Animated Subjects

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    Animated Subjects:

    On the Circulation of Japanese Animation

    as Global Cultural Products

    Jiwon Ahn

    Division of Critical Studies

    School of Cinema-Television

    University of Southern California

    OCR by [CiN]

    I. Introduction

    In an interview performed at the end of the 1980s, Fredric Jameson elaborates

    on

    his notion of the disappearance of nature in the postmodern, the

    disappearance

    of the unconscious, in this case:

    Today I think one of the characteristics of the postmodern isvery

    precisely this penetration and colonization of the unconscious. Art

    is

    commodified, the unconscious is itself commodified by the forces of

    the

    media and advertising and so on, and therefore it is also in that

    sense

    that one can claim a certain kind of nature is gone And I think

    its

    proper to insist on that there is a certain freedom involved in

    being

    no longer constrained by traditional forms of human nature.

    What Jameson means by this suggestion is highly ambiguous: especially, the

    way

    in which commodification of the unconscious results in the release of

    human

    nature from its traditional limits is not clearly explained. Jameson

    himself

    admits that he remains ambivalent on the concept of human nature itself, yet

    he

    goes on further arguing:

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    instead of replacing those [the disappeared form of older,

    inner

    -directed personality, the acquisitive individual, the centered

    subject,

    etc.] with the rhetoric of psychic fragmentations, schizophrenia, and

    so

    on, one should return again to notions of collective relations,

    but

    collectivities of new types, not of traditional kinds. That would,

    it

    seems to me, be a way of looking at human nature as a social thing

    that

    would be in my opinion the most productive socially and culturally,

    and

    politically as well. (Jameson, 354)

    Although deeply vague, it seems to me that Jamesons conceptualization of a

    new

    subjectivity that is both mediatized and emancipated in the

    postmodernenvironments can be revealing about the cultures of globalization. That is,

    to

    the extent that postmodernism is considered as the cultural logic of

    late

    capitalism, which Jameson later relates more specifically with the

    term

    globalization,[1] his proposal on the disappearance of nature in the

    postmodern

    could be also used productively in thinking about our altered subjectivity

    in

    the process of globalization.

    Besides, I find Jamesons basic theoretical premise in his major projects

    -

    that the interrelationship of culture and the economic is a

    continuous

    reciprocal interaction and feedback loopnot only provides a still

    sensible

    starting point in examining the current cultures of more

    intensified

    globalization. By being attentive to the intimate interrelation between

    the

    cultural and the economic, we can also recognize the fact that in the

    current

    phase of globalization, the relationship between the two realms becomes

    so

    extremely intertwined that now it is both ineffectual and impossible toconsider

    the two separately. Thus, in this essay, I will examine the way in which

    global

    media products, produced through the complicated network of the cultural and

    the

    economic on an unprecedentedly transnational scale, circulate and interact

    with

    individuals and collectives at certain local junctures of global cultures.

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    The case I tend to focus on in the present essay is the varied manners in

    which

    Japanese animation is circulated in different regional cultures, especially

    in

    the local cultural practices in South Korea. As a media product, I would

    argue,

    of a distinctively global nature, Japanese animation seems to bring

    about

    interesting interactions between production and consumption, infra and

    supra

    structures, public history and private memories, the real and the fantastic

    and

    most importantly, conscious and unconscious appropriations of the

    cultural

    texts. Indeed, there seems to me to exist not only consciously

    organized

    numerous fan groups of Japanese animation in different local cultures

    worldwide.

    There also appear to be imaginary communities that latently exist among

    broader,

    younger audiences across national boundaries, who share the collectivememories

    of consuming the same media texts and the common nostalgia for their

    childhood

    viewing experiences. It is in this juncture where I find a new

    subjectivity,

    thoroughly penetrated by commercial media, yet at the same time released

    from

    the restrictive forms of traditional (modern) human subjectivity, can

    be

    imagined in a very real sense.

    Further, the fan reception of certain animation texts, such as Hayao

    Miyazakis

    works, can be said to provide an illuminating example of the global

    media

    phenomenon that calls into question the existing theoretical frame works.

    In

    this essay, therefore, I will mainly discuss the way in which South Korean

    fan

    appropriations of Japanese animation challenge various critical paradigms

    and

    call for a new approach to the cultures of globalization. In order to

    properly

    explore the profoundly multiple dimensions of the question, I would

    first

    contemplate on the reasons why Japanese animation needs to be considered as

    acultural product of the global conditions.

    II. How Global Is Anime?

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    As is well known, animation (called anime) and comic books (manga) are two

    of

    the mainstream forms of popular culture in Japan. To take only a few

    examples:

    about 23% percent of the entire printed materials in Japan are

    reportedly

    comics[2] more than 250 animation programs per week are aired on

    television;

    average 1700 (short or feature length) animation films are produced per year

    and

    about 2200 animated television programs produced per yearin other

    words,

    average 6 new works produced everyday--, which makes Japan a number one

    producer

    of animated video and television programs that comprise about 65% of the

    world

    production.[3]

    The popularity of Japanese animation (anime, hereafter) has been

    accordingly

    phenomenal in Japan since the inception of the medium as a practicallypostwar

    popular cultural trend[4] and has ever increased with the sophistication of

    its

    technical and literary languages. It is thus no wonder that tickets sold

    for

    anime films are estimated to reach about half the entire annual box office

    sales

    in Japan[5] and that Hayao Miyazakis 1997 record-breaking hit anime

    Princess

    Mononoke remains as the highest-grossing Japanese film to date.[6] Yet, what

    is

    more interesting about anime for the current discussion is its border-

    crossing

    appeal that has attracted numerous fans in many different regions of the

    world.

    While it is an intriguing question worth a separate critical investigation

    how

    such a local cultural development could translate to broad

    international

    audiences, it can still be said that anime texts travel abroad across

    the

    national-culutral boundaries as important media commodities. Certainly,

    anime

    has induced lively fan cultures all over the world, most noticeably in

    South

    Korea and Taiwan, the former colonies of the Japanese Empire, yet also aswidely

    as in other Asian regions like Hong Kong, Thailand, other South Asian

    countries,

    in both Eastern and Western European countires and equally in North and

    South

    Americas including the United States. To take just one example, in Italy,

    the

    popularity of Yumiko Igarashis comic and animated series Candy Candy was

    so

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    enormous in the 1980s that, after the end of the original Japanese

    series,

    Italian producers had to hire local artists to continue the series.[7]

    However, the global quality of anime does not simply lie in the scope

    of

    international fan cultures. More significantly, the process of anime

    production

    reveals its status as a global media product, through its close connection

    to

    the transnational capital and the Third World labor. Firstly, we need to

    think

    about the magnitude of the capital and industry involved in the production

    of

    anime. As a lucrative commodity produced in a highly developed media

    industry,

    anime can be more fully understood within the web of influences

    organized

    according to the successful media mix strategy. That is, there has formed

    a

    full circle of related industries around anime in Japan: in many cases,it

    starts, although not necessarily in a chronological sense, from the

    original

    manga (comic book) series; then the manga is adapted to animation series

    in

    television or film or both formats; also video production of the animated

    series

    follows, while video series (called OAV, original animated video or

    OVA,

    original video animation), are often directly created from the original

    manga,

    too; then almost simultaneously, various goods related to the manga and

    anime,

    including original soundtrack CDs, paperback books, fanzines, and

    numerous

    character merchandises like action figures, toys, stationery

    goods,

    confectionary products, etc., are distributed in the market[8] also, the

    release

    of computer games based on the manga and anime follows, which in turn

    increases

    the sales of the original manga series, magazines, books and videos

    and

    encourages the creation of extended editions of the original manga and

    anime.

    These close relations among several different cultural and commercial

    industrieshave been apparently very functional on a business level, contributing

    to

    inaugurating such Japanese TNCs as Sony and Nintendo as notable players

    in

    global economy. Yet, at the same time, the media mix policy has been

    very

    significant in terms of the dialogic influences on all the forms and contents

    of

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    the media products under the synergistic effect of the circle. For a

    more

    specific example, we can briefly digress to look at the case of the

    recent

    popular craze, the Pokemon series.

    III. Pokemon, the Pick-pocketing Monster Idol of the

    Global Culture

    Pokemon, an abbreviation for poket monsters, originally started in Japan

    in

    1996 as a computer game for Nintendos Game Boy and has been quickly

    morphed

    into a global multimedia phenomenon of comic books, animated television

    shows,

    movies and videos, trading card games, collectibles and toys. The wholeseries

    revolves around the adventures of a twelve year old boy who aspires to

    be a

    great Pokemon master, who trains various kinds of Pokemon

    (biological

    creatures with supernatural powers of an unknown origin) to defeat other

    Pokemon

    trainers and become a higher master.

    Logically, the overarching theme of the series and games is to collect all

    the

    Pokemon, as is revealed in the consistently repeated catch phrase of the

    series,

    Gotta Catch em All. This phrase can be meaningful in a viewers real

    life

    too, since a viewer/player can also participate in the imaginary competition

    by

    consuming Pokemon products and become a trainer as in the diegesis,

    who

    captures each different Pokemon and uses it to advance to higher levels

    of

    mastery. Significantly enough, the most accessible, if not the only, way for

    a

    viewer to collect them all and become a great master is to spend more money.

    In

    this sense, it is no wonder and quite fitting that the detailed information

    onthe several hundred kinds of Pokemonconcerning their names, fighting

    abilities,

    special features, various evolutionary stages, etc.-- requires such a

    remarkable

    amount of expertise from the collectors. For, to collect more and gain

    more

    knowledge, one needs to consume more of various products including books,

    cards,

    videos, and computer softwares.

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    Therefore, the Pokemon series clearly exmplifies the way in which the

    whole

    circle of media products function in close relations with each other,

    utilizing

    smartly designed themes and narratives that motivate and reward

    more

    consumption. Further, we can find the influence of related commercial media

    on

    the Pokemon anime, not merely in its narrative or thematic concerns, but in

    its

    formal techniques as well. As is seen in the example of Pokemon the First

    Movie,

    which was commercially successful in both domestic and international

    markets,

    yet heavily criticized (mainly by adult viewers) for its lack of narrative,

    the

    Pokemon anime often has a highly fragmented narrative line, with each

    fragment

    only loosely connected to each other without any strong causality.

    This rhetoric, although it may bore uninitiated viewers, can directly appeal

    to

    regular audiences, as home shopping TV shows do, presenting each product

    more

    powerfully with the sensory stimulation of excessively repeated visuals

    and

    utilizing narrative devises only secondarily. At the same time, we can find

    a

    remarkable parallel between the formal strategies of the Pokemon anime and

    those

    of its original computer games. To name just a few, the battle sequences in

    the

    anime seems to derive directly from the computer game format, with

    devided

    frames, stylized action choreography, and conventional musical

    accompaniments.

    Similarly, the often implosive, schizophrenic sensory appeals of the

    Pokemon

    series, which constantly distract viewers from the experience of any

    coherent

    narrativity, could be explained in terms of the influences of its

    original

    computer games. Also, the fluid identities of characters in Pokemon can be

    said

    to originate from the computer game genre, in which we can pick any pair

    of

    fighters for battles: therefore, there cannot exist an absolute enemy orvillan,

    as is exemplified by the ambiguously evil characters, Team Rockets in

    Pokemon.

    As is discussed so far with the example of Pokemon, the circulation of anime

    is

    closely interconnected with varied kinds of media and other consumer

    industries

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    that function uniformly according to the logic of the transnational

    capital.

    Thus, an anime text could be best understood only when we take

    into

    consideration its status as a media product of global economy which

    determines

    not just production and distribution of anime, but affects its

    communicative

    dimensions as well. Another aspect of global quality of anime is caused by

    its

    connection to the Third World labor, which I will examine with a more

    specific

    example of South Korea.

    IV. South Korea, the Surrogate Motherland of Anime

    The labor intensiveness in the production of animated materials is hardly

    unique

    to the Japanese case: whether it is actually hand-painted or

    mechanically

    generated, (cell) animation in general entails the painstaking procedure

    of

    production in which thousands of animation cells are processed through

    some

    kinds of human labor practice. What is rather specific to Japanese animation

    is,

    though, that it is produced within a highly developed studio system with

    a

    rigorously rationalized division of labor.[9] Hence, it is not surprising

    thatbecause of the high labor costs in Japan, since the 1980s only

    preproduction

    (script, storyboard, character design, etc.) and post-production (film

    editing,

    color timing, sound, etc.) of anime have been done in Japan and other jobs

    of

    the production such as coloring, inking, painting, background, and

    inbetween

    animation have been done in other less developed regions-- mainly in

    Korea,

    Taiwan and Hong Kong, but recently in Thailand and other South Asian

    countries

    as well[10]-- by delicate touch of largely young, female, low-wagedlabor

    forces.

    The South Korean case appears to be particularly interesting to think about

    in

    examining animes relation to the Third World labor. According to a

    report

    written in 2000, South Korea is the third largest producer of

    animation

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    worldwide, following Japan and the United States: yet, 95% of its output

    is

    manufactured by foreign order and none of the 400 animation studios in Korea

    is

    fully committed to making domestic shows. Around 1995, the Korean

    government,

    recognizing the commercial potential of animation, began to support

    the

    animation industry in order to increase the domestic production, by

    granting a

    number of incentives, such as a lower tax base, low interest loans, and a

    viable

    infrastructure. As a result, many studios, formerly produced foreign

    works,

    turned domestic, bringing out about six features and numerous shorts that

    deal

    with Korean folklore and traditional cultures. However, by the late 1990s,

    the

    boom quietened down as the international markets for Korean domestic

    productions

    were hard to find and as the interests of local audiences turned out to betoo

    limited to continue the domestic production.[11]

    It is still early, in my view, to make any conclusion about the situation,

    which

    nevertheless, provides us with a series of questions worth scrutinizing.

    First

    of all, it would be necessary to ask about how to understand the

    seemingly

    exploitative relations of anime production in which there appears to be no

    way

    out. Does this simply reflect a new world order in the age of

    globalization,

    when the division between core and periphery grows even more severe

    and

    permanent? Or is there any possibility of change or intervention in

    the

    relentless operation of transnational media conglomerates? Moreover,

    considering

    the intricate past history between Korea and Japan (especially, the 36

    years

    colonial rule of Korea by Japan in the early 20th century), which caused

    the

    former to ban most cultural imports from the latter for almost half the

    century,

    we need to contemplate the validity in reading the current situation simply

    asmanifestation of an economic and cultural imperialism. In other words, it

    would

    be necessary to question whether it is appropriate and useful to map the

    current

    involvement of Korea in the production of anime in terms of new

    colonial

    relations of domination and subjugation. More importantly, there is at stake

    the

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    implication of anime fan cultures in Korea: what it means to be a fan of a

    text

    which is mass produced by the former colonizers culture industry through

    the

    compatriots labor practice. Indeed, it seems to me a significant question

    to

    ask what kind of meanings Korean (and other non-Japanese) anime fans

    are

    negotiating through the reception and consumption of the Japanese

    animated

    texts.

    V. The Cultural Logic of Global Anime Kids

    As is briefly mentioned above, the importation of almost all the

    popularcultural materials produced in Japan has been prohibited by the

    Korean

    government for the past fifty years for apparently historical reasons. The

    ban

    was partially lifted only in 1998 and certain Japanese popular

    cultural

    products-- such as entertainment television programs and movies rated

    for

    viewers over 19 onlyare still not allowed for public exhibition in Korea.

    Yet,

    in spite of the strong nationalist policy of the government and

    educational

    authorities (or in a sense, because of them), there have been formed

    ratherbroad underground cultural circles in which most renowned Japanese comics

    and

    animated materials were available for eager audiences.[12] Then, what it

    meant

    to watch anime prior to its legalization in Korea must have been very

    different

    from the implication of viewing anime in the current legalized environment.

    Indeed, its banned status must have added a unique appeal to anime as

    a

    subcultural text, which was passionately embraced by the general public

    whose

    antigovernmental sensibility was visibly mounting against the dictatorialregime

    of the 1980s. Looking back, it seems now quite bizarre and almost perverse

    to

    have utilized the light-hearted icons of Japanese commercial media, like

    Totoro

    (the adorable roundfigured imaginary animal in My Neighbor Totoro), in

    making

    serious political statements. However, it is certainly not accidental that

    anime

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    was one of the most popular and regular components, together with

    political

    films from Eastern Europe and the Soviet Union, in programs of college

    film

    festivals, which functioned as important venues for

    antigovernmental

    demonstrations in the Peoples Movement of South Korea in the 80s. Nor itwas

    a

    solely Korean phenomenon since the use of anime images as a symbol of

    subversion

    was witnessed in some other cases of socio-political turmoil as well.[13]

    Anime,

    in this context, can be said to have been appropriated to

    disseminate

    drastically alternative meanings of the culture, regardless of the

    mainstream,

    commercial origin of the text.

    It is no wonder that by and since the time of the lifting of the ban in

    Korea

    (in 1998) the fan cultures of anime have become much more widespread, activeand

    selfasserting. In fact, there exist thousands of anime fan clubs in South

    Korea

    currently operating through internet, grouped around specific shows,

    characters,

    genres, themes, creators, and so on. It is also understandable the

    fan

    activities of these younger generations do not necessarily have the same kind

    of

    political agenda as their predecessors projects did. Yet, I think it is

    still

    true to say that anime provides these young Korean fans valuable means to

    build

    communities with and share cultural vocabularies to express themselves with.

    For

    major fan activities of these groups are not simply confined to chatting

    about

    their favorite shows and sharing information about where to locate hard-to-

    find

    videos, but genuinely extensive, ranging from lively discussions on

    various

    current events to sharing and distributing their own creative works

    including

    drawings, anime works, diaries, novels, and so forth.

    To take just one example, we can think about the practice of cosplay in

    Korea,the fan activity that has become especially popular since the opening of

    the

    media market to Japanese popular cultural imports. Cosplay, which is a fan

    term

    originated in Japan as a shortened version of costume play, indicates

    the

    cultural practice of imitating anime or manga characters by creating the

    same

    costumes as in the shows and masquerading in

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    the costumes for public display or picture-taking.[14] For the past

    decades,

    cosplay has been practiced mostly in Japan, where extremely

    sophisticated

    costumes and photo works have been produced: yet, with the increasing

    popularity

    of anime, manga, and comic conventions worldwide, cosplay has quickly

    gained

    more visibility in various local cultural scenes throughout the globe.

    Then, what seems to me particularly remarkable in the Korean example of

    cosplay

    is that, in spite of the still remaining anti-Japanese sensibility

    (especially

    among older generations) and the consequent criticism against anime fans

    for

    mindlessly accepting the Japanese trashy media products, the participants

    of

    cosplay in Korea readily utilize the cultural vocabularies most available

    intheir everyday livesthe vocabularies of comics and anime-- in order

    to

    negotiate and construct their own identities. In other words, this Korean

    case

    makes it clear that however low or illegitimate the status of anime in

    the

    existing cultural hierarchies may be, fans are willing to use it as a

    precious

    channel of cultural discourses as far as it plays a significant part in

    their

    daily existence as cultural beings. (In addition, it is fascinating to note

    that

    the Korean versions of cosplay are said to be more community-based and

    more

    geared toward group performances on stages and in competitions than

    their

    Japanese counterparts, which are supposed to be largely dependent

    upon

    individual works created by rather isolated fans/artists, often

    called

    otaku.[15])

    I have so far discussed the fan activities in Korea that consciously

    appropriate

    anime to create cultural and political meanings that differ from the

    dominant

    readings of the texts. There exists, I would argue, yet anothersignificant

    layer of anime fan culture we need to look at in Korea: for those now

    adult

    audience groups (mostly in their late 20s and 30s), while not

    necessarily

    participating in any fan activities like collecting video tapes, chatting

    on

    internet, joining in fan clubs, etc., could still be said to comprise latent

    fan

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    communities on a broader scale, by remembering the anime texts they watched

    in

    their childhood with strong emotional attachments and passionate nostalgia.

    Of

    course, it may not be new that people can develop a collective nostalgia

    toward

    certain popular cultural materials of certain historical times. However, in

    the

    case of the invisible fan communities formed around anime in Korea, there

    seem

    to be several noteworthy aspects that can help us better understand the issue

    of

    subjectivity in the cultures of globalization.

    First, it seems to be appropriate to consider the specificity of the

    cultural

    context in which the aforementioned, less conscious fandom of anime has

    been

    formulated in Korea. That is, contradictory to the South Korean

    governments

    strong nationalist policy of banning theatrical release of any Japanesefilms, a

    large number of Japanese animation series have been aired on the

    Korean

    television throughout the 70s, 80s, and 90s. Surprisingly enough, there

    have

    been very few cases in which the broadcasting of Japanese animation

    programs

    became problematic: the networks, always in need of both cheap and

    entertaining

    programs such as anime, have convincingly pleaded that childrens

    materials

    retained universal values that had nothing to do with the Japanese

    national

    identity. As a result, younger viewers in Korea came to build rather

    an

    ambivalent relationship with anime, to the extent that they were enjoying

    their

    earliest cultural experiences through the Japanese animated programs at

    home,

    while learning about the evilness of the (national) origin of the texts

    at

    school. In other words, these younger generations must have developed

    inevitably

    split and radically fragmented subjectivity in the situation where

    public

    cultural identities were hardly compatible with private aesthetic pleasures.

    Further, it is not difficult to imagine that there formed a sort of

    rupture

    between the cultural sensibility of these younger generation viewers and that

    of

    older generations who do not have the early memory of watching

    Japanese

    animation on TV. Unlike their seniors who had been educated in a

    more

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    traditional way, taught more of long-standing values and trained to

    experience

    culture in a more coherent and orderly manner, the young anime kids had to

    learn

    instead, how to negotiate between contradictory domains-- between

    official

    cultures and subcultures, between high art and cheap entertainment,

    between

    public history and personal memories, between reality and fantasy and so

    on.

    Also, it would be barely fortuitous that so many texts of anime, which

    itself

    started as a communicative medium for Japanese youth in the devastating

    postwar

    situation, reflect the break (and almost disavowal) between generations,

    usually

    featuring parentless protagonists.

    Yet, even more importantly, it is said that this unintended reception of

    anime

    and its influences by younger viewers happened quite similarly in Taiwantoo,

    where Japanese animated programs were widely shown, owing to the loosening

    of

    the ban on Japanese media imports since the 1980s. Consequently, there have

    been

    formed an unprecedented scope of anime fan cultures among young audiences,

    both

    on conscious and unconscious levels, almost equally in Korea, Taiwan and

    Japan

    (as well as in other regions). For example, the majority of young audiences

    who

    had spent their childhood in the aforementioned East Asian countries can

    be

    considered to hold the common early memory of watching some anime TV shows

    by

    Hayao Miyazaki, who can be, judging from the extent and intensity of

    emotional

    impacts of his works, plausibly regarded as a spiritual father figure of

    these

    anime kids.

    While renowned in the West for his animation films that are considered to

    be

    classics, such as Laputa: Castle in the Sky (1986), My Neighbor Totoro

    (1988),

    and Princess Mononoke (1997), Hayao Miyazaki has also contributed for

    numerousTV anime series since 1963, mostly with the collaboration with Isao Takahata.

    To

    name just a few, Miyazaki has participated in the production of Gullivers

    Space

    Travels (1964), Little Witch Sally (1968), Animal Treasure Island (1971),

    Ali

    Baba and the 40 Thieves (1971), and World Masterpiece Theater since 1974,

    which

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    included literary animation series like Alpine Girl Heidi (1974), The Dog

    of

    Flanders (1975), Three Thousand Miles in Search of Mother (1976), Anne of

    Green

    Gables (1979), and so on. Also, Miyazaki has made his directorial debut with

    the

    television series Future Boy Conan in 1978, which has become immensely

    popular

    in many Asian regions in the 1980s.[16] Although these programs were,

    generally

    speaking, more realistic, less predictable, and had more complicated plots

    and

    themes than regular childrens materialsparticularly so when compared with

    most

    of the Disney animation--, to the extent that they still conveyed

    strong

    messages of hope and belief in humanity to which the anime kids

    nostalgically

    hold on, I would argue, Hayao Miyazakis television works and other

    anime

    programs have stimulated a kind of imagined communities of collectivemedia

    consumption, or communities of sentiment in Arjun Appdurais terms.

    The latent fans of anime can certainly be called imagined communities in

    the

    sense that, as communities larger than primordial villages of face-to-

    face

    contact (which thus needs to be imagined), they retain certain comradeship

    based

    on same sensibility-- same imagination, frustration, longing, memories,

    etc.-

    which is mobilized by anime texts. And, if Benedict Andersons schematization

    of

    imagined community effectively showed the way in which print capitalism

    roused

    the sense of community in replacing the antiquated cognitive framework

    of

    religion with the then fresh concept of nation-state, I would maintain

    these

    communities of anime sensibility clearly illuminate how the notion of

    nation

    state is now significantly challenged by the fluid cultural identities of

    fans

    across national boundaries. If communities are, as Anderson justly remarked,

    to

    be distinguished, not by their falsity/genuineness, but by the style in

    whichthey are imagined, the communities of East Asian anime fans certainly need

    to

    be taken seriously since they are, in spite of their illegitimate and

    scandalous

    origins, imagined in a possibly subversive style. (Anderson, 6)

    One example that shows the magnitude of these dormant fan communities could

    be

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    witnessed in South Korea in 1992 when a popular singer/song-writer

    (Lee

    Seunghwan) made a reproduction of the theme song of The Dog of Flanders (one

    of

    the television anime series aired in Korea in the early 1980s), which

    became

    extremely popular because, in my view, it smartly appealed to the

    unnoticed

    community of fans who share the yearning memory of watching the show in

    their

    childhood. Yet, the potential of the transnational anime fan communities can

    be

    speculated not just in terms of their commercially mobilized buying power

    but

    also in their evident influences in a broader discursive context. For

    example,

    we can think about the current trend in international art scene, broadly

    called

    Japanese Punk Art or poku (pop+otaku) art.[17]

    Although it might be too recent a phenomenon to be fully acknowledgedand

    grasped, the poku art seems to have been developed by a group of

    young

    Japanese artists who are, heavily influenced by anime, manga, and

    comupter

    games, committed to incorporating those popular cultural inspirations in

    their

    art works. This art movement, embodied both in the production of

    commercial

    merchandises like T-shirts and toys and in the creation of fine art

    paintings

    enthusiastically sought after in New York galleries, seems to me to reveal

    the

    profoundly mobile and versitile nature of the imagined communities of

    anime

    sensibility. In other words, the Japanese punk art proves both

    geographically

    and discursively, the imagined communities can be expanded to a truly

    global

    dimension, crossing boundaries of national identities and blurring

    hierarchies

    between fine art and popular cultures. For example, we can easily find

    the

    shared sensibility of anime communities in the following remarks of the

    two

    leading Japaense punk artists, Kenji Yanobe and Yoshimoto Nara, whose works

    arewell received in various cultural sites outside Japan:

    When I was a child, I saw TV animation, and got impression from them.

    I

    wanted to find the center of beauty from this [Japanese

    popular]

    culture.[18]

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    people say, You have a big influence from Japanese animation. No.

    I

    have a big influence from my childhood. The animations gave

    me

    influence, but they are not animations you can now watch on TV.

    The

    animations I saw before when I was a child. Sometimes, people have

    kind

    of nostalgic from my paintings.[19]

    VI. Concluding Thoughts on the Cultures of Globalization

    As I have discussed so far, the complexities and dialectic dimensions of

    anime

    fan cultures in Korea appear to me to disrupt all the binary frames

    ofunderstanding such as the colonizer and the colonized, core and periphery,

    the

    First world and the Third world, and so forth. Especially, it is worth

    paying

    critical attentions to questions concerning the imbalance between the

    fans

    cultural attachment to the texts and the underlying implication of

    economic

    exploitativeness of the whole phenomenon; also, the broad scope of

    imagined

    communities latently formed and possibly mobilized around the collective

    memory

    of watching the same anime texts; and finally, the ambivalent subjectivities

    ofthe young (Korean) audiences who are deeply split between guilt and

    pleasure,

    between public imbuing of official history and private consumption of

    forbidden

    media texts. What is engendered in this juncture is apprently not

    onedimensional

    reflections of the logic of the transnational capital, but dialogic

    discursive

    contexts that can stimulate alternative cultural practices while

    reinforcing

    hegemonic power relations as well. In other words, an apprent point here is

    that

    the global communities of anime fans cannot adequently examined in simpleterms

    of cultural or economic dominance and imperialism.

    Exploring the similar questions on reception of Japanese mass culture in

    Taiwan,

    Leo Ching maintained, although there used to be certain historical contexts

    in

    which the discourse of cultural imperialism could be used functionallylike

    the

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    70s Chilean revolutionary situation which required anti-(American)

    imperialist

    manifesto such as Dorfman and Mattelarts How to Read Donald Duck:

    Imperialist

    Ideology in the Disney Comic (1975)--, now in a world of

    transnational

    corporations, telecommunication, information network, and international

    division

    of labor, the existing model of centerperiphery relations is no

    longer

    viable.[20] Pointing out the limits of both of the antiimperialist

    diagnosis

    and the deploticized, almost celebratory analysis of the prevalence of

    Japanese

    mass culture in Asia, Ching argued, Not only can the institution of

    cultural

    production no longer be isolated to a single center, but the passive

    reception

    of the periphery should also be questioned. Above all, the heterogeneous

    ways

    in which people use the dominant cultural texts in the periphery can neverbe

    formulated effectively through any generalizing schematization:

    If global mass culture represents the new configuration of a

    changing

    capitalist relations in which a nation-centered response or

    resistance

    is no longer adequate, we need, on the one hand, to recognize that

    this

    cultural process is spatially and temporally uneven and

    discontinuous,

    and on the other hand, to be attentive to the different, at

    times,

    contradictory and unintended, ways social agencies are articulated

    and

    empowered at every point of cultural practices. (Ching, 192)

    Therefore, we can conclude, in examining such global media texts as

    Japanese

    animation, the necessity, and urgency indeed, to be attentive to

    specificities

    of each case has become unprecedentedly high. Only very local examples

    could

    shed lights on the blind spots of meta-narratives that have been so far

    mostly

    constricted to the topography of conflicting nation-states. As David

    Morleyindicates, in globalization locality is not simply subsumed in a national

    or

    global sphere [but] increasingly bypassed in both directions: experience

    is

    both unified beyond localities and fragmented within them. (Morley, 9)

    More importantly, the study of the individual and private patterns of

    media

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    appropriation is now, more than ever, closely related to political

    questions.

    For, a new subjectivity in the age of the global/postmodern, which is

    thoroughly

    penetrated by commercial media, yet at the same time, released from

    the

    restrictive forms of traditional human subjectivity, can be possibly imagined

    as

    political agency. It might be too soon to share Arjun Appadurais hopeful

    vision

    of the political future of the imagined communities of global media

    reception,

    which he believes to be capable of moving from shared imagination to

    collective

    action and of creating the possibility of convergences in translocal

    social

    action that would otherwise be hard to imagine. There still remain a series

    of

    critical questions to be answered, on how the border-crossing

    imaginary

    communities can be mobilized as political agency and how theindividual

    subjectivity formed within the global media environments can be returned

    to

    collective relations, and the like. Nevertheless, the implications of

    being

    actively engaged with global media texts and participating in

    discursive

    communities by becoming the remembering/imagining subjects in a certain

    style

    could be political. For, being animated by global media texts like anime

    is, I

    would argue, the most personal yet social activity, and the most

    schizophrenic

    yet liberating experience in the context of globalization.[21]

    [1] Repeatedly, Fredric Jameson insists on calling the current

    material

    conditions late capitalism instead of post-industrialism

    or

    multinational consumer capitalism to emphasize the continuity

    rather

    than the break between different historical phases of capitalist

    system,

    borrowed from Ernst Mandels tripartite formula. Whichever terms

    Jameson

    prefers to use, though, what he means by late capitalism seems

    toparallel to the series of new phenomena, which is now generally

    called

    globalization: Besides the forms of transnational business,

    its[the

    new systems] features include the new international division of

    labor,

    a vertiginous new dynamic in international banking and the

    stock

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    exchanges, new forms of media interrelationship, computers

    and

    automaton, the flight of production to advanced Third World areas,

    along

    with all the more familiar social consequences, including the crisis

    of

    traditional labor, the emergence of yuppies, and gentrification on

    a

    now-global scale (Quotes from Postmodernism, or, the Cultural Logic

    of

    Late Capitalism. Durham: Duke University Press, 1991. p. xix)

    [2] Frederik Schodt, Manga! Manga! The World of Japanese Comics. p. 4.

    [3] Kwang-woo Noh, A Study on the International Manufacturing of

    Korean

    Animation.. p. 48.

    [4] Of course, animation has appeared in Japanese film history as

    early

    as in 1917 as a form of avant-garde experiments and the firstcell

    animation feature film (A Life of White Snake) was, although

    arguably,

    released for the public in 1958 (Rak-Hyun Song, 50 Years of

    Japanese

    Animation History Pink. September 1995). However, it seems to

    me

    reasonable to consider anime as a distinctly postwar cultural

    phenomenon

    since, let alone mangas development as a cheap and easily

    accessible

    popular entertainment form in the postwar situation, from which

    anime

    originated, the real break-through in anime came with Tezuka

    Osamus

    famous Astroboy Boy (Tetsuwan Atom) series in 1963.

    [5] Richard Corliss, Amazing Anime Time 154 (22 November 1999), p.

    94.

    [6] Susan Napier, Anime from Akira to Princess Mononoke. p.7.

    [7] Frederik Schodt, Ibid. p, 148.

    [8] For instance, In 1984/85, anime TV shows like Voltron, Defender

    of

    the Universe, Robotech, Transformers, and Gobots generated anastounding

    boom in toys, coloring books, and even locally scripted and

    drawn

    comics. Hasbro Bradleys robot toys, Transformers (designed

    and

    manufactured by Takara) reaped $100 million in their first year

    to

    become the most successful toy introduction ever. Quotes from

    Frederik

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    L. Schodts Manga! Manga! The World of Japanese Comics. Tokyo, New

    York

    and London: Kodansha International, 1997. p.156.

    [9] Understandably, the rationalization of production and recruitment

    of

    the inexpensive Asian labor in animation production was first started

    by

    Hollywood studios since the 1960s, which have established

    their

    production facilities as many regions as Japan, South Korea, Taiwan,

    the

    Philippines, Malaysia, Singapore, Vietnam, Thailand, India,

    Indonesia,

    China, and maintained them to the extent that about 90% of

    the

    American television animation is still produced in Asia (John A.

    Lent,

    Animation in Asia: Appropriation, Reinterpretation, and Adoption

    or

    Adaptation, p. 6.). Nevertheless, the relationship between theAsian

    labor force and the Japanese animation production, in my view, needs

    to

    be considered in a more elaborate way than that between the Third

    world

    labor and Hollywood studios. For, let alone the geographical

    proximity,

    we need to think about the complicated historical past

    (Japans

    colonizing project in the first half of the 20th century) and

    the

    intricate cultural present (the laborers attached relations to

    anime

    texts).

    [10] Kwang-woo Noh, A Study on the International Manufacturing

    of

    Korean Animation. p. 48

    [11] John A. Lent, Animation in Asia: Appropriation,

    Reinterpretation,

    and Adoption or Adaptation from Screening the Past, Issue 11

    (Nov.

    2000) (www.latrobe.edu.au/www/screeningthepast).

    [12] Editorial, Korea Times (28 June, 2000), p. 2.

    [13] The Japanese critic Ueno Toshiya is said to have been shocked

    to

    find an image of Kaneda, a juvenile delinquent character in

    Otomo

    Katsuhiros anime Akira, among the political posters in war-

    stricken

    Sarajevo, Serbia in 1993: other posters are reported to have

    featured

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    the images of Mao Zedong and the Chiappas liberation group (A story

    from

    Susan Napiers Anime from Akira to Princess Mononoke, p. 4-5.).

    [14] Widya Santoso, What is Cosplay

    on

    www.nyx.net/~wsantoso/cosptext.html.

    [15] Kim Ki-sun, Korean critic and host of a website on cosplay,

    has

    remarked that, after five years of practices, the cosplay in Korea

    have

    become to be characterized by group performances, differently from

    the

    Japanese version that still remains as a form of costume party

    in

    which individual players get together and display their separate

    works

    (From The Future and Possibility of the Korean Cos-Culture

    on

    www.cosnara.com).

    [16] Filmography with Selected Manga in Helen McCarthys

    Hayao

    Miyazaki: Master of Japanese Animation: Films, Themes,

    Artistry.

    Berkeley, Calif.: Stone Bridge Press, 1999.

    [17] Otaku is defined simply as an obsessive fan or collector of

    anime

    in the West, although the term has broader and often more

    degrading

    connotations in Japan. Takashi Murakami, one of the leading artists

    in

    the punk art trend, prefers to call his art poku (pop+otaku)

    because

    Murakami identifies himself with those isolated, discriminated,

    and

    hopeless subscribers of subcultures. (Takashi Murakami, an

    interview

    by Mako Wakasa in Journal of Contemporary Art, 2001. www.jca-

    online.com

    ).

    [18] Eric Nakamura, Protective Art: Kenji Yanobe Invades the US

    with

    His Art, Giant Robot. No. 8 (Summer 1997).

    [19] Yoshimoto Nara: Kids, Dogs, and Knives on Canvas, an interview

    by

    Eric Nakamura, Giant Robot. No. 20, p. 26-27.

    [20] Leo Ching, Imaginings in the Empires of the Sun: Japanese

    Mass

    Culture in Asia in Contemporary Japan and Popular Culture,

    John

    Whittier Treat, ed. Honolulu: University of Hawaii Press, 1996.

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    Paik Nak-chung, Seoul, 28 October 1989, Global/Local: Cultural Production

    and

    the Transnational Imaginary. Eds. Rob Wilson and Wimal Dissanayake. Durham

    and

    London: Duke University Press, 1996. p. 348-371.

    Lent, John A. Animation in Asia: Appropriation, Reinterpretation, and

    Adoption

    or Adaptation, Screening the Past, No. 11 (Nov.

    2000).

    (www.latrobe.edu.au/www/screeningthepast).

    McCarthy, Helen. Filmography with Selected Manga Hayao Miyazaki: Master

    of

    Japanese Animation: Films, Themes, Artistry. Berkeley, Calif.: Stone

    Bridge

    Press, 1999.

    Morley, David. Where the Global Meets the Local: Notes from the Sitting

    Room,

    Screen 21, no. 1 (1991).

    Nakamura, Eric. Protective Art: Kenji Yanobe Invades the US with His

    Art,

    Giant Robot. No. 8 (Summer 1997).

    Nakamura, Eric. Yoshimoto Nara: Kids, Dogs, and Knives on Canvas, Giant

    Robot.

    No. 20. p. 24-28.

    Napier, Susan. Anime from Akira to Princess Mononoke: Experiencing

    Contemporary

    Japanese Animation. New York: Palgrave, 2000.

    Noh, Kwang-woo. A Study on the International Manufacturing of

    Korean

    Animation. (A Masters Thesis: Korea University, 2000).

    Schodt, Frederik L. Manga! Manga! The World of Japanese Comics. Tokyo, New

    York

    and London: Kodansha International, 1997.

    Wakasa, Mako. Takashi Murakami: an Interview Journal of Contemporary

    Art,

    2001. www.jca-online.com