their golden age.


A MAN'S WORLD?
The Face of Women in Japanese Animated Films
(November 25, 1998)
Neon Genesis EvangelionJapanese anime, popularly known as "Japanimation," boasts a tradition spanning several decades. Among the many cultural arts Japan provides to the world, its animated films have attracted a particularly large following. The themes and popular characters of anime are many, but the rendering of female characters is stereotypical, regardless of the film's maker or story line. A book that points this out, Koitten Ron (The Token Female), was published in July 1998 and has become the subject of much debate.


HOMEMADE ANIME:
Digital Technologies Revolutionize Animation Industry
(March 16, 1999)
The advancement of digital technologies and falling software prices are revolutionizing the anime (animation) industry. Once dependent upon hand drawings by professional artists, the major animation studios are now starting to fully integrate digital technologies into the anime production process. On the other end of the spectrum, the ability to create homemade anime on an inexpensive personal computer has made it possible for amateurs and semiprofessionals to get in on the act, swelling the ranks of the industry's anime creators.


WELCOME TO MANGA TOWN:
Can Cartoons Save Japan's Regional Economies?
(July 2, 1999)
Municipal governments across Japan are trying hard to come up with ways of stimulating their local economies by enticing visitors to their towns. Their finances are tight due to the prolonged economic slump, however, and they cannot afford to spend a long time studying viable options in detail. The splendid buildings that went up during the bubble period in the late 1980s and early 1990s now stand empty and are the targets of much criticism. Clearly what is important is the creation not of new infrastructure but of entertaining content that will attract tourists. In the last few years a dozen or so towns and villages have turned to manga (cartoons) as the medium for their revitalization campaigns.
HAPPY BIRTHDAY DORAEMON!
World-Loved Animation Character Still Capturing Hearts at 30
(March 13, 2000)
Doraemon One morning, just a few days before the deadline for the first installment of his new comic series, manga (comic) artist Fujiko·F·Fujio (whose real name is Hiroshi Fujimoto) was in a dilemma: he had still not come up with the story's main character. The previous month's issue of the magazine carrying the series had shown a preview of the new strip that offered no title or picture hinting at the story's feature character, only a drawing of its young boy partner, Nobita. Then, by chance, he happened to see his eldest daughter playing with a doll shaped like a tumbler, and had a flash of inspiration: "How about drawing that doll's shape into the likeness of a cat?" And so was created Doraemon the robot, who has captured the hearts and inspired the dreams of children around the world ever since the start of the comic series bearing his name 30 years ago in December 1969. Events in celebration of Doraemon's thirtieth birthday have been going on since 1999 and will continue throughout 2000.


ANIME AS FINE ART:
Takashi Murakami Drives Otaku Culture into the Mainstream
(February 13, 2001)
A young artist from Japan named Takashi Murakami has been creating quite a stir recently in the United States and Europe. Murakami is playing a leading role in an art movement that has drawn inspiration from Japan's best-known subculture, namely, anime (animation) and manga (comic) characters. Since the mid-1990s, Murakami has been splitting his time between America and Japan, but 2001 could turn out to be his best year yet.


DAFT ANIME?
French Techno Meets Japanimation
(September 5, 2001)
Daft Punk The French techno duo Daft Punk has been enthralling fans - particularly those in Japan - with their collaboration with manga (comic) and anime (animation) legend Leiji Matsumoto in the production of their music video clips.


MAJORING IN MANGA:
University Teaches Students How to Produce Comics
(August 14, 2002)
mangaKyoto Seika University offers courses on creating manga (comics), and it has recently been garnering attention for some of its unique undertakings in the area of manga education.


MANGA GURU'S CREATIONS GO LIVE:
Films Based on Taiyo Matsumoto Comics to Be Released
(July 16, 2002)
Taiyo Matsumoto's bookThe trend for drawing on popular comic books for movie plots can be seen both in Japan and the United States.


MANGA GOES INTERNATIONAL:
Popular Weekly Magazine Debuts in America
(January 7, 2003)
Shone JumpA steady stream of English translations of Japanese manga (comics) and magazines on anime (animated films) have made their way across the Pacific to the United States.




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