MSN SPACE

Yahoo...
supremekit
read my profile
sign my guestbook

Visit supremekit's Xanga Site!

Name: Basara
Birthday: 4/18/1986
Gender: Male


Interests: basketball......NBA Live...... Gundam DX......
Occupation: Student
Industry: Other


Message: message me
ICQ: 10707830


Member Since: 9/9/2004

SubscriptionsSites I Read

Posting Calendar

|<< oldest | newest >>|
view all weblog archives

Get Involved!

Suggest a link

Recommend to friend

Create a site

Thursday, July 06, 2006



Australian iconic food......tastes like ¨§³a......"proudly made in Australia since 1923"

¨ý¹DÁÙ¦n...¸ò¬Y¨Ç¤H»¡ªº¦³¥X¤J...


Saturday, June 17, 2006

http://s62.photobucket.com/albums/h112/supremekit/Along%20the%20tram%20rail/


Saturday, May 13, 2006

Since this is about popular culture, I figure I'd post this......it's not one of those boring academic papers......


Interrelations - Consumerism, Cuteness, and Obsessions

        The Japanese economy experienced rapid growth in the 1960s and 1970s as a result of successful industrialization, and by the 1970s has become the second largest in the world. It did not take long for this drastic increase in national affluence to benefit consumers. Wages rose significantly due to a sustained growth in demand for labor as enterprises were expanding their businesses. Consequently a boom in private consumption followed beginning in the early 1970s. Meanwhile, wealthier households translated to greater spending power of teenagers, which frequently was capitalized upon by producers who were sensitive enough to keep themselves informed about the phenomena current to the realm of the youthful. Sanrio was the pioneer company in the business of cuteness-oriented products. Presented with an unexploited profit opportunity of huge potential, Sanrio began to produce the so-called fancy goods, such as stationary and diaries ornamented with cute characters, which are specifically targeted at teenage female students. The fancy goods industry took off from there, and has since then grown substantially to eventually represent a significant component of the nation¡¦s gross output. In 1990, private final consumption expenditure totaled 249 trillion yen (Statistics Bureau of Ministry of Internal Affairs and Communications), of which 10 trillion yen (Kinsella 226), or, four percent, was generated by the fancy goods business.

The rise of cute culture in particular demonstrated the fact that popular culture does not necessarily originate from the supply side of the consumerism framework. Rather, it suggested that youngsters were playing an increasingly influential role in shaping popular culture, for instance, by collectively setting standards that are essential to being cute, or, kawaii.

In modern Japanese the term kawaii has the meanings of ¡§lovely,¡¨ ¡§charming,¡¨ ¡§sweet,¡¨ ¡§dear,¡¨ ¡§darling,¡¨ ¡§pretty,¡¨ ¡§nice,¡¨ ¡§cute,¡¨ as well as ¡§little¡¨ and ¡§tiny¡¨ (http://dictionary.goo.ne.jp/). Yet, as pointed out by Sharon Kinsella, the word also remotely resembles ¡§pitiful¡¨ even in the modern sense. A majority of the fancy goods rely on cute cartoon characters to trigger sales, as it has become evident that the cuteness present in such characters exerts a special appeal to young ladies so strong that fanatic followings emerge. A cute character possesses several characteristics that are usually shared by the rest of its kind in that it is small in size, clumsy in appearance, soft around the edge, speechless, and expressionless. These features combine to constitute cartoon characters in a way such that they universally convey a childish impression to their viewers. Cute style initially started as a youth phenomenon, but over the years has developed into a culture which transcends age barriers, as the earliest fans are approaching their 30s or 40s. In fact, cuteness has become synonymous to the nation itself to many foreigners. If the general attitude towards reverting to childishness in other culture is of ambiguity, acting childish is almost a behavior celebrated in Japan, as cuteness is often interpreted as a virtue or a form of beauty among the younger generations.

The earliest trace of the cuteness phenomenon can be dated back to the early 1970s, when an abundance of teenagers, especially women, began to adopt a new style of handwriting. Characters were deliberately written in an obscure way so that they were hard to comprehend. Not surprisingly, cute handwriting displayed some qualities, which characterized the cute cartoon figures, in its ambiguity and rounded shape. Through a ¡§romanization of Japanese text,¡¨ teenagers were ¡§rebelling against traditional Japanese culture and identifying with European culture which they obviously imagined to be more fun.¡¨ (Kinsella 224) As was with the case of the Bosozoku youth culture in the 1980s, a sense of oppression among young people prompted them to define a new set of standards--in this case, a new language distinct from the traditional one--according to which they could act freely within their own social construct.

In roughly the same period, the shojo manga genre gained tremendous popularity among young girls, and eventually young people in general, as a new breed of young female artists, some of whom high school students, were coming into the scene. They were able to create ordinary characters, a high school girl, for instance, who experience somewhat extraordinary lives nevertheless, whom the readers could identify themselves with, thus expanding manga¡¦s appeal to older readers. The main attraction of shojo manga lies in its emphases on romance as well as emotional development of the heroines. Be it stories of school life, science fiction, fantasy, or history, romantic plots that are not utterly impossible yet unlikely to happen in real life necessarily play an important role in them. Intriguing storylines incorporated with detailed personal depictions of characters have readers constantly entrenched in a visionary, romantic, and almost utopian world of fantasy. The success of shojo manga further reinforces the assessment that popular culture was increasingly influenced by fashionable trends among young people, although the publishing, multimedia, and advertising industries played a vital part as well in popularizing the genre by distributing manga magazines and paperback volumes. Meanwhile traditional arts and crafts that were supposed to be the heart and soul of Japanese culture were pushed away from the mainstream.

In the escapist sense, fascinations with shojo manga and cuteness are counterparts that together provide diversity to the dull lives of young people by allowing them to engage with the imaginative, which is also connected with a romanticized notion of childhood.

¡§[C]ute style was all about acting childish in an effort to partake some of childhood¡¦s legendary simplicity, happiness, and emotional warmth. Underpinning cute style are the neo-romantic notions of childhood as an entirely separate, and hence unmaligned, pure sphere of human life. In fact, the general belief that childhood is ¡¥another world,¡¦ in some ways an ideal world, has been the dominant perception of childhood throughout the developed world for most of the twentieth century.¡¨ (Kinsella 241)

 

It is no exception in Japan, where industrialization has gradually taken its toll on the Japanese people. While raising the overall standard of living by a great extent, the ¡§spiritual poverty¡¨ among the population has intensified, leading to an idealized re-evaluation of childhood and the pre-industrial era, as well as an emerging sense of nostalgia for childhood and country life. The in theory egalitarian education system in Japan is designed so that people are trained to participate in cooperative work in which no one is expected to stand out as particularly efficient or capable. In an environment where the accepted work ethic is clearly defined and expectation the same for everyone, it is the ones who are handicapped or incapable of complying that stand out. However, Japan is unique in cultivating a society in which people draw envy, popularity, and even praise, especially from young people, precisely according to their apparent weakness and dependence-- qualities associated with children. Reverting to childishness could be interpreted as one¡¦s refusal to shoulder an adult¡¦s responsibilities. Once adolescents become adults, they are obliged to pay back society in various ways. By opting not to grow up, one is able to retain his/her relatively free state as a child as well as rebel against social norms. Protesting by resorting to being infantile is a distinct feature found in the Japanese society.

        The effect of industrialization on society could only be partially seen through the study of cute culture. In the concluding remarks of his analysis on Sazae-san, Chibi Maruko-chan, and Crayon Shin-chan, all family-oriented anime, William Lee insightfully points out the connection between popular culture and nostalgia for the past:

¡§That the show¡¦s [Crayon Shin-chan¡¦s] popularity regularly falls short of that enjoyed by anime that present nostalgic images of the Japanese family ¡K suggests that viewers as a whole are drawn more to the ideal than to the real, and that one of the most important functions of popular culture in Japan is not to reflect or examine contemporary society but to provide cultural consumers with a chance to escape the present by identifying with a nostalgic and less troubling past.¡¨ (Lee 202)

 

Set in the postwar era, the family depicted in Sazae-san is composed of three generations living together, hardly resembling a typical modern family. Moreover, the Isono family lives in a time when finding enough food is a concern. How this could be ¡§less troubling¡¨ to the modern audience seems somewhat absurd. Perhaps it suggests that the viewers would rather face uncertainty to survival than being spiritually deprived by rapid industrialization. The Isono family is presented as an ideal model of any typical Japanese family. But it is obvious that viewers are aware of the difference between ideology and reality. Clearly a minority in modern society, watching the show induces a reminiscence of the good old days among Japanese viewers prone to nostalgia. Given the appeal of the past has to the Japanese people in general, it makes sense for Chibi Maruko-chan and Crayon Shin-chan to trail Sazae-san in popularity, despite their more realistic portrayal of family life.

If the difference between the respective families depicted in Sazae-san and Crayon Shin-chan highlights Japan¡¦s development from a war-torn nation to the second largest economy in the world, Tetsuwan Atom and Pikachu, which were created roughly 40 years apart, through their easily distinguishable characteristics or qualities, show how far Japan has deviated from its postwar spirit in a few decades¡¦ time. Whereas hard work, efficiency, and optimism defined Atom, cartoon characters today are dominated by the ever-emerging duplicates of the cute, ¡§escapist¡¨ prototype. Pikachu in particular, is a classic example of cuteness packaged in a ¡§hyperconsumerist form that is technologically advanced and nomadically portable.¡¨ (Allison 35) Through the video game, TV series, manga, and the card game, Pokémon was able to reach out to a diverse audience. Working in parallel with the multimedia was apparently the production of related fancy goods, which were increasingly commoditized due to the spread of cute culture.

Looking at the Japanese people¡¦s obsession with cuteness from an outsider perspective, one might find the extent to which cuteness-related goods are consumed hard to justify, especially something as inconsequential as a bunch of imaginary characters. It should be noted, however, that young people who consume cuteness and act cute are not trying to be fashionable. Rather, they consider it natural to act in such ways. The idea underlying this thought is that once individuals enter adulthood, they are forced to cover up their natural personalities, although they do not simply disappear.

¡§[T]he original childlike innocence of each individual, rather than disappearing forever, was still present in some naïve individuals and could be glimpsed occasionally in the gestures, expressions and attitudes of almost any kind of person. Cute childlike behavior was considered genuine and pure ¡V implying that the experiences and social relations acquired after maturation were considered to form a false, shallow, external layer.¡¨ (Kinsella 240)

 

This idea is somewhat echoed by anthropologist Nakazawa Shinichi, whose opinion is rephrased by Anne Allison:

¡§Just as the wild imagination of children get tamed when they become adults, society¡¦s imagination has been tamed by the process of industrialization. Yet even in its postmodernity ¡K Japan has managed to hold onto the ¡¥primitive unconscious¡¦ in its play industry, whose products capture children¡¦s imagination.¡¨ (Allison 46)

 

As much as the cuteness advocates would like to associate childhood with virtue, and adulthood with hypocrisy, their visions are highly aesthetic and idealized as all the negative aspects of childhood are negated. Ironically, denying the existence of something that exists is so hypocritical in nature. Nonetheless, young Japanese people are strongly delighted by cuteness, so much so that over time, cuteness¡¦s appeal has spread to all levels of the Japanese population. The Hello Kitty fandom, for instance, is comprised of diverse age groups. ¡§The fans of Kitty, when I first started drawing her in 1980, were around 10 years old,¡¨ said Yuko Yamaguchi, designer of Kitty. ¡§Today, the average age of core Hello Kitty fans, I think, is about 34.¡¨ (Otake)

The term ¡§healing¡¨ has surfaced to refer to ¡§cute character goods and of interactive products such as Pokémon that are seen as having the power to relieve loneliness and reduce stress.¡¨ (Allison 46) Indeed, interaction was what Tajiri Satoshi had in mind when he created Pokémon. The nature of the game encourages players to get in touch with other players to exchange information, thus promoting social interaction. Moreover, when people call Pikachu ¡§kawaii,¡¨ more than just admiring the product, they are also attempting to reach out to others through the cuteness channel, which has become a universal phenomenon. In addition to ¡§healing¡¨ by connecting to cuteness, there exists a nostalgia channel as well, through which the participants are able to escape the present. Revisiting the past presumably in childhood, rural life of the pre-industrial era, and the ¡§typical¡¨ Japanese family during the postwar years provide great relief to teenager and older viewers alike. Works which belong to the nostalgia ¡§healing¡¨ category include Sazae-san and Chibi Maruko-chan mentioned earlier, and Miyazaki Hayao¡¦s My Neighbor Totoro, etc. Even Akira, despite its extremely dark portrayal of a postmodern society, in depicting the bosozoku gangs as autonomous individuals who can survive outside of the social framework probably has the heavily oppressed salarymen and the exam-ladened students dreaming about abandoning the society once and for all, thus freeing themselves.

With all the stress and loneliness relieving purposes made possible by the ¡§healing¡¨ channels, cute culture, and other elements of popular culture for that matter, seem to have earned themselves a more positive connotation. Yet critics would be quick to point out that the cute culture ultimately is driven by consumerism and commoditization of trivial things, which, as it turns out, is exactly what the infamous Otaku culture is all about. ¡§This healing ¡K comes embedded in consumer fetishism of epic proportions. In the millennial marketplace of cuteness, images such as those of Pikachu and Doraemon appear everywhere, on anything, in never ending editions.¡¨ (Allison 46-47) Perhaps there is no better example of consumer fetishism than the Otaku, who are constantly exploited by big businesses for their unmatched obsessions with various anime-, manga-, and video game-related products. According to Murakami Takashi, a Japanese pop artist who has achieved international recognition, the Otaku community originated from science fiction fans, who are not necessarily fans of anime. In fact, any kind of fanatics can be called Otaku. Since science fiction, cosmic warfare in particular, is often presented in animation form, hence the correlation between science fiction and anime fans. When one is trying vigorously to promote the positive aspects brought to society by the cute culture in social, psychological, and economic terms, being labeled as Otaku certainly will not help the cause.

The general perception of Otaku as nerds who alienate themselves from social interaction surfaced in the 1980s. But the Otaku culture could be traced back to as early as the 1970s when Space Battleship Yamato became a major hit among sci-fi fans. The rise of cute culture, however, has gradually transformed the composition of the Otaku community. By the mid-1990s, the mainstream position of the science fiction genre had been replaced by a new craze for the kawaii (cute), the moe (girly anime), and yuru chara (kitsch characters). On one hand, the old Otaku are more outgoing, sociable. They also interact with producers on a frequent basis. Through mediums like doujinshi (fan-published magazines), cosplay (costume play), old otaku are capable of influencing the producers, or even participating in the industry themselves. On the other hand, in cute culture, men are usually on the receiving end of what women have to offer. Perhaps this is why the new Otaku are more self-oriented and anti-social, preferring to spend time with their imaginary girlfriends rather than interact with real human beings. As acknowledged by Murakami, Otaku are discriminated against in society. He uses the suppression of the Aum Cult as an example, whose members were connected to the Otaku culture.

¡§Most of the newly developed cults consist of people like the otaku because they are so severely discriminated and alienated that they either choose to join these cults or create new cults in their desperate search for salvation. Then, when I consider what Japanese culture is like, the answer is that it all is subculture.¡¨ (http://www.jca-online.com/murakami.html)

 

Murakami sees that as the reason to the lack of innovation in modern Japanese art. According to his standard, his own work is not new either, because, after all, they center around the cute and otaku cultures.

If Japanese culture is indeed all about subculture, then supposedly the spheres of cuteness, otaku, and of any other minorities for that matter, can survive just fine, albeit being labeled as outcasts in a postmodern society. In the mean time, even although the subcultures have been doing their part in revitalizing social interactions and a recessionary economy, their positions in society are at best ambivalent.

 

Works consulted

Allison, Anne. ¡§Cuteness as Japan's Millennial Product¡¨ in , Pikachu's Global Adventure: The Rise and Fall of Pokemon Duke University Press, 2004: pp. 34-49.

 

Kinsella, Sharon. ¡§Cuties in Japan¡¨ in , Women, Media, and Consumption in Japan Univ. of Hawai'i Press, 1995: pp. 220-254.

 

Lee, Andrew. ¡§Kamikaze kittens Childlike charm and gratuitous violence are often entangled in contemporary Japanese Art, reflecting a neurotic nation that has been unable to grow up since the atom bomb¡¨  Financial Times (London). July 9, 2005

 

Lee, William. ¡§From Sazae-san to Crayon Shin-chan: family anime, social change, and nostalgia in Japan¡¨ in , Japan Pop! Inside the World of Japanese Popular Culture M.E. Sharpe, 2000: pp. 186-203.

 

Otake, Tomoko. ¡§The cat¡¦s whiskers of Kawaii¡¨  The Japan Times, October 24, 2004.

 

Standish, Isolde. ¡§Akira, postmodernism, and resistance¡¨ in , The Worlds of Japanese Popular Culture: Gender, Shifting Boundaries, and Global Cultures Cambridge University Press, 1998: pp. 56-75.

 

http://www.jca-online.com/murakami.html

 

http://www.stat.go.jp/data/chouki/zuhyou/03-01.xls


Saturday, April 01, 2006

®È¦æ³ø§iÃi±o¼g¤F......¬Ý·Ó¤ù§a......


http://s62.photobucket.com/albums/h112/supremekit/NYC/



<< Previous 5 | Next 5 >>

Got'em Xanga Logger / Tracker