Anime
Anime
Anime
THE SOUL
OF ANIME
col l a bor at i v e cre at i v i t y a n d
UKE j a pa n ’ s m e d i a s u c c e s s s t o r y
the soul of anime
e x p e r i m e n ta l f u t u r e s
Technological Lives, Scientific Arts, Anthropological Voices
A series edited by Michael M. J. Fischer and Joseph Dumit
the soul
of anime
Collaborative Creativity and
Japan’s Media Success Story
ian condry
on acid-free paper !
218 Acknowledgments
221 Notes
227 References
237 Index
n o t e o n t r a n s l at i o n s a n d n a m e s
*
All interviews and sources in Japanese were translated
by the author. Japanese names are given in Western
order, with given name followed by family name (e.g.,
Hayao Miyazaki, Mamoru Oshii, Shinichiro Watanabe, Mamoru
Hosoda).
A note on name order: The tradition for English-language
scholars is to use Japanese order (i.e., Miyazaki Hayao). In con-
trast, English-language newspapers, magazines, and trade pub-
lications tend to use Western order. In my first book, Hip-Hop
Japan (2006), I went with scholarly tradition. I may have been
influenced by my years of Japanese-language study; Japanese
order sounds more authentic to me, like reading manga pages
‘‘unflipped’’ (the original Japanese orientation, reading right to
left). Scholars tend to make an exception, however, for Japanese
authors who have published in English. I suspect this is mainly
due to citation practices in academia. If we want to cite the 2009
translated book Otaku: Japan’s Database Animals and we write
the author’s name in the Japanese order, Azuma Hiroki (2009),
there is a danger that people less familiar with Japanese will look
for the reference under ‘‘Hiroki 2009,’’ his given name. It is
possible that some scholars want to avoid a kind of linguistic
imperialism as well. In any case, current scholarly practice creates
a confusing system: Western order for Japanese scholars with
English-language publications, and Japanese order for everyone
x * n o t e o n t r a n s l at i o n s
*
The Soul of Anime examines the worlds of Japanese
animation to explore the ways cultural movements
succeed—that is, gain value and go global through
forces of collective action. By some estimates, a staggering 60
percent of the world’s tv broadcasts of cartoons are Japanese in
origin ( jetro 2005).∞ Anime feature films encompass a range
of works from mass entertainment, like Pokémon and Spirited
Away, to art-house favorites including Ghost in the Shell and
Summer Wars. Anime (‘‘ah-nee-may’’) refers to Japanese ani-
mated film and television, but the worlds of anime extend well
beyond what appears on the screen. Anime is characteristic of
contemporary media in its interconnected webs of commercial
and cultural activities that reach across industries and national
boundaries. In the United States and elsewhere, anime fan con-
ventions draw tens of thousands of participants, many dressed as
their favorite characters. Anime clubs on college and high school
campuses are becoming as common as sushi in American super-
markets. A vast array of licensed merchandise depends on anime
characters as well, characters often born in manga (comic books),
but also in videogames, light novels, and even tv commercials.
Scholars, fans, and media observers are producing a growing body
of literature aimed at extending and deepening our understand-
ings of the diverse field of Japanese animation. What distin-
guishes this book is my e√ort to use fieldwork in animation
2 * introduction
media,’’ which includes both paid labor and fan activities. By looking at
cultural production across categories of producers, we can gain insight
into the workings of contemporary media and culture by reflecting on
pre-Internet examples of user-generated content, viral media, and the
complexities of transmedia synergies. Overall, this is a story of the emer-
gence of a media form that, as it matured and spread, gained both wider
mass audiences and deeper, more niche-oriented fans in Japan and over-
seas. The example of anime is all the more striking, and more provocative
in terms of thinking about how cultural movements go global, once we
recognize that anime studios succeeded despite relatively modest eco-
nomic returns. The idea of collaborative creativity enables us to map the
broader connections of anime beyond the media forms themselves.
Many studies of animation begin with a question about the object—
what is anime?—but I suggest a di√erent entry point: Who makes anime?
The chapters of this book can be read as an attempt to understand anime’s
value in terms of a circle of interaction across categories of producers.
Rather than beginning with the contrasts between production and con-
sumption, answering the question ‘‘Who makes anime?’’ starts from a
di√erent place, making central not only the roles of anime creators but also
the roles of manga artists, sponsors, merchandisers, and fans as part of
wider processes of production.≤ In the chapters that follow, I examine, in
turn, the making of anime by looking at how professional animators
design new anime around characters and worlds (chapters 1–2); the emer-
gence of di√erent approaches to anime, such as feature films versus tv, as
a way to think about the transmedia connections that are necessary to
make anime successful, notably the key role of manga (chapter 3); how
synergies between anime creators and toy companies pushed the develop-
ment of robot anime that emphasized ‘‘real’’ (i.e., grownup) themes and
helped to expand audiences for anime from children to adults (chapter 4);
how ‘‘cutting-edge’’ studios design their own workplaces as (more or less)
open spaces for creativity (chapter 5); how online file sharing and the
practices of ‘‘fansubbing’’ expand the cultural universe of anime amid
fierce debates over the legitimacy of copyright (chapter 6); and how Japa-
nese otaku (obsessive fans) channel their desire for anime characters, even
to the point of wanting to marry them, and whether this should be viewed
as a deeper descent into a closed-o√ niche world or, instead, as an unusual
gesture toward mass appeal (chapter 7). In the conclusion, I return to
some of the larger questions about how cultural forms travel from niche to
4 * introduction
1. Friends react with ridicule to the proposition of Winsor McCay (far right) that in one
month’s time he will create drawings that move, as dramatized in Little Nemo (1911).
anime studios I visited were work-worn and bare bones. Although anime
studios also had a playful side, with musical instruments and other pas-
times lying about, they are places of strict deadlines, where the work
literally piles up.
To spend time in an anime studio is to be struck by the labor of making
media. My working definition of ‘‘animation’’ is a media form that is
created one frame at a time. A tremendous amount of work is required,
with painstaking attention to detail, to create each frame of film (or, at
least, multiple frames per second). It’s a crazy idea. In fact, in the film Little
Nemo, a short from 1911 that mixes animation and live action, the Ameri-
can cartoonist Winsor McCay portrayed his start at ‘‘drawing pictures
that will move’’ as a parlor bet against his cigar-smoking friends. In the
film, he draws several sample characters on a sheet of white paper and
explains that by using film, the cartoons will move. His friends gu√aw,
rubbing his head to see if perhaps his skull is cracked (see figure 1). The
film then cuts to McCay’s stylized workplace, and we see the thousands of
pages of paper, barrels of ink, and a playful reference to the inevitable
introduction * 9
lightboard for drawing on the thin pages used for character movements.
Each person’s carrel was decorated haphazardly with unique collections of
figurines, magazines, and manga.
Feeble air conditioners hummed in the small, muggy room, which was
barely large enough for the ten of us around a table. An array of snacks and
canned co√ee, apparently bought at a nearby convenience store, was
spread out in the middle of the table. Work in an anime studio is not
glamorous, and a lot of it is solitary. The film’s young producer, Yūichirō
Saitō, introduced everyone in the room, including me as an observer and a
couple of other Madhouse sta√ members. Except for an assistant producer
for Madhouse, the rest of the group were men. Most of the people were
from Digital Frontier, a leading computer graphics production company
that works in film, videogames, and more. Hosoda began the meeting with
comments about the earthquake that had rocked northern Japan the night
before, with shocks reaching hundreds of miles away in Tokyo, where my
hotel had swayed unnervingly for a long minute shortly before midnight.
But this was still three years before the Tōhoku (northeastern Japan)
earthquake of March 2011 and the devastating tsunami and nuclear crisis
that followed. The quake we experienced in 2008 caused little damage. At
the meeting, Hosoda asked whether anyone had injured friends or family,
and no one did. ‘‘Well, it was just an earthquake,’’ he concluded. Then he
lit a cigarette and got down to business.
We each had a stack of paper in front of us: the current draft of the
storyboards for the first half of the film. Over the next three hours, Hosoda
led us through the roughly three hundred pages, sometimes skimming
quickly and sometimes stopping to discuss certain issues in more detail. He
discussed ‘‘camera angles’’ (as they would be drawn), the possible e√ects
that could be used, and above all the look and feel that he was aiming for.
He noted that some of the scenes should look ‘‘cartoony’’ (kaatūni), in
contrast to the more photorealistic 3d computer graphics animation (full
3d cg) used, for example, in the film Appleseed: Ex Machina, on which
several of the cg team members in the room had worked. For Hosoda’s
film, most of the character movements would be hand-drawn. Many of the
backgrounds were hand painted, as well—notably, those featuring the lux-
urious rural home where much of the action takes place. Even this hand-
drawn work, however, would be scanned into computers to be assembled
and edited. The computer graphics would be used especially for certain
scenes that were best done with computer modeling, such as the virtual
introduction * 11
world setting (although this was not 3d in the sense of requiring glasses to
give the illusion of depth). At one point, Hosoda noted a scene that re-
quired a boy to look out the back of a car as it moved down the street. ‘‘This
scene we’re going to need your help on,’’ he said, explaining that it was very
di≈cult to portray a receding landscape without using computers.
As the meeting went on, many drawings were pulled from other stacks
of paper on the shelves around us, depicting the designs of characters in
various poses, the settings in the vast virtual world (another main location
of the film), and other rough sketches of diverse visual elements (a flow-
chart, a card-labyrinth game) that would appear. The papers were passed
around, examined, and commented on, sometimes marked up with red
pencil and photocopied. There was discussion of di√erent decisions that
would have to be made as the production progressed, especially about how
to get the di√erent visual elements to work together. Hosoda listened
carefully to people’s questions and suggestions, but he also decided things
firmly after opinions had been aired. This was Hosoda’s third full-length
feature film, and he looked comfortable in his role as the director.
Hosoda trained as an oil painter in art college, and his visual sensibility
shows through in the nuances of his storyboards. He is adept at shaping the
contours and tempo of his films. Consider, for example, two pages of
storyboards for Summer Wars that depict one of the early battles for the
online avatar King Kazuma, a virtual martial arts champion bunny rabbit
(Hosoda and Summer Wars Film Partners 2009: 26–27). The scene ap-
pears as part of the opening credits sequence. The storyboards convey the
layout and the staging of a virtual battle (see figure 2). At the bottom of
each page, the director writes the number of seconds of the movie depicted
in the five drawn frames. In this example, the left-hand page (scene 5,
cuts 11–12) reads ‘‘4 + 0,’’ which means four seconds plus zero frames (at
twenty-four frames per second). The right-hand page (cuts 13–14) ac-
counts for ‘‘2 + 0,’’ only two seconds of film. Note the hand-drawn touches.
The picture sometimes spills out of the frame as a camera is directed to pan
across a larger background, a process now done by scanning images and
manipulating them on a computer. We can see the dialogue (serifu) drifting
out of its prescribed box. We can sense a little of Hosoda’s voice in the
multiple exclamation points, the sound e√ects drawn large, and the drama
of the drawings.
Hosoda’s storyboards were filled with this kind of kinetic energy. Even
in the morning in a sweaty room with canned co√ee, we found ourselves
12 * introduction
2. Summer Wars storyboards (Hosoda and Summer Wars Film Partners 2009: 26–27).
being pulled into the world of the film. We sensed the tension between the
characters as they faced their respective challenges. We flipped through the
storyboards, page by page, scene after scene, and the visual storytelling was
clearly taking shape in the minds of the cg team. But to be honest, the
film did not really take shape for me. I found it very di≈cult to imagine,
based on the sketches and scribbled directions, what the final product
would actually become (see figure 3). Here, too, a personal history of
certain experiences was required to make sense of the drawings, and I
lacked that experience.
Even so, there was something about being in a meeting like that, with
others in the room intensely focused on the project at hand, that has a gal-
vanizing e√ect. The collective attention helped build connections, bring
focus, and clarify the roles of the many people needed to complete such a
large project. Such meetings did more than convey abstract information
about a mechanical process of production; they helped reinforce a sense of
engaged commitment. The energy in the room was contagious, and this
energy begins to give a sense of something larger than the media object
itself, something emerging from a collective commitment among those
who care. Storyboards helped achieve that focus of attention, and that
focus began to take on a life of its own.≥
introduction * 13
with the uncertainty of the success, adds to the precarious nature of the
business. When I spent time at Gonzo and Madhouse in 2006, they both
occupied entire floors of flashy corporate buildings, but they have since
moved, and Gonzo was forced to downsize. When I visited Production
I.G. in the summer of 2010, it had just relocated a few months before. The
new digs took up five floors of a small building and included a large metal
model of a plane that had been made for a promotional event and had
appeared in Mamoru Oshii’s film The Sky Crawlers. The ceo of Produc-
tion I.G., Mitsuhisa Ishikawa, said that some people complained that the
space was too clean to be an animation studio, but he implied that it
wouldn’t take long for the place to get that cluttered and messy, even a
little grimy. Of course, all studios have some kind of newfangled face for
meetings with media, potential sponsors, and others. The waiting areas are
replete with posters, pamphlets, and merchandise pushing their current
projects. But backstage, as it were, animators work among piles of paper.
Stacks upon stacks of drawings are organized in large manila envelopes. At
Toei Animation, a powerhouse in children’s programming, a longtime
key-frame animator took time out from his work to show me his drawings
and said he was happy that he had remained in anime work (see figure 4).
He acknowledged that after almost eight years working on the same series,
he was a little tired of drawing digital monsters who do battle, but he
wasn’t complaining. Such is the reward of certain kinds of success.
For many, a career in anime can be short-lived. According to an article
in the Wall Street Journal, nine out of ten animators leave the industry
within three years to move to other areas of work. The average salary for
animators in their twenties was estimated at $11,000 per year and only
twice that for animators in their thirties (Hayashi 2009).∑ Long hours are
the norm, and many animators work freelance, moving from project to
project, often without benefits. Most animators burn out or simply can’t
make a living on the pay they receive for their drawings. Those who
remain tend to be the ones who work quickly and who can handle the
grueling pace.
In terms of economic success, anime seems more of a cautionary tale
than a model of entrepreneurial innovation. The same Wall Street Journal
article noted that some animators leave the business for more lucrative
work in videogames. In fact, when several representatives from the Japa-
nese videogame company Square Enix visited mit in March 2009 to give a
seminar on the making of the Final Fantasy XII game, I was excited to
16 * introduction
hold. Japan, as the world’s third largest economy and a robust epicenter in
the import and export of popular culture, provides a useful location for
unraveling the dynamic political struggles over the meanings of popular
culture, both as cultural resource and as commercial product.
But what leads to success? Malcolm Gladwell argues that we have a
strong tendency to misconstrue stories of success because we place too
much explanatory weight on the individual abilities of remarkably success-
ful people. These successful people, Gladwell (2008: 19) says, ‘‘may look
like they did it all by themselves. But in fact, they are invariably the bene-
ficiaries of hidden advantages and extraordinary opportunities and cul-
tural legacies that allow them to learn and work hard and make sense of
the world in ways that others cannot.’’ Both the Beatles and Bill Gates had
‘‘extraordinary opportunities’’ in the sense that they were able to practice
their skills for many, many more hours than their peers and competitors.
Hard work, yes, but Gladwell brings attention to the serendipity of being
in the right place at the right time (something that can be said for global
media). So far so good. But his notion of ‘‘cultural legacies’’ gives too much
credence to essentialist stereotypes, and in making the case that social
context is integral to any success, he doesn’t take his argument far enough.
He describes remarkably successful programmers, lawyers, and musicians
and how they benefited from their surroundings, but in the end we see
primarily successful individuals. If the trick to understanding success is
grasping the crucibles in which people ended up being successful, then
shouldn’t those crucibles be our scale of analysis? And, if so, what scale is
that? In the case of anime, there are good reasons to argue for focusing on
any of a number of levels: the auteur animator, the innovative studio, the
larger pop culture scene, the national characteristics of Japan, or a trans-
national realm of animation art and entertainment. In this book, my aim
is to give a sense of the interaction of these di√erent levels. Let’s start with
Japan as a nation.
1). We can also see this in A Reader in Animation Studies, which includes
an essay pointing to ‘‘constants in Japanese television serials’’ such as the
presence of a heroine who is an orphan or of other characters without
family (Ra√aelli 1997: 124). Notions of resonance need not always distort
history by reinforcing ideological assertions of national uniqueness, but
resonance does tend to imply a static relationship between individuals and
media or performance. This is not a problem when the resonance is small-
scale (again, how far to extend this scale is an interesting question). The
social energy in Hosoda’s storyboard meeting can be viewed as a kind of
‘‘resonance,’’ and I am very interested in the meanings that can arise from
that kind of intersubjective vibe. But when ‘‘resonance’’ is used to explain
much larger formations—that is, when the success of a certain pop culture
franchise is explained by its resonance with a kind of cultural background
—I become skeptical. Yet this style of cultural analysis is widely used, and it
relies on a particular assumption that culture should be viewed as widely
shared patterns characteristic of a whole society.
This theory of cultural resonance is not unique to the United States or
‘‘the West,’’ either. In an issue of the Japanese magazine Nikkei Entertain-
ment, the editors propose that it is the power of a certain style of popular
culture—namely, a ‘‘circle of friends’’ mode—that explains what they iden-
tify as a recent trend in Japanese pop culture hits. They contrast this with
an earlier era’s Zeitgeist centered on ‘‘charisma’’ (karisuma), which in Japan
emphasized having a standout personality as a path to success:
There was an era [the late 1990s] in which charisma was the word getting all
the attention. . . . The tv drama Beautiful Life, featuring [the pop idol]
Takuya Kimura as a charismatic beautician, was a remarkable hit (recording
a 41.3% rating in the Tokyo area). At the time, it was the middle of the ‘‘lost
decade’’ after the economic bubble burst. People wanted to see their dreams
realized again, and they were drawn towards a desire for ‘‘charisma.’’ But in
the 2000s, the recession further deepened. Charisma could no longer be
depended upon. It may be that what began to pull at our hearts was the idea
of a ‘‘circle of friends’’ (nakama) that drew together its strength for a
common purpose. (Kanai and Hirashima 2010: 21)
examples to prove their point, including the manga and anime One Piece, a
pirate adventure where the characters work together to solve problems,
and K-Pop (Korean pop music) singing groups with many members. The
problem is that there are many other examples of circle-of-friends-type
works (nakama mono) that do not become hits. In that case, the important
‘‘resonance’’ was not only the characteristics of things that succeeded or
only in the overall spirit of the times. The question of what di√erentiates
hits from also-rans requires a more dynamic model of success. Cultural
analysis itself can and should be more subtle than overarching claims of
resonance suggest (Yoda and Harootunian 2006). The context of Japan is
di√erent from that of other countries in crucial ways, but that doesn’t
mean that all pop culture forms from Japan are successful overseas. So
taking ‘‘national culture’’ as an explanation for success doesn’t make sense;
it would be better to try to understand Japan as a context in which certain
media forms could develop in distinctive ways, energized in part through
fan relationships (Kelly 2004). A contrast between manga in Japan and
comic books in the United States is a case in point.
How is it that Japanese manga is so diverse, speaking to wider audi-
ences, and constituting so much more publishing volume than comics in
the United States? History provides clues. In the 1940s, American comic
books dealt with extreme themes, including gruesome violence and sala-
cious romance. But an uproar surrounding the presumed negative impact
on children led a consortium of magazine publishers to establish a Comics
Code in 1954 that regulated the content of comic books so they would be
appropriate for children (Hajdu 2008). In Japan, manga was a cheap and
accessible form of entertainment that took o√ in the postwar period.
Manga dealt in a variety of extreme content, and there were occasional
uproars among parent–teacher organizations in Japan, but no similar au-
thority was established (Schodt 1983, 1996). Manga artists were freer to
develop works that spoke to teens and adults than were their counterparts
in the United States, although, as Sharon Kinsella (2000) points out,
commercialism in the manga industry in the 1980s put something of a
damper on counterculture themes that thrived in earlier decades. Roughly
60 percent of anime productions are based on popular manga. The deep
catalogue and the wide range of characters with a devoted fan base create
an important comparative advantage for Japan vis-à-vis the United States.
In this way, we can see how the emergence of anime is related to the
context of Japan but relates to a finer level of detail than the overall
22 * introduction
‘‘culture’’ of Japan. Clearly, popular culture with adult themes has a ‘‘reso-
nance’’ in both Japan and the United States, but institutional and com-
mercial forces guided the development of the world of comics in distinc-
tive ways (see chapter 3).
In contrast to assertions of cultural resonance, I propose exploring in
more detail the feedback loops that enable new styles to emerge and be
sustained. The idea of emergence can help elucidate the connections be-
tween creators, businesses, technologies, and fans and the ways in which
energy flows between them to sustain a variety of projects and activities. I
borrow the term from the work of the anthropologist Michael M. J.
Fischer, though many others are experimenting with similar ideas (see, e.g.,
Clarke and Hansen 2009; Johnson 2001). Fischer reminds us that culture
is not a ‘‘thing’’ or an unchanging pattern of norms and values, as por-
trayed in, say, Gladwell’s ‘‘legacies’’ or the Nikkei Entertainment editors’
characterization of eras. Rather, culture is better viewed as ‘‘a methodolog-
ical concept or tool of inquiry’’ that has been refined over the years to
‘‘allow new realities to be seen and engaged as its own parameters are
changed’’ (Fischer 2007: 3). In this regard, ethnography provides the tools
to look for cultural dynamics in local settings in terms of their practical
impact in guiding behavior and beliefs.
Fischer finds inspiration in analogies drawn from new techno-sciences,
especially life and information sciences, which can help us think of cultural
and social patterns as ‘‘emergent out of mutations, assemblages, viral tran-
sivity, rhizomic growth, wetwares and softwares.’’ New information tech-
nology and media environments can be viewed as ‘‘culturing new connec-
tivities’’ (Fischer 2007: 31–32). Animation o√ers its own sets of metaphors
of creativity, from storyboards to key frames and voices (at the level of
studio production) and then extending across vehicles of conveyance for
the characters and the worlds they inhabit, whether as videogames, toys, or
cosplayers (short for ‘‘costume players’’). In other words, rather than start-
ing with ‘‘Japanese culture’’ as the explanation for creativity, and in con-
trast to using resonance with a cultural backdrop as the explanation for
media success, I want to draw attention to how cultural forms emerge
from social practices and how value depends on multifaceted uses. From
this perspective, the crucibles of creativity have to be understood at a finer
level of detail than simply ‘‘Japan’’ and particular studios; we need more
broadly to understand anime as a ‘‘field,’’ in Pierre Bourdieu’s (1998) sense,
of communication and competition. This idea of emergence works in
introduction * 23
Manga publishers and anime studios tend to reject the idea that the ‘‘free
publicity’’ generated by unauthorized distribution of amvs outweighs the
losses they attribute to unlicensed downloading and streaming. When
forced to choose, they care more about control than publicity. Neverthe-
less, participatory communities of fans of all kinds appear to feel increas-
ingly empowered to make things and put them online. There is simply too
much out there to police fully, and since much of the sharing is noncom-
mercial, there is not much benefit to the industry to pursue lawsuits,
especially given the experience of the Recording Industry Association of
America in the United States. The riaa sued some and threatened to sue
tens of thousands more consumers accused of downloading music illegally.
This e√ort is widely regarded as a public relations disaster, and it failed to
curtail downloading. With amvs, some bands and record labels have
asked that their work not be used (a request that is largely granted by amv
creators). At AnimeMusicVideo.org, a website that helps support amv
creators by making videos available for downloading, sponsoring contests,
and providing a forum space for discussions, each time you download an
amv a disclaimer appears that reads, ‘‘This video is purely fan-made and is
in no way associated with the musical artist or anime company in any
way.’’Ω The phrase ‘‘in no way associated’’ might be better read as ‘‘un-
authorized, but please don’t sue us.’’ The description of each amv gener-
ally lists the artist and title of the song (and, often, the lyrics), as well the
anime productions that were sampled for it. Many amvs lovingly portray
scenes from a single series, but some sample dozens, even more than a
hundred di√erent shows (e.g., ‘‘Jihaku’’ by Fantasy Studios or the ‘‘amv
Hell’’ series). Disclaimers aside, amvs gain some of their value from an
association with the songs and anime that they feature. Familiarity with a
song or anime does something in terms of drawing us in.
At the same time, this world of amvs is an intriguingly hybrid space,
ignoring copyright in some regards but asserting the importance of au-
thorship. The cultural space of amvs is neither a free-for-all defined by
disrespect for copyright nor a postmodern utopia of share-and-share-alike
pastiche. The participants still hold strong opinions about originality,
authorship, and fairness, even if those principles contradict copyright law.
When you sign up to become a member of AnimeMusicVideo.org, which
is free, you are greeted with a range of stipulations about the types of
works that will be accepted. A submitted amv must be created by the
author or group that is submitting it (i.e., it has to have been edited by that
person or group). The clips must come directly from a file of the anime,
introduction * 25
not from other people’s amvs. The rules also stipulate that you should not
use pirated software, or ‘‘warez.’’ (Although this rule is unenforceable, I
imagine it could discourage discussion on the AnimeMusicVideo.org site
of where to get free copies of expensive video-editing software.) On one
hand, one could argue that these gestures at ethical behavior are too lim-
ited compared with the damage done by further encouraging copyright in-
fringement through sampling and remixing. On the other hand, as many
people point out, good amvs can introduce both anime and songs to new
audiences and amplify the a√ection fans have for long-running anime. I
and at least a few others were introduced to Princess Tutu and the Swedish
pop singer through the amv, which gained attention because of its fine
workmanship. Shouldn’t some credit go to the amv artist? More broadly,
if we are to grasp the value of anime, shouldn’t we acknowledge the hard
work of organizing conventions, as well as the openness of fans in attend-
ing amv screenings and voting on the winners? To grasp the complexity
of production and value, I explore a range of perspectives and ultimately
draw the conclusion that the greater the circulation is, the more value is
created (see chapter 6).
If we also consider the thousands of fans who dress as their favorite
characters, where should we locate the force of desire for this kind of
participation in anime? Cosplay, a Japanese contraction of ‘‘costume’’ and
‘‘play,’’ illustrates the centrality of ‘‘characters’’ as a kind of platform on
which others can build, yet that process of building itself becomes a per-
sonal expression (Allison 2006; McVeigh 2000; Steinberg 2008). Dressing
as a character, sometimes performing in character, is rewarded by the
attention one receives. Fan conventions are a space where dressing up is
appreciated—note the language of value—in terms of an ethic that accords
status to do-it-yourself costumes above store-bought wear. We shouldn’t
underestimate the value of cosplay as a social lubricant, as well. Fan con-
ventions are certainly about a love for anime, but that frisson of excite-
ment around flirting with others often seems to be an important part of
the scene. Costumes facilitate conversation, acting as a visual celebration
of alliance with specific worlds of anime fandom but also working as an ice
breaker for people who haven’t met. Even for people unaccustomed to the
thrill of cosplay as practitioners, it is easy to observe and feel the energy at
an anime convention. Collaborative creativity raises the question not only
of who makes anime but also of what anime does. The answer depends on
what we think of media and culture.
26 * introduction
varieties of fandom and cross-media synergy with things like science fic-
tion writing and the character merchandise business (Bolton et al. 2007;
Poitras 1999; Ruh 2004; Steinberg 2008). Into this mix, my aim is to add
insights to be gained from ethnographic fieldwork. Just as we can learn
from considering anime in relation to audiences, so, too, can we see schol-
arly studies of animation as e√orts to build a certain kind of field of debate,
another gambit in the process of determining what makes anime impor-
tant. Textual interpretation and ethnographic fieldwork are clearly com-
plementary approaches.
Anthropology’s commitment to participant-observation fieldwork
shines a light on the active relationships and dynamics of production, and
this can bring a new perspective to anime studies and to media studies
more generally. The media scholars W. J. T. Mitchell and Mark B. N.
Hansen (2010: viii) identify two broad methodological approaches to
media studies: the empirical and the interpretive. For them, empirical
studies, especially from sociology, economics, and communication, tend to
focus on mass media and their political, social, economic, and cultural
impact, particularly by attending to what gets distributed to audiences.
The interpretive approach, associated with the humanities, including liter-
ary theory, film studies, and cultural studies, tends to focus on ‘‘the consti-
tution of media’’ and how this shapes ‘‘what is regarded as knowledge and
what is communicable’’ (viii). Mitchell and Hansen, however, hope to go
beyond these binaries of empirical and interpretive and ‘‘to exploit the
ambiguity of the concept of media—the slippage from plural to singular,
from di√erentiated forms to overarching technical platforms and theoret-
ical vantage points’’ by using media as ‘‘a third term, capable of bridging, or
‘mediating’ the binaries.’’ Even with this definition, however, we can see
that both the empirical and the interpretive approaches primarily analyze
media as particular kinds of objects with the capacity to convey cultural
understandings. Media is seen as a collection of ‘‘a√ordances,’’ that is, the
capabilities of technologies to relate information or enable interaction in
particular ways, for example, in the di√erences between Twitter and a
massively multiplayer online videogame. To take seriously this notion of
media as a ‘‘third term’’ that mediates binaries, we need to view media in its
multiplicity of roles: as a conveyer of meanings, as a platform for others to
build on, as a tool of connection, and as a process that can activate collec-
tivities. In this respect, anthropologists tend to spend less time with the
interpretation of media content than with the practices around media and
28 * introduction
ages us ‘‘to look at social systems as structures of creative action, and value,
as how people measure the importance of their own actions within such
structures’’ (2001: 230). This approach is useful for thinking about anime
because as we map the ‘‘structures of creative action’’ as social systems, we
can observe some of the ways value materializes through collaborative
creativity. ‘‘Soul’’ as a collective energy gestures toward ethnographic in-
sights that begin with that which is most meaningful, in the hope that if we
start from there, we can begin to see how people value media and use it as a
means to help organize their social worlds. Indeed, the transformation of
social media may be not the online networks themselves but, rather, the
paradigm shift in consciousness that accompanies a sense of media as
something we participate in through our activities in particular social
networks. As Einstein wedded the Newtonian duality of space and time,
so, too, we might see the interconnection of media and culture not in
terms of vehicle and representation (technology and message) but, rather,
as an integrated actualization of the social.
This brings into focus the social in media. In what ways is media part
and parcel of our social world? Beginning a look at anime in terms of labor
and production is more apt for our social media moment, because it
reminds us that conveying ‘‘messages’’ and ‘‘images’’ is only part of the
work that media does. Yet the easy response that social media is all about
‘‘connection’’ tends to be too general and too limited to act as a convincing
theoretical advance. Although ‘‘social media’’ is often taken to refer to a
certain kind of online platform, it makes more sense to me to think of the
social as an analytical perspective on what media is and does. Anime’s
dependence on a collaborative creativity makes it a useful test case of the
dynamics that lead to what some are calling ‘‘spreadable media’’—that is,
media that moves across particular channels of communication (Jenkins
2009a). But what happens if we turn that concept of spreadable media on
its head? Rather than emphasizing the media object that is spreadable,
might we gain a di√erent perspective by thinking in terms of the people
who do the spreading, the economic and social motivations that drive
those actions, which ultimately lead to a nuanced co-creation of value?
Value can mean very di√erent things, depending on whether the context is
a storyboard meeting or an amv contest. This multiplicity complicates
analysis and begins to give a sense of the distributed innovation that
provides force to anime as a cultural movement.
An ethnographic perspective on anime o√ers tools for media research
30 * introduction
force as a kind of ‘‘social energy’’ that pushes outward while being guided
in patterned ways. Such a perspective suggests that the energy works
locally in terms of being activated through relatively intimate social net-
works rather than across national settings or wide categories of people as a
whole. It may be that our places in our smaller social worlds and networks
provide the key to the emergence of new systems of value.
1950s and 1960s) and the contrasts between the production of feature
films and that of television. While some creators, such as Yasuo Ōtsuka at
Toei Animation, focused on the joy of animated movement in feature
films and pioneered styles of full animation, others, such as Osamu Tezuka
and Mushi Productions, worked on radically limiting the number of frames
needed in order to deal with the budgets and schedules of television anima-
tion. Both approaches speak to the artistry of animation but communicate
di√erently and tend to rely on di√erent connections across media. This
divide deepened as sponsors and merchandisers recognized the marketing
potential of cartoon entertainment. Outside influence was integral, as well,
and we consider the influence of Disney and the central role of manga.
Some argue that the media world of manga is an ideal of democratic
capitalism in that the most successful comics are also the best comics.
Why? With low costs to produce and consume and tight feedback loops
between publishers and readers, manga developed in an intense field of
competition generated by a combination of skilled creators, a deep cata-
logue, and a ready-made fan base. I would argue that the emotional attach-
ments people build with characters over the years is part and parcel of the
platform of characters and worlds. The platform that anime builds on,
therefore, is not only characters and worlds but also the social energy that
attaches to them.
In chapter 4, I discuss mecha (giant robot) anime and the transition
from children’s series to those aimed at teens and adults (1970s–90s).
Although anime is sometimes regarded as significant because it provides
particular kinds of fantasyscapes—virtual worlds of possibility, realms of
unbridled imaginative leaps—I would argue that anime is equally impor-
tant for the connections it makes to the ‘‘real.’’ In fact, the term ‘‘real
anime’’ increasingly became a means to talk about grownup themes. As
creators and audiences matured, new styles of anime emerged, a process we
can see in the shifts over time among Astro Boy, Mazinger Z, Gundam, and
the works of Gainax, such as Neon Genesis Evangelion. Fieldwork at a
Bandai brainstorming session rounds out the discussion of anime and toys
in terms of both nostalgia and futurism. Given the example of Gundam,
which initially failed on tv but then succeeded through outside activities
of fans and merchandisers, we are faced with the fact that sources of
success clearly don’t lie solely within the media form. This adds another
dimension to thinking about platforms and contexts.
In chapter 5, I discuss fieldwork at the Gonzo studios, where I observed
the making of Red Garden (2006), a late-night tv series aimed at teens
introduction * 33