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Japan’s Popular Culture: participation and consumptionThe basis of participation Mass consumption versus individual expression Mediums of homogenization Alternative culture

Japan’s Popular Culture: participation and consumption

The basis of participation Mass consumption versus individual expression Mediums of homogenization Alternative culture

Bounce Ko Gals What forms of individual expression do you see? How would you categorize them in terms of participation and consumption? What groups do you see? How are they structured and what rules do they have? Any sign of alternative cultures or sub-cultures? What is this director saying about Japanese society?

Japan’s Popular Culture: participation and consumption Consider the capacity for individual expression within a mass culture society.

Japan’s Popular Culture participation and consumption

The Basis of Participation

Shumi (tastes or hobbies) Appreciation Practice Traditional & modern education systems

Mass consumption versus individual expression

From labor saving machines to consumption as expression The burdens of reciprocity Time pressures of modern life Emptiness of economic struggle Escape to Manga, Pachinko, Karaoke

Top Ten Leisure Activities in Japan (Uso!)

Centralized mediums of homogenization

Education Television Newspapers and other publications Industrialization of the arts National organization in general

Hamasaki Ayumi Empress of J-Pop

Alternative culture

Otaku, Lolitas, and other manga children Street fashion, theatre, music Environmental groups and communities Political activism Homosexual and bisexual communities Deviant groups New religions

21st Century Alternatives

Freeters: 15 to 34; part-time or temporary employment; live as parasite singles with parents; difficult to start a family and career later in life; moratorium, dream-pursuing, and no alternative types; approx. 2 million. NEETS: “NOT currently engaged in EMPLOYMENT, EDUCATION or TRAINING,” dropped out the work force and with little desire to join; 850,000. Otaku: obsessive fans, usually male, preoccupied with manga, anime and computer games; subculture, shunning mass-market anime films or commercially successful characters, but great influence on mass culture; fan service, dating simulation, role playing; 1.7 million. Hikikomori: young men who isolates themselves from society and family in a single room for at period exceeding six months to decades; live in fantasy world of manga, anime, and computer games; reasons—social pressure to conform, lack of own tatemae and honne, affluence, amae between mother and son, recession, education system; 50,000 to 1 million. Coplay: dressing as characters from manga, anime, and video games; also television shows, movies, or Jpop music bands.

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4Society_mass_culture
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CCST
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HKUST
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Japan’s Popular Culture: participation and consumptionThe basis of participation Mass consumption versus individual expression Mediums of homogenization Alternative culture
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and | 000 | billion | the | consumption | culture | expression | individual
Created: 
3/2/2001 11:33:05 AM
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