To see the other types of publications on this topic, follow the link: Popularity of manga.

Journal articles on the topic 'Popularity of manga'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Popularity of manga.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Lowe, Sara. "Book Review: Manga in Libraries: A Guide for Teen Librarians." Journal of Anime and Manga Studies 5 (December 16, 2024): 254–58. https://doi.org/10.21900/j.jams.v5.1799.

Full text
Abstract:
Manga, comics or graphic novels originating from Japan, are popular both inside and outside of Japan. Sales of manga have quadrupled since 2020. In 2023, almost 49% of graphic novels sold were manga. This increased popularity means manga is well represented in library purchases. In 2023, according to a School Library Journal survey, manga comprised 43 percent of high school graphic novel purchases and 64 percent of respondents noted that, in their library, manga was the most popular graphic novel with teenagers. With the popularity of manga, and the rise in the amount of manga libraries purchase, Manga in Libraries’ purpose is to fill a professional development gap in public libraries. It succeeds in its purpose.
APA, Harvard, Vancouver, ISO, and other styles
2

Oksana, Kyrylova, and Pashchenko Bogdan. "Globalization of manga: rationale of its popularity in the world in comparison with Ukraine." State and Regions. Series: Social Communications, no. 3 (39) (January 25, 2019): 56–62. https://doi.org/10.5281/zenodo.3690823.

Full text
Abstract:
<strong>Research Methodology. </strong>During the research, we used the following methods: systematic analysis, descripting method, comparison and structural analysis. <strong>Results. </strong>The academic paper is devoted to Japanese comics manga in Ukraine. This piece of work aims to rationalize manga popularity in the world and to show if there is an impact of manga on Ukrainian realities. The research reveals globalization of manga as one of the main means of print media in Japan, reasons of its popularity around the world. The author of this paper scrutinizes the points of view of different scholars regarding the concept of Japanese mass culture, the place of manga in it and the causes of its attractiveness to young reader audience. Moreover, the paper represents the types of manga on Ukrainian market. The research justifies the role of media convergence and franchising in manga globalization. The academic work presents an analysis of manga markets in Japan, USA, France and Ukraine. The author of the paper also examines the first Ukrainian manga magazine. <strong>Novelty. </strong>We make a comparison between manga editions: original Japanese manga, manga by Russian publishing houses which are being sold in Ukraine, American and French licensed manga, and Ukrainian manga magazine for the first time. We compare the main characteristics of each type such as price, circulation, number of pages, language and availability in Ukrainian book stores. <strong>The practical significance. </strong>The results of the work can be used for the further research of Japanese media theory in domestic and foreign academic discourses. The results of the research can be used for the further study of Japanese media.
APA, Harvard, Vancouver, ISO, and other styles
3

Woszczak, Ryszard. "Osamu Tezuka w Polsce – popularność i znaczenie twórczości „boga mangi” na polskim rynku." Gdańskie Studia Azji Wschodniej, no. 20 (2021): 223–34. http://dx.doi.org/10.4467/23538724gs.21.013.14845.

Full text
Abstract:
Osamu Tezuka in Poland. The popularity and significance of the work of the god of manga on the Polish market The author presents and analyzes the situation of Osamu Tezuka’s manga on the Polish market in 2001–2020, trying to show the popularity and effects of the twenty-year presence of Osamu Tezuka’s work on the market. At the same time, the author presents the situation of the Polish manga market and the processes that accompanied the launch of Polish manga editions of the author, known in Japan as the God of Manga.
APA, Harvard, Vancouver, ISO, and other styles
4

Orrù, Marica. "American Influence and Representation in Japanese Manga and Anime—BNHA's All Might." REDEN. Revista Española de Estudios Norteamericanos 3, no. 1 (2021): 109–24. http://dx.doi.org/10.37536/reden.2021.3.1454.

Full text
Abstract:
When talking about manga, we are typically referring to Japanese comics. The term is often mistaken and used interchangeably with the word anime, which contrarily to the written comics refers to the animated adaptations of Manga or to original animation products. Since 1970, Japanese Manga and Anime have experienced an unprecedented popularity, introducing an innovative way of telling stories and portraying reality eventually absorbed into our Western culture. This article examines the animated series adaptation of Kohei Horikoshi's Boku No Hero Akademia, paying particular attention to one of the main characters: All Might.
APA, Harvard, Vancouver, ISO, and other styles
5

Jayaputri, Herlandri Eka. "The Representation of Women in Various Genres of Japanese Comics: a Semiotic Study." Applied Linguistics: Innovative Approaches and Emerging Trends 1, no. 1 (2024): 72–93. https://doi.org/10.58989/appling.v1i1.5.

Full text
Abstract:
Manga, or Japanese comics, have garnered immense popularity in Indonesia, appealing to readers of all ages with their diverse fictional narratives. Across genres like action, romance, comedy, and supernatural, manga portrays a myriad of characters and scenarios, from lone male protagonists to shy girls exploring romantic dynamics. Yet, amidst its widespread appeal, manga often depicts female characters as mere sexual objects, sparking scholarly inquiry into their representation. Through Roland Barthes’ semiotic lens, researchers dissect the portrayal of women in various manga genres, uncovering prevalent ideologies. While women exude body confidence, they are frequently subjected to sexual exploitation by male characters, ranging from intimate gestures to harassment. This pervasive depiction reinforces the objectification of women, normalizing harmful behaviors within manga narratives, prompting critical examination of gender dynamics in popular culture.
APA, Harvard, Vancouver, ISO, and other styles
6

Antononoka, Olga. "Undermining the gendered genre: Kabuki in manga." Mutual Images Journal, no. 10 (December 20, 2021): 109–34. http://dx.doi.org/10.32926/2021.10.ant.under.

Full text
Abstract:
According to Jaqueline Berndt, Thomas LaMarre, and other critics, manga is a highly participatory media form. Narratives with vibrant characters and creative inconsistences in the plotline encourage the reader to recontextualise the text, create new contents and unfold activities which go beyond reading (such as fan art and CosPlay). Recent popularity of manga about Japanese traditional arts – for example, Kabuki – further expanded the potential interaction with manga and other popular media to include (re)discovering traditional Japanese culture. Examples, such as Kabukumon by Tanaka Akio and David Miyahara (Morning 2008-2011), or Kunisaki Izumo no jijō by Hirakawa Aya (Weekly Shōnen Sunday 2010-2014) and a variety of other manga, anime and light novels exemplify this tendency. Consequently, influential franchises, such as Naruto and One Piece boast adaptations as Super Kabuki stage-plays. Furthermore, Jessica Bauwens-Sugimoto observes how thematic and stylistic overreaching in contemporary manga further distort the notions of the gendered genre that lays at the foundation of the manga industry. In this case, Kabuki theatre as a theme employs a variety of gender fluid characters and situations. For this purpose, Kabuki manga utilise cross-genre narrative and stylistic tropes, from overtly parodying borrowed tropes, to homage, and covert inclusions. On the example of Kabuki-manga I will explore a larger trend in manga to employ elements of female genres in male narratives, thus expanding the target readership. My paper explores specific mechanism that facilitates reading manga cross-genre, I also inquire what novel critical potential thematic and stylistic exchange between audiences may entail.
APA, Harvard, Vancouver, ISO, and other styles
7

Prima, Yа G., and A. K. Salnikov. "Pre-project studies of the digital product within the framework of Customer Development and Lean Startup methodologies." Ekonomicheskie i sotsial’no-gumanitarnye issledovaniya, no. 1(29) (2021): 34–45. http://dx.doi.org/10.24151/2409-1073-2021-1-34-45.

Full text
Abstract:
Statistics on the dynamics of the book market and the digital publishing market in Russia are analyzed. The results of research on the state of the global market of comics and manga, the popularity and specifics of publishing manga in Russia, as well as the results of testing hypotheses within the methodology of Customer Development and Lean Startup with the use of indepth interviews are given. Based on the results, a marketing concept for a new digital product in the electronic publishing market is developed.
APA, Harvard, Vancouver, ISO, and other styles
8

Exner, Nina. "Anime-zing in North Carolina: Library Views of Anime Fans." North Carolina Libraries 70, no. 1 (2012): 7. http://dx.doi.org/10.3776/ncl.v70i1.324.

Full text
Abstract:
The popularity of anime and manga makes anime fans a group of interest to libraries. There are several events in North Carolina where anime fans gather together, and libraries are already involved with these events. This article discusses conventions and summarizes demographics and attitudes of anime fans at the 2008 Animazement convention in the Triangle. Out of 115 respondents, more than half are library card holders and use a library at least once a month. Some sense of library support for anime and manga fans is present, but respondents definitely show a desire for more support.
APA, Harvard, Vancouver, ISO, and other styles
9

Davis, Adam C. "Horror Manga: An Evolutionary Literary Perspective." Evolutionary Studies in Imaginative Culture 6, no. 2 (2022): 1–20. http://dx.doi.org/10.26613/esic.6.2.296.

Full text
Abstract:
Abstract This article provides support for the argument that horror media “works” by activating evolved cognitive and affective systems that are flexibly tailored to local socio-ecological contexts. Guided by previous work using evolutionary theory to study horror literature (e.g., Clasen 2012, 2018, 2019), I investigate horror manga’s popularity and international market, which indicate a cross-cultural preoccupation with horror transmedia that is expli­cable in terms of the form’s ability to target evolved psychological systems. Specifically, these multimodal texts elicit the evolved emotions of anxiety, fear, and disgust in response to culturally specific and evolutionarily relevant narratives, characters, antagonists, and environments. Thus, horror manga reflects the myths, folklore, and religious traditions of Japanese society in addition to salient ubiquitous evolutionary threats such as predators, antisocial conspecifics, and infectious diseases.
APA, Harvard, Vancouver, ISO, and other styles
10

Lewicki, Riley Hannah. "Prefiguring the Otokonoko Genre." Journal of Anime and Manga Studies 3 (December 14, 2022): 62–84. http://dx.doi.org/10.21900/j.jams.v3.868.

Full text
Abstract:
This article examines two manga, Stop!! Hibari-Kun! and No Bra, which prefigure the increasingly popular anime and manga genre of "Otokonoko" from a queer studies perspective. Otokonoko is a term which translate to “boy-girl”, “boy-daughter”, or “boy-princess” and is often translated into English as “cross-dresser”. The genre emerged in the early 2000s and has since become a popular point of reference and conversation both within and outside of anime and manga communities. Both the genre, and its titular characters have become iconic within both Japanese and Western online culture. As with most genres, the otokonoko genre is trope heavy, so it was decided to look at works that prefigure the genre to better understand the appeal without the weight of the traditions of the genre weighing too heavily on the content. Both Stop!! Hibari-Kun! and No Bra follow the story of a boy who becomes increasingly attracted to a gender ambiguous character assigned male at birth, but who appears female to most. Both manga are centrally about this conflict between the love interests’ perceived maleness and the protagonists perceived heterosexuality. The article analyses the appeal of each work to both male and trans feminine readers, because what would later become the otokonoko genre is written and read by both male and trans feminine readers. It also argues that these manga offer something unique from Western depictions of transgender lives, based on the popularity of manga and anime among Western trans feminine readers.
APA, Harvard, Vancouver, ISO, and other styles
11

Ursini, Francesco-Alessio, and Giuseppe Samo. "Italian places in Japanese manga: a study on topophilia in graphic narratives." Journal of Literary Semantics 53, no. 1 (2024): 39–65. http://dx.doi.org/10.1515/jls-2024-2003.

Full text
Abstract:
Abstract The goal of this paper is to offer an analysis on how Italian places act as key narrative units in Japanese manga. Building on a quantitative and qualitative corpus study, the paper investigates how culturally salient locations are embedded in these narratives. It is first shown that authors develop salient locations (“places”) as distinct entities playing key roles within narrative structures. It is then shown that these representations of places follow principles of cultural relevance, popularity, historical and geographical faithfulness. This is the case because authors creating manga set in Italy share knowledge and appreciation of Italian places and their cultural import with readers. These results are framed in a theory of geo-criticism and in a possible worlds analysis of places in fiction, hereby extended to graphic narratives.
APA, Harvard, Vancouver, ISO, and other styles
12

Kanesaka, Kirk, and Gladys Mac. "Labour of love: Chinese-to-English fan translations of BL web novels." East Asian Journal of Popular Culture 9, no. 2 (2023): 243–59. http://dx.doi.org/10.1386/eapc_00110_1.

Full text
Abstract:
The genre of boys’ love (BL) has enjoyed huge popularity since its Japanese beginnings in the 1960s, and it has taken root in popular cultures in many countries. BL arrived in China via fan translations of Japanese manga into Chinese. With the rise of online fiction platforms in China, local writers produced widely popular male–male romances that gained traction locally and abroad. The outflow of Chinese BL mirrors fan activities that led to the popularity of Japanese manga and anime in the United States. Fan translations of Chinese-to-English BL fiction are one of the most important links in introducing Chinese BL to the rest of the world. This article focuses on the cultural outflow of Chinese BL through fan translations in gloBLizing the genre. Through interviews with five teams and one individual fan translator, this article examines their roles played in the dissemination of BL web novels beyond the native Chinese-speaking world. These fan translators all resided in anglophone countries, and are diverse in their cultural and linguistic backgrounds, ages and BL interests. We interviewed fan translators that translated works from fantasy, alternative history and contemporary romance. Some of these works have been adapted into multimedia and some have not.
APA, Harvard, Vancouver, ISO, and other styles
13

Andelina, Ika Resmika. "ANALISIS PERUBAHAN DESAIN KARAKTER DALAM GIM FINAL FANTASY VII REMAKE BERDASARKAN PENDEKATAN MANGA MATRIX." Jurnal Dimensi DKV Seni Rupa dan Desain 6, no. 1 (2021): 75–92. http://dx.doi.org/10.25105/jdd.v6i1.9135.

Full text
Abstract:
AbstractCharacter Design Change Analysis in Final Fantasy VII Remake Game Based on Manga Matrix Approach. Final Fantasy VII (FFVII) is a Japanese Role-Playing Game (JRPG) PlayStation released in 1997, with sales more than 9.72 million copies. This number makes it ranked as the 2nd most popular PlayStation game of all time. The popularity of FFVII is because varieties of factors, one of the factors are their impressive character. FFVII got a remake in April 2020. Many elements were changed in FFVII Remake, the story, game elements, and characters designs. This study aims to find out what design elements have changed in the FFVII R characters, using a sample of selected characters. Changes in character design will be examined by the Manga Matrix method to further dissect the existing changes and any aspects that affect changes in the character design, and then deepened the analysis with archetype by Jung. The result of this research concluded the using of Manga Matrix with archetype enhance character built personalities and made more realistic character. It is hoped that this research can become a reference material for character design creation, especially in the game industry, so that designer can create characters that have an appeal in attracting players.Keywords: character design, manga matrix, archetype AbstrakAnalisis Perubahan Desain Karakter Dalam Gim Final Fantasy VII Remake Berdasarkan Pendekatan Manga Matrix. Final Fantasy VII (FFVII) adalah gim PlayStation tipe Japanese Role-Playing Game (JRPG) yang dirilis pada 1997 dengan penjualan 9.72 juta kopi. Angka ini membuatnya berada di peringkat ke-2 gim PlayStation terpopuler sepanjang masa. Kepopuleran FFVII dipicu dari berbagai faktor, salah satunya adalah karakter yang mengesankan. FFVII di remake pada April 2020. Banyak elemen yang diubah dalam FFVII R, baik dari cerita, elemen permainan, dan desain karakter. Penelitian ini bertujuan untuk mengetahui elemen desain apa saja yang berubah pada karakter FFVII R, dengan menggunakan sampel karakter yang dipilih. Perubahan desain karakter akan ditelaah dengan metode Manga Matrix untuk membedah perubahan yang ada serta aspek apa saja yang mempengaruhi perubahaan desain karakter tersebut, diperdalam dengan analisis arketipe Jung. Hasil penelitian adalah simpulan bahwa penggunaan Manga Matrix yang diperkuat dengan arketipe dapat memperkuat sifat pembentuk kepribadian karakter dan membuat karakter menjadi lebih terasa nyata. Diharapkan penelitian ini dapat menjadi bahan acuan untuk mengembangkan penciptaan desain karakter khususnya pada industri gim, agar desainer dapat menciptakan karakter yang memiliki daya tarik dalam memikat pemain.Kata kunci: desain karakter, manga matrix, arketipe
APA, Harvard, Vancouver, ISO, and other styles
14

Hasian, Irene, and Andri Sakti Mardika. "Pengaruh Komik Asing terhadap Visualisasi Perkembangan Komik di Indonesia." Magenta | Official Journal STMK Trisakti 1, no. 01 (2017): 1–23. http://dx.doi.org/10.61344/magenta.v1i01.7.

Full text
Abstract:
Development of Indonesian comics that has been more than 80 years old is very rarely being topic of scientific study, especially about the history and its realitionship with foreign comics. Comics Industry in Indonesia is dominated by foreign comics, especially manga. Because of the popularity of manga comics in Indonesia, many Indonesian comics have similar visual appearance with the manga. The effect of foreign comics which is familiar by the author. This influence creates an ambiguity of identification Indonesian original comics. This reinforces the author desire to examine the historical development of comics in Indonesia and how far the influence of foreign comic visualization. The method used in this research is a qualitative approach. The explanation of the research methods for the required data will be divided into several different sub chapters. Phases of the research starting from data collection, sampling process, analyzing process, to conclusion. The author uses a random sample representing each decade which are similar with foreign comics. The analysis focused on a visual comic sample that includes panel, the viewing angle and the size of the image in the panel, ditch, bubling, and illustration. Conclusions are taken based on visual analysis of the entire Indonesian comics and foreign comics, and also from the results of both.
APA, Harvard, Vancouver, ISO, and other styles
15

Fanasca, Marta. "Attack on normativity: A queer reading of Shingeki no Kyojin (Attack on Titan)." East Asian Journal of Popular Culture 7, no. 2 (2021): 255–70. http://dx.doi.org/10.1386/eapc_00052_1.

Full text
Abstract:
Isayama Hajime’s Shingeki no Kyojin (Attack on Titan 2009–present, hereafter SnK) has gained huge resonance since its first release, a popularity by no means limited to Japan, and enhanced by the high-quality animation series by the same name (2013–present), directed by Araki Tetsurô (first season) and Koizuka Masashi, which has followed from the manga storyline. Without doubt, this success is due to a gripping narrative, focusing on fierce fights between the apparently invincible titans and the numerous characters that aim to save humanity, whose different aesthetic and behavioural characteristics unfailingly appeal to very mixed audiences. In this sense, there are three very notable features of SnK. First, the female characters subvert, redraw or re-interpret stereotypes about femininity both aesthetically and behaviourally, and they can be read as queer. Second, the text presents a lesbian subtext that enriches the narrative in queer terms. Ultimately, the ability of some main characters to shift between the two categories of ‘human’ and ‘titan’ contributes to destabilizing binary divisions in terms of normative or non-normative bodies, providing an additional layer to a queer reading of this text. Through an analysis of the manga and anime versions of SnK, this article investigates how gender stereotypes, heteronormativity and the dichotomy normalizing normative identities vis-à-vis non-normative identities are portrayed. This analysis sheds light on the (lack of) alternatives to binary models in terms of gender and sexuality in the shōnen manga genre, problematizing the contemporary relationship between dominant and oppositional identities. I argue that the non-normative characteristics of the main characters in SnK represent a significant case of non-normative and counter-hegemonic representation in a typically heteronormative genre, which potentially offers a means of identification for the female and queer audiences of shōnen manga.
APA, Harvard, Vancouver, ISO, and other styles
16

Salsabila, Shella Mellinia. "PERLINDUNGAN HUKUM TERHADAP MANGAKA DARI PERBUATAN PENGGUNAAN KARAKTER MANGA TANPA IZIN PADA PRODUK BUSANA DITINJAU DARI UNDANG – UNDANG NOMOR 28 TAHUN 2014 TENTANG HAK CIPTA." Bandung Conference Series: Law Studies 3, no. 2 (2023): 1039–44. http://dx.doi.org/10.29313/bcsls.v3i2.7303.

Full text
Abstract:
Abstract. As a result of globalization, cultural exchanges between countries and others are now common, including the entry of Manga/Man’ga (漫画, read: man-ga, or ma-ng-ga) to Indonesia. The popularity of Manga has created a phenomenon of making the manga character into a design for clothes or fashion products. Basically, this phenomenon is not a problem, especially if the product is used for personal consumption, however, the problem arises when these products are commercially available. Referring to UUHC generally regulates the protection of copyright that has a special, exclusive nature (Exclusive Rights) and privileges against the creator or copyright holder. The character of this manga itself is regulated by its copyright in Article 40 letter f which states that works of fine art in all forms such as paintings, drawings, sculptures, calligraphy, fine art, sculpture, or collage are objects protected by the UUHC. Implementation of legal policy through UUHC can be seen through civil and criminal law efforts can also leverage preventive and repressive protection. Through UUHC, regulators have established regulations that can provide protection through both types of legal protection. Repressive protection will be granted when the infringement has already occurred and is processed through the Trade Court or Alternative Dispute. Using normative juridical research methods with approaches to legislation and conceptual approaches. Through analytical descriptive research specifications, as well as data collection techniques with field research or library research methods. The research is analyzed through data analysis with a qualitative approach to primary and secondary data.&#x0D; Abstrak. Sebagai akibat dari globalisasi, pertukaran budaya antara negara satu dan lainnya kini menjadi hal yang lazim, diantaranya ialah masuknya Manga/Man’ga (漫画, baca: man-ga, atau ma-ng-ga) ke Indonesia. Popularnya Manga memunculkan suatu fenomena yaitu menjadikan karakter manga sebagai desain dari pakaian atau produk busana. Pada dasarnya fenomena ini bukan merupakan suatu masalah terlebih bila produk tersebut digunakan untuk konsumsi pribadi, namun tidak untuk dikomersialkan. Merujuk kepada UUHC secara umum mengatur perlindungan hak cipta yang memiliki sifat khusus, eksklusif (Exclusive Rights) dan istimewa terhadap pencipta atau pemegang hak cipta. Karakter manga ini sendiri hak ciptanya diatur dalam Pasal 40 huruf f yang menyatakan bahwa karya seni rupa dalam segala bentuk seperti lukisan, gambar, ukiran, kaligrafi, seni pahat, patung, atau kolase merupakan objek yang dilindungi oleh UUHC. Implementasi kebijakan hukum melalui UUHC dapat dilihat melalui upaya hukum perdata dan pidana juga dapat memanfaatkan perlindungan preventif dan perlindungan represif. Secara perdata dapat dilakukan dengan melakukan tuntutan ganti rugi baik melalui jalur litigasi maupun non-litigasi. Selanjutnya secara pidana, karena pelaporan pelanggaran ini termasuk bersifat delik aduan maka pihak Mangaka harus menyewa kuasa hukum di Indonesia untuk mengajukan laporan atau pengaduan kepada yang berwenang agar pelaku pelanggaran dapat ditindaklanjuti. Menggunakan metode penelitian yuridis normatif dengan pendekatan pada peraturan perundang-undangan dan pendekatan konsep. Melalui spesifikasi penelitian deskriptif analitis, serta teknik pengumpulan data dengan metode field research atau library research. Penelitian tersebut dianalisis melalui analisis data dengan pendekatan kualitatif terhadap data primer dan data sekunder.
APA, Harvard, Vancouver, ISO, and other styles
17

Duman, Ebru. "Kawaii Culture’s Influence as Part of Japanese Popular Culture Trends in Turkey." GLOBAL PERSPECTIVES ON JAPAN, no. 3 (March 31, 2020): 88–106. http://dx.doi.org/10.62231/gp3.160001a5.

Full text
Abstract:
Kawaii is a Japanese adjective meaning cute. The word’s meaning evolved and it has turned into a facet popular culture in the 1970s. It can be regarding anything that is cute, innocent, pure or even ugly. Kawaii has been advancing around the globe since the 2000s due to the widespread popularity of Hello Kitty, Japanese anime (animation), manga (comic books), fashion brands, celebrities and so on. Therefore, Japanese companies and government sections took action to promote this popular culture. Turkey is one of the countries that has been affected by the impact of kawaii. Hello Kitty, considered as the icon of kawaii culture, has become very trendy among Turkish children. The number of teenagers who love and watch anime has been increasing and adults who grew up watching anime are now interested in manga. There are several conventions where people share their interests in Japanese popular culture and join cosplay (costume play) contests. People wearing cute accessories or stores that sell kawaii goods and clothes are growing in number day by day. From celebrities to football teams, kawaii culture’s impact will be observed in Turkish society.
APA, Harvard, Vancouver, ISO, and other styles
18

Onohara, Noriko. "Japan as fashion: Contemporary reflections on being fashionable." Acta Orientalia Vilnensia 12, no. 1 (2011): 29–41. http://dx.doi.org/10.15388/aov.2011.0.1095.

Full text
Abstract:
University of HyogoThis paper examines how Japanese contemporary fashion has been accepted globally, especially in the case of London. The popularity of Japanese fashion in the West started in the 19th century with kimono-style dressing gowns, but for the true design influence known as Japan-shock, we had to wait for the appearance of the avantgarde Japanese fashion designers who participated in the Paris collection in the 1970s and 1980s. A new keyword for ‘fashionable Japan’ today is kawaii, the notion of cute. This is intimately linked to street fashion and subculture and has been established and received as part of ‘cool Japan’ through the worldwide popularity of Japanese manga and anime. Moreover, it could be said that Japan is fashionable and the Japanese are thought of as fashionable people, but who is described as fashionable, and by whom? To reflect upon this statement, ‘the Japanese are fashionable’, as ideology, picking up the globally popular Japanese street fashion magazine FRUiTS, I would like to investigate the double meaning of fashion in the present and also what it means to be fashionable.
APA, Harvard, Vancouver, ISO, and other styles
19

Foster, Caroline, and Robert Bassett. "The intricate link between galaxy dynamics and intrinsic shape (or why so-called prolate rotation is a misnomer)." Proceedings of the International Astronomical Union 14, S353 (2019): 222–25. http://dx.doi.org/10.1017/s1743921319007944.

Full text
Abstract:
AbstractMany recent integral field spectroscopy (IFS) survey teams have used stellar kinematic maps combined with imaging to statistically infer the underlying distributions of galaxy intrinsic shapes. With now several IFS samples at our disposal, the method, which was originally proposed by M. Franx and collaborators in 1991, is gaining in popularity, having been so far applied to ATLAS3D, SAMI, MANGA and MASSIVE. We present results showing that a commonly assumed relationship between dynamical and intrinsic shape alignment does not hold in Illustris, affecting our ability to recover accurate intrinsic shape distributions. A further implication is that so-called “prolate rotation”, where the bulk of stars in prolate galaxies are thought to rotate around the projected major axis, is a misnomer.
APA, Harvard, Vancouver, ISO, and other styles
20

Ni Luh Gede Meilantari, I Nyoman Suarka, I Ketut Sudewa, and Igaa Mas Triadnyani. "The Evolution Of Japanese Haiku: From Paper To Digital." International Journal of Education and Literature 3, no. 2 (2024): 128–35. http://dx.doi.org/10.55606/ijel.v3i2.118.

Full text
Abstract:
Haiku is a type of traditional Japanese poetry that originated in the Muromachi era (13th-15th centuries) and evolved further throughout the Edo era (17th century). Haiku, along with Ninja, Manga, Samurai, and Karaoke, has become a prominent Japanese vocabulary word around the world. Haiku is a form of poetry that can be found in both Japanese and international literature. Haiku has grown in popularity as a result of technological advancements in the twenty-first century, particularly through the internet and social media. This study attempts to summarize the evolution of haiku from paper to digital media as it exists today. Digital platforms have changed the classic haiku structure by allowing for syllable count experimentation, multimedia incorporation, and worldwide cultural interaction. These innovations have enhanced the haiku tradition while preserving its core and depth.
APA, Harvard, Vancouver, ISO, and other styles
21

Mylchenko, Larуsa, and Larуsa Tatarinova. "Features of perception of the visual book. Comics. Manga. Graphic novel." Вісник Книжкової палати, no. 12 (December 17, 2020): 10–15. http://dx.doi.org/10.36273/2076-9555.2020.12(293).10-15.

Full text
Abstract:
The article examines aspects of the development of the visual book, in particular the graphic novel, as the newest synthetic art form, which combines the visual and the verbal. The exploration is devoted to the analysis of the evolution of the graphic novel: from a simple comic book form to a meaningful novel, from a series of drawings to a recognized literary genre. The popularity of the graphic novel continues to grow. Its place in the artistic coordinate system and its significance for the culture of the beginning of the XXI century are studied. The newest kind of synthetic art shows good dynamics of development and aspires to take the place among literary works. Modern graphic novel addresses serious issues, constantly improving the form and content. The article analyzes the artistic features of the graphic novel and its national differences. Despite the peculiarities of graphic novels in the United States, Western Europe, Japan, and Ukraine, there has been a clear convergence of publication formats in recent decades, although each of the works, such as manga, BD, or Ukrainian painting, depicts its national hero. The recognition of graphic novels as a separate art form was facilitated by the nominations and awards of prestigious literary prizes. Despite considerable criticism, art critics have acknowledged that "graphics are becoming a new power tool for storytelling". Graphic novels are becoming increasingly important in the field of publishing. A separate place for a visual work of literature has appeared on the shelves of bookstores. Traditional bookstores and libraries offer a wider selection of graphic novels. Sales of graphic novels are growing.
APA, Harvard, Vancouver, ISO, and other styles
22

Fernández-Bedoya, Víctor Hugo, Johanna de Jesús Stephanie Gago-Chávez, Monica Elisa Meneses-La-Riva, and Josefina Amanda Suyo-Vega. "Exposure to Anime in Peru and Its Relationship with Demand for Goods and Services Related to Japanese Popular Culture." Journal of Educational and Social Research 12, no. 5 (2022): 11. http://dx.doi.org/10.36941/jesr-2022-0118.

Full text
Abstract:
Japanese animation, usually referred as anime, has gained popularity around the world. Anime fans, when exposed to this audio-visual product, generate unique feelings, which could develop into an attraction for other cultural products of Japanese origin. The objective of the study is to determinate significates relationships between exposure to anime and the raising demand for goods and services related to Japanese popular (in the means of desire to consume manga, to eat Japanese cuisine, to wear Japanese fashion, to attend a Japanese rock or pop concert, to study the Japanese language, and to travel to Japan). The research was conducted in Arenales Plaza, a famous otaku congregation place located in Lima, Peru. Data was collected through a questionnaire developed by the authors, applied to a sample of 68 observations. The descriptive results identified high levels in each of the observed variables. As for the inferential results, Spearman's rho statistical test determined that there was a relationship between exposure to anime and the desire to consume manga (p. &lt; 0.001; r = 0.75), desire to consume Japanese cuisine (p. &lt; 0.001; r = 0.65), desire to consume Japanese fashion (p. &lt; 0.001; r = 0.65), desire to consume Japanese pop and rock music (p. &lt; 0.001; r = 0.25), desire to study Japanese (p. &lt; 0.001; r = 0.25), and desire to travel to Japan (p. &lt; 0.001; r = 0.53).&#x0D; &#x0D; Received: 14 June 2022 / Accepted: 20 August 2022 / Published: 2 September 2022
APA, Harvard, Vancouver, ISO, and other styles
23

Yoshioka, Shiro. "How to Tackle a Nue (aka Anime)." Journal of Asian Studies 74, no. 2 (2015): 433–36. http://dx.doi.org/10.1017/s0021911815000066.

Full text
Abstract:
As a research subject, Japanese animation or anime is like a nue, an imaginary Japanese bird that has the head of an ape, the torso of a raccoon, the tail of a snake, and the limbs of a tiger. Depending on the perspective from which you are looking at it, and what you want to see in it, you can academically approach anime from numerous angles. Furthermore, contemporary anime is increasingly and inextricably entangled with other media, such as manga, videogames, novels, and live-action films in terms of content, distribution, and consumption. As such, it is very difficult to single out anime as a research subject. The global popularity of anime in the past twenty years adds a further twist by introducing numerous voices from fans and scholars from different parts of the world as well as Japan.
APA, Harvard, Vancouver, ISO, and other styles
24

Booth, Emily. "Love and Beauty on the Battlefield: Transcultural Influence and Transformation from Naoko Takeuchi&rsquo;s <em>Sailor Moon</em> to Anglophone Young Adult Fantasy." International Journal of Young Adult Literature 5, no. 1 (2024): 1–22. https://doi.org/10.24877/ijyal.140.

Full text
Abstract:
Despite the considerable popularity of the 1990s animated television series Sailor Moon around the world, English-language research has largely neglected the original manga. Naoko Takeuchi’s major success with the girls’ manga series, Pretty Soldier Sailor Moon (1991-1997), launched her into the spotlight in Japan and, to this day, its eponymous 14-year-old protagonist remains the quintessential ‘magical girl’ character. To understand the success of the series and, in particular, how Takeuchi’s innovations with the adolescent female heroine and her narrative journey resonated with young female readers globally, a comparison can be made between Pretty Soldier Sailor Moon and Takeuchi’s lesser-known companion work, Codename: Sailor V (1991-1997). This often-forgotten series was initially written as a one-chapter short story, whose success inspired Pretty Soldier Sailor Moon, and was later developed into a prequel for the more successful work. In the extended version of Codename: Sailor V, Takeuchi’s original heroine undergoes a unique process of reversal, being progressively undermined until she is appropriate to serve as a secondary character in Pretty Soldier Sailor Moon. Examining the two texts with a particular eye to each protagonist’s personal characteristics, supernatural abilities, social connections, and narrative arcs provides insight into the attributes of the heroine’s journey that Takeuchi considered essential for a true ‘chosen one’. These features persist in present-day magical girl stories, as well as related works produced around the world, including popular Anglophone YA fiction, and examining their origins can provide a richer understanding of the transnational connections between stories for girls around the world.
APA, Harvard, Vancouver, ISO, and other styles
25

Kovlekov, Kirill Ivanovich. "The image of the "demon Lord" in Japanese fantasy: traditions, formality, originality." Litera, no. 10 (October 2022): 106–14. http://dx.doi.org/10.25136/2409-8698.2022.10.38135.

Full text
Abstract:
Modern Japanese fantasy is based on a limited set of characters. One of them is “demon lord” or "Maou" (jap. &amp;#39764;&amp;#29579;). Given the growing popularity of novels implementing the character during composition, as well as growing popularity of manga and anime adaptations, it seems relevant to study the key characters of Japanese fantasy. In this regard, the purpose of the study is to determine the role of the demon lord character. Subject of the study pertains to modern Japanese fantasy. To achieve research goals, methods of comparative historical analysis, J. G. Kavelty's literary formula approach, and content analysis were used. The main result of the work was identification of the characteristic features and the role of the demon lord as character in its diachronic and synchronic aspects. The fields of application of the research results are literary studies, Oriental studies, the study of modern Japanese mass literature. It is concluded that the demon lord as a concept dates back to traditional Buddhist origins, but nowadays returns to its roots in a new capacity after adapting Japanese popular culture, in response to the needs of modern man. In the context of modern mass literature, the demon lord holds value as a type of standard of Japanese fantasy and as an important element of the conventional structure of the literary formula.
APA, Harvard, Vancouver, ISO, and other styles
26

Hoff, Edmund. "Cosplay Collaboration Videos: Community Interactivity in Times of Pandemic." Journal of Anime and Manga Studies 5 (December 16, 2024): 191–205. https://doi.org/10.21900/j.jams.v5.1402.

Full text
Abstract:
Cosplay has developed with the influences of contemporary society since its early beginnings. From analog event-based interactions to online activities, this growth in popularity has been gradual and encountered challenges along the way. The COVID pandemic lockdown conditions of 2020, however, have been extremely disruptive for conventions. Cosplay activities online have changed from a supporting element of the physical event to being the only option available for a period. In tumultuous times human society has proved capable of adapting rapidly and popular culture is no different. Particularly during the early days of the restrictive measures, there was a burst of online activity and for the global cosplay community this manifested as cosplay collaboration videos. These cosplay community-based projects coalesced around themes familiar to the fandom from anime and manga to games and beyond. The global reach of the digital realm facilitated groups to come together in cooperation in a unique way which inspires further development of tools available to cosplayers.
APA, Harvard, Vancouver, ISO, and other styles
27

Hiraishi, Noriko. "Japanese sound-symbolic words in global contexts: from translation to hybridization." F1000Research 10 (February 11, 2022): 1024. http://dx.doi.org/10.12688/f1000research.55546.2.

Full text
Abstract:
This paper explores the global reception and development of the artistic expression of onomatopoeia and mimetic words in modern and contemporary Japanese literary texts adopting the method of comparative literature. By analyzing sound-symbolic words and their translations in modern Japanese poetry and contemporary comics, the intercultural dialogues of these texts are examined and the emergence of hybrid onomatopoeia in global comic works is illuminated. The Japanese language is often noted for its richness of sound-symbolic words. In the literary world, modern poetry adopted and elaborated the use of these words from the late 19th century in its quest for a new style of poetry. In the early 20th century, poets developed the artistic expression of sound-symbolic words and succeeded in giving musicality to the “new-style poem”. However, the translation of Japanese sound-symbolic words has always been problematic. Experimental uses of these words in modern poems were often untranslatable, making the translations incomprehensible or dull. Nevertheless, graphic narratives and their worldwide distribution changed that situation. Japanese comics (manga) has particularly developed the artistic expression of sound-symbolic words. Usually placed outside speech balloons, these words are elaborately depicted and are important elements of the panel/page layout. Notably, the global popularity of the genre developed a new phase of intercultural dialogue. As not every word has an equivalent or is translatable in the target language, translators have left sound-symbolic words untouched in the translated versions, putting translation aside. Thus, the combination of Japanese and the target language seems to influence the visual comprehension of sound effects among the readers. Through the examinations of some cases, this paper brings to light the emergence of some hybrid onomatopoeia and reveals that the “Third Space” formed by the translation and hybridization of manga is a dynamic field that creates a new culture.
APA, Harvard, Vancouver, ISO, and other styles
28

Hiraishi, Noriko. "Japanese sound-symbolic words in global contexts: from translation to hybridization." F1000Research 10 (October 8, 2021): 1024. http://dx.doi.org/10.12688/f1000research.55546.1.

Full text
Abstract:
This paper explores the global reception and development of the artistic expression of onomatopoeia and mimetic words in modern and contemporary Japanese literary texts adopting the method of comparative literature. By analyzing sound-symbolic words and their translations in modern Japanese poetry and contemporary comics, the intercultural dialogues of these texts are examined and the emergence of hybrid onomatopoeia in global comic works is illuminated. The Japanese language is often noted for its richness of sound-symbolic words. In the literary world, modern poetry adopted and elaborated the use of these words from the late 19th century in its quest for a new style of poetry. In the early 20th century, poets developed the artistic expression of sound-symbolic words and succeeded in giving musicality to the “new-style poem”. However, the translation of Japanese sound-symbolic words has always been problematic. Experimental uses of these words in modern poems were often untranslatable, making the translations incomprehensible or dull. Nevertheless, graphic narratives and their worldwide distribution changed that situation. Japanese comics (manga) has particularly developed the artistic expression of sound-symbolic words. Usually placed outside speech balloons, these words are elaborately depicted and are important elements of the panel/page layout. Notably, the global popularity of the genre developed a new phase of intercultural dialogue. As not every word has an equivalent or is translatable in the target language, translators have left sound-symbolic words untouched in the translated versions, putting translation aside. Thus, the combination of Japanese and the target language seems to influence the visual comprehension of sound effects among the readers. Through the examinations of some cases, this paper brings to light the emergence of some hybrid onomatopoeia and reveals that the “Third Space” formed by the translation and hybridization of manga is a dynamic field that creates a new culture.
APA, Harvard, Vancouver, ISO, and other styles
29

Walsh, Erin I., Ginny M. Sargent, and Will J. Grant. "Not just a pretty picture: Scientific fact visualisation styles, preferences, confidence and recall." Information Visualization 20, no. 2-3 (2021): 138–50. http://dx.doi.org/10.1177/14738716211027587.

Full text
Abstract:
Visuals are often used to enhance learning of scientific information. The recent emergence and popularity of comic-style instruction books for adults, such as the ‘manga guide to …’, shows the possibility of comic style visualisations for the communication of science with adults. This study investigates whether the addition and style of visual accompaniment of scientific information, as used in comic books, influences immediate and short-term fact recall in an adult audience. Participants ( n = 310 aged 18–79, 52% identified as female) were presented 20 general science facts in one of five styles: (1) text alone, (2) photo with text caption, (3) cartoon with text caption, (4) photo with explanatory agent and a speech bubble, (5) cartoon with explanatory agent and a speech bubble. Immediate recall, and confidence in that recall, was tested following a brief distractor. Participants indicated their preferred presentation style, and short-term recall was tested by a final quiz of all 20 facts. Overall, the most preferred presentation style was cartoon with explanatory agent and text in a speech bubble (26% preferred). There was no single most effective presentation style; there was no significant difference in immediate recall, short term recall or confidence in answers depending on whether the fact was presented as text, photo or cartoon, or the presence or absence of an explanatory agent. However, immediate recall was significantly better when preference was met ( p &lt; 0.02). We found that the style of visual accompaniment of scientific information in accordance with the ‘manga guide to…’ format influenced immediate, but not short-term, fact recall in an adult audience when written English literacy, scientific literacy and non-verbal intelligence were taken into account. Short term recall of scientific facts may best be served by presenting facts in multiple styles, or enquiring about and then meeting participant preference for visual accompaniment.
APA, Harvard, Vancouver, ISO, and other styles
30

Rheault, Sylvain. "BD, manga, manfra, Nouvelle Manga: distinctions au moyen des matériaux de l’énonciation." ALTERNATIVE FRANCOPHONE 1, no. 10 (2016): 8–22. http://dx.doi.org/10.29173/af28213.

Full text
Abstract:
La popularité des mangas a suscité l’émergence en France de nouveaux artistes qui en imitent le style et qui produisent ce qu’on appelle des « manfras ». Frédéric Boilet, dans son Manifeste de la Nouvelle Manga, propose une approche hybride combinant certains éléments du manga et de la BD. L’article propose de mettre en lumières les distinctions entre BD, manga, manfra et Nouvelle Manga au moyen des éléments de l’énonciation tels qu’on les trouve dans la Clé des procédés littéraires, mais qui ont à l’origine été proposés par Roman Jakobson.
APA, Harvard, Vancouver, ISO, and other styles
31

Ranford, Aiden. "Targeted translation." Journal of Internationalization and Localization 4, no. 2 (2017): 141–61. http://dx.doi.org/10.1075/jial.00006.ran.

Full text
Abstract:
Abstract Japanese popular culture in the form of anime, manga, and videogames, enjoys significant popularity with diehard international fan groups, who have often become acquainted with aspects of Japanese culture through fan-translated media. However, this base of knowledgeable fans stands unique amongst standard translation practice, which seeks to iron out cultural specificities to create a text that reads flawlessly for a mass audience. This article therefore sets out to explain how videogame translators adopt targeted translation strategies to make their products more marketable to either a mass audience, the members of which may be ignorant, ambivalent, or even hostile to Japanese pop culture products, or to dedicated niche fan groups whose interest in Japan has been stoked by unofficial translations that frequently position themselves as the only avenue for accessing an “authentic” text. The final releases for eight pairs of Japanese games from the Role-Playing Game genre will be analysed to illustrate how far-reaching translation decisions have been used to make individual games more marketable to either group.
APA, Harvard, Vancouver, ISO, and other styles
32

Chmiel-Bożek, Halina. "The potential of the dynamic platform webtoons.com/fr in the teaching/learning of French as perceived by students of Romance philology." Neofilolog, no. 62/2 (June 26, 2024): 396–408. http://dx.doi.org/10.14746/n.2024.62.2.4.

Full text
Abstract:
Reading is an important element of independent work on the language, but offering students additional reading to improve their linguistic and cultural competences is an extremely difficult task, due to the evolving tastes of young people and the variability of the media they use. Given the popularity of manga and digital comics in France, Romance philology students were asked to read a series selected from the webtoons.com/fr platform in French. A survey was then carried out to find out their views on how this tool could be used in French language learning. The results of the survey clearly indicate that the webtoons.com/fr platform can be used as an effective tool for learning French. According to the respondents, reading the selected series allowed them, above all, to develop lexical resources and was also an enjoyable pastime that increased motivation to learn the language. Students also paid attention to the combination of word and image, appreciating both the aesthetic and practical side of reading digital comics. Finally, the practicality of using the platform, its ease of use and accessibility was emphasised.
APA, Harvard, Vancouver, ISO, and other styles
33

Yoshioka, Hiroshi. "After “Cool Japan”: A Study on Cultural Nationalism." Culture and Dialogue 3, no. 2 (2015): 3–11. http://dx.doi.org/10.1163/24683949-00302003.

Full text
Abstract:
What is the meaning of “Japanese” culture? In earlier ages, it was about temples, Noh plays, Kabuki, Utamaro and Wabi-sabi. These traditional icons have, since the Meiji era (1868-1912), been identified as typically Japanese. Are they, however, still relevant today? Has there been any crucial mutation in the cultural identity of Japan? In the contemporary era, more and more people associate Japanese culture with Manga, animation and video games, in other words with cultural developments of the post-World War II era. The Japanese Government has actively promoted the popularity of these new aspects of Japanese culture as evidenced in their eagerness to adopt the expression “Cool Japan,” inspired by its British predecessor’s “Cool Britannia.” Everyone does not share that perception though. Following the 11th March 2011 series of disasters, Japanese artist Tadasu Takamine (1968-) worked on a critical questioning of Japanese society and culture, culminating in a work titled Tadasu Takamine's Cool Japan that was shown at the Art Tower Mito, in Ibaraki Prefecture (2012). The present essay reflects on and develops further the message conveyed by Takamine about contemporary Japanese cultural identity.
APA, Harvard, Vancouver, ISO, and other styles
34

Zhang, Xiaolong. "Uncovering the Migration of Illicit Cultural Production: a Digital Ethnography of the jav Industry and Fan Communities in China." Youth and Globalization 6, no. 1-2 (2025): 190–214. https://doi.org/10.1163/25895745-bja10034.

Full text
Abstract:
Abstract While many studies have examined Japan’s cultural industries, including manga, anime, video games, and films, few have focused on the Japanese Adult Video (jav) industry. The limited research on pornography represents a critical omission given the widespread popularity of such content among the global youth and the imperative to comprehend the migration patterns of problematic or illicit cultural production across borders. The paper takes the example of the jav industry in China by adopting digital ethnography to illustrate the migration of such cultural production, where a government crackdown on pornography has led to Chinese fans becoming the primary cultural actors responsible for reproducing, distributing, and consuming javs. The absence of producers and intermediaries in this system implies that the state has eliminated any legitimate channels for producing and distributing adult entertainment content. The circulation of pornography is prohibited in China, which results in related materials being distributed through covert and challenging-to-regulate channels, such as seeds of the Magnet uri scheme and/or BitTorrent. Consequently, a group of enthusiastic pornography fans has surfaced on various platforms to share and exchange their materials. Therefore, this study has decided to start with the fan group to investigate the jav’s journey in China. By examining the hierarchy of jav fan communities in the Chinese online context, the study suggests that external pressure from government crackdowns on pornographic materials has led to increased solidarity and harmony among Chinese jav fans within their communities through politeness strategies and comradeship, which further weakened the hierarchy of fan communities. Additionally, the analysis of the popularity of Aoi Sora in China as a porn actress provides insight into the intricate mechanisms of cultural production and consumption.
APA, Harvard, Vancouver, ISO, and other styles
35

Dalmi, Katalin. "Japanese Literature in Contemporary Hungary." Archiv orientální 89, no. 2 (2021): 311–37. http://dx.doi.org/10.47979/aror.j.89.2.311-337.

Full text
Abstract:
This paper sheds light on the main trends in translation of Japanese literature in contemporary Hungary and theorize the role of Haruki Murakami’s works in making Japanese literature widely recognized. Firstly, the paper gives a general overview on translations of Japanese literature in Hungary in the post-1989 era. I argue that after a decline in translation in the 1990’s, the spread of anime and manga combined with the popularity of Haruki Murakami’s novels generated a growing interest in Japanese literature and culture in Hungary resulting in changed translation strategies. While translations were limited to pieces of the so-called junbungaku (pure literature) in the pre-1989 era, numerous pieces of taishūbungaku (popular literature) have been translated since the 2000’s, attracting a wider range of readers than ever. Based on book reviews from critics and readers published in traditional and social media, the second part of this paper will explore the main platforms of Japanese literature and analyze its reception. I argue that the magical realist setting combined with dialogues on fundamental questions of life create a specific literary mode which satisfy the Western readers’ desire for the exotic Other, ensuring the place of Japanese literature in the Western literary world.&#x0D;
APA, Harvard, Vancouver, ISO, and other styles
36

Yoshioka, Shiro. "The Essence of 2.5-Dimensional Musicals? Sakura Wars and Theater Adaptations of Anime." Arts 7, no. 4 (2018): 52. http://dx.doi.org/10.3390/arts7040052.

Full text
Abstract:
This paper examines 2.5-Dimensional musicals, or theater adaptations of anime/manga/videogames. As the genre has been gaining popularity in Japan since around 2007, criticism on the genre began to appear. What they uncritically assume is that the pioneer of the genre was the theater adaptation of Prince of Tennis first produced in 2003, and the unique mise-en-scène that attempts to recreate the “world” of the original, including the characters, setting, and the characters’ extreme skills of tennis, is a hallmark of the genre. However, such a view fails to consider the fact that these are actually merely characteristics of a subgenre of 2.5-Dimensional musicals represented by Prince of Tennis and other similar shows. This paper argues that another show, namely the theater adaptation of the videogame Sakura Wars, first produced in 1997 and continuing to this day, actually presents a number of important questions and viewpoints that are useful and necessary to critically discuss the genre, such as how two-dimensional characters are materialized on stage, which role audiences play in that process, how 2.5-Dimensional musicals can be contextualized within conventional theater genres rather than a part of “media mix” strategies, and tension between the local and global in their production and consumption.
APA, Harvard, Vancouver, ISO, and other styles
37

Anthony Dominguez. "Mechapocalypse." Journal of Anime and Manga Studies 3 (December 14, 2022): 240–63. http://dx.doi.org/10.21900/j.jams.v3.926.

Full text
Abstract:
In 1988, Tomino Yoshiyuki released Char’s Counterattack, the filmic conclusion to the nine year saga he had begun with the original anime series, Mobile Suit Gundam (1979). Set in a distant and alternate future where war is fought in giant humanoid robots known as “mobile suits,” Char’s Counterattack centers on the final battle between the Democratic Earth Federation and the fascist Neo Zeon Empire. This essay examines Char’s Counterattack as its own watershed moment for the Gundam franchise wherein Gundam would begin to spin-off into multiple media and other franchises, including more anime and films, but also manga, toys, novels, and later video games, all of which would be exported throughout the world, giving rise to Gundam’s global popularity. In reading the explosion of the Gundam franchise alongside its roots in the genre of “real robot” anime, this essay postulates that the destruction of real robots in Char’s Counterattack allegorizes the concept of C ool Japan. In doing so, this essay traces the production and exportation of Gundam’s media to both East Asia in the 1980s and North America in the early aughts, thereby repositioning the pivotal role Char’s Counterattack plays in the growth of otaku culture alongside other works in the anime canon, such as Akira (1988) and Neon Genesis Evangelion (1995).
APA, Harvard, Vancouver, ISO, and other styles
38

Paoliello Palermo, Antonio. "Between Images and Words: Ruan Guang-min’s Railway Sonata and its Journey from Chinese to Italian." transLogos Translation Studies Journal 7/2, no. 7/2 (2024): 57–80. https://doi.org/10.29228/translogos.69.

Full text
Abstract:
Although overshadowed by the popularity of Japanese manga, Taiwanese comics (or manhua, as they are known in Chinese) are experiencing a true golden age both domestically and abroad, as proven by the numerous international awards received by local artists, as well as the translations of their works into several languages. Ruan Guang-min (1971–) represents a paradigmatic example of how an author whose comics are culture-specific has managed to transcend both geographical (Taiwan) and linguistic (Sinophone) boundaries. After briefly contextualizing the current situation of Taiwanese comics and presenting Ruan and his oeuvre, the contribution analyzes the Italian translation of Railway Sonata, primarily drawing on Klaus Kaindl’s studies on comics translation and Lucía Molina and Amparo Hurtado Albir’s research on the translation of culturemes, or culture-specific elements. More specifically, the article focuses on the rendition of linguistic messages integrated into the images, of elements with strong sociocultural connotations, and of orality. This study reveals that techniques such as repetitio + adiectio were employed for text embedded in images, where the original language and script are preserved in the translation, accompanied by the translator’s notes. Additionally, different strategies were used for culture-specific items. Given the absence of research on Taiwanese manhua and on comics translation from Chinese into Italian, this exploratory study aims at providing a steppingstone for future research in said fields
APA, Harvard, Vancouver, ISO, and other styles
39

Yasmin, Shofy, and Kurniawaty Iskandar. "Rational Choice Theory and Taste of Japanese Popular Culture in Motivation of PMI to Enter Japan's Global Labor Market." Al Qalam: Jurnal Ilmiah Keagamaan dan Kemasyarakatan 17, no. 2 (2023): 571. http://dx.doi.org/10.35931/aq.v17i2.2012.

Full text
Abstract:
&lt;em&gt;Developed countries as the axis of world industrialization attract developing countries with young demographic conditions to participate in the global labor market. According to the ILO's World Employment and Social Outlook-Trends 2019, the participation of the youth workforce has decreased. Besides being faced with an aging population, Japan also has a shortage of workers in the middle and low-skilled sectors. Meanwhile, Indonesia has the potential to experience a demographic bonus. The TITP / Kenshusei scheme is a realization of the labor demand and supply relationship. Rational Choice Theory by Coleman focuses on the rational actions of individuals in making decisions to achieve goals, with the calculation of benefits. According to Sonja Haug, indicators of capital and cultural capital influence the decision-making of migrant workers to migrate. In Futaba, workers from developing countries in Japan describe a relationship of mutual need. The state rationally forms a labor mobility policy in the era of the global labor market. Futaba then found that most participants drive-by economic needs and limited employment opportunities in their home countries. Based on the three indicators, career orientation and financial adequacy are the main factors besides the popularity of Japanese culture. Institutionally, the role of the family is the motivation for migration to meet financial needs at the beginning of a career. There is a process of adopting a lifestyle to the way of interaction and cultural habits of Japanese society. Herewith Japanese popular culture such as; the film, anime, manga, and game industries have contributed to the motivation of migrant workers to Japan.&lt;/em&gt;
APA, Harvard, Vancouver, ISO, and other styles
40

ARENDT, MELISSA-LILI, and NATALIA NOWACK. "THE VIRTUAL ARTIST. VOCALOID AND AN EXPERIMENT ON ITS PERCEPTION." ART AND SCIENCE OF TELEVISION 17, no. 1 (2021): 173–213. http://dx.doi.org/10.30628/1994-9529-2021-17.1-173-213.

Full text
Abstract:
Over the past decade the voice synthesiser Vocaloid has gained great popularity in Japan. Critics debate on whether Vocaloid can be called a new musical instrument and if its creation marks a new era in (Japanese) popular music. The unique characteristic of a Vocaloid is its Alter Ego, its “virtual shape”, which is illustrated like common anime or manga characters such as Sailor Moon or Kamikaze Kaito Jeanne, thus owning not just a name but also human-like features. It was due to the use of avatar images that Vocaloid managed to spread across the world via the internet. The most famous anthropomorphic singer is called Hatsune Miku and is known for her long turquoise-coloured hair tied up in two ponytails. Being the uncrowned princess of Nico Nico Douga—the Japanese equivalent of YouTube, Miku opened up the pathway for even more Vocaloids like Luka Megurine or Rin and Len Kagamine. The contiguity of the new creating type to the “screen arts” is maintained by its own existence in the sphere of digital media. This new phenomenon is not very known in Europe, so the question on the principles of its existence is a vital one to discuss. Furthermore, we shall test how its music and appearance are perceived by people who do not belong to the fandom. How does a Non-Japanese listener react to a musical performance done by a computer program? One of the first answers to this question can be found in a study, which was conducted at the Martin-Luther-University in Halle (Saale), Germany. It focused on the reactions of the listeners. Although Europeans do not show as much interest in artificial intelligence as the Japanese, the test subjects showed great sympathy towards the singing program. The essay’s content is divided into four parts. It begins with a contemplation of Vocaloids sociological aspects (1), followed by the introduction of a selfproduced classification of its performances (2) and continues with an explanation on how the experimental research was conducted (3). The last part contains a summarised presentation of the results and a perspective on future research (4). The authors claim this research to be one of the very first tries to shed light on how the popularity of this new musical phenomenon can be explained.
APA, Harvard, Vancouver, ISO, and other styles
41

Rachmasari, Firtha Ayu, Almira Fidela Artha, and Dhaniswari Ananta Ayu. "Penggemar Grup Idola Arashi di Indonesia: Fenomena Budaya Populer Global dan Fan Culture." Diglossia: Jurnal Kajian Ilmiah Kebahasaan dan Kesusastraan 15, no. 2 (2024): 263–82. http://dx.doi.org/10.26594/diglossia.v15i2.4657.

Full text
Abstract:
Munculnya istilah budaya populer global ditandai dengan fenomena mudahnya budaya populer suatu negara menjadi tren secara global. Salah satunya adalah budaya populer yang berasal dari Jepang, seperti anime, manga hingga musik J-Pop. Kepopuleran musik J-Pop secara tidak langsung ikut mengenalkan grup-grup idola Jepang seperti Arashi. Arashi memiliki cukup banyak penggemar di seluruh dunia, termasuk di Indonesia. Penggemar Arashi di Indonesia layaknya penggemar Arashi di negara asalnya yaitu Jepang, juga melakukan berbagai macam aktivitas yang berhubungan dengan Arashi. Oleh karena itu, penelitian ini meneliti bentuk-bentuk aktivitas yang dilakukan penggemar Arashi di Indonesia, seperti aktivitas konsumsi, produksi hingga membentuk dan bergabung dalam suatu komunitas penggemar seperti Arashindo. Penelitian ini juga mengamati budaya penggemar di Indonesia, serta melihat bagaimana penggemar melakukan proses adaptasi dan negosiasi pada saat melakukan aktivitas tersebut. Informan dalam penelitian ini adalah para anggota komunitas Arashindo yang dipilih menggunakan teknik purposive sampling berdasarkan beberapa kriteria, seperti pernah berpartisipasi dalam kegiatan komunitas Arashindo; pernah menonton konser atau menghadiri event Arashi; pernah berkunjung atau tinggal di Jepang. Metode pengumpulan data menggunakan wawancara mendalam. Dari hasil wawancara tersebut diperoleh hasil: aktivitas konsumsi penggemar Arashi di Indonesia tidak hanya ditandai dengan membeli CD, DVD, goodies konser dan produk iklan yang dibintangi Arashi saja, tetapi juga berupa datang ke konser dan menonton acara televisi; penggemar tidak hanya menjadi konsumer, tetapi juga produser yang menghasilkan sebuah fanwork; penggemar mengalami proses adaptasi dan negosiasi ditunjukkan dengan keinginan belajar bahasa Jepang hingga keinginan mengetahui lebih banyak tentang budaya Jepang. Kata kunci: arashi, budaya penggemar, budaya populer global, komunitas penggemar Abstract The term of global popular culture is marked by the phenomenon in which the popular culture of a country easily becomes a global trend, for example, Japanese popular culture, such as anime, manga and J-Pop music. The popularity of J-Pop music indirectly introduced many Japanese idol groups such as Arashi. Arashi has quite a lot of fans around the world, as well as in Indonesia. Similar to Japanese fans, Indonesian fans carry out various activities related to the idol. Therefore, this study examines the forms of activities carried out by Arashi fans in Indonesia, such as consumption, production as well as forming and joining a community, namely Arashindo. This study also observes fan culture in Indonesia and sees how fans through the adaptation and negotiation process while carrying out these activities. The informants, in this study, were members of the Arashindo who were selected using a purposive sampling technique based on several criteria, that are having participated in Arashindo community activities; been to an Arashi concert/event; have visited or lived in Japan. The data collection method used is in-depth interviews. From these interviews, the results obtained that: the consumption activities of Arashi fans in Indonesia are not only marked by buying CDs, DVDs, concert goodies and advertising products starring Arashi, but also by coming to concerts and watching television programs; fans are not only consumers, but also producers who produce a fanwork; fans go through the process of adaptation and negotiation shown by the desire to learn Japanese, and also the desire to know more about Japanese culture. Keywords: arashi, fan culture, global popular culture, fan community
APA, Harvard, Vancouver, ISO, and other styles
42

Rijal, Najamuddin Khairur. "Pink Globalization: Hello Kitty sebagai Instrumen Soft-Diplomacy Jepang." Jurnal Global & Strategis 11, no. 1 (2017): 1. http://dx.doi.org/10.20473/jgs.11.1.2017.1-14.

Full text
Abstract:
Pink globalization merujuk pada istilah untuk menggambarkan popularitas internasional Hello Kitty melalui penyebaran berbagai jenis produk berlabel Hello Kitty yang kawaii dari Jepang sebagai bagian dari dunia industri. Popularitas Hello Kitty tersebut merupakan soft-power yang memberikan kekuatan nasional tersendiri Jepang. Jepang kemudian menjadikan Hello Kitty sebagai instrumen soft-diplomacy sebagai upaya meningkatkan citra pariwisata dan menarik wisatawan untuk berkunjung ke Jepang. Tulisan ini mengkaji mengenai bagaimana Jepang menggunakan Hello Kitty sebagai instrumen soft-diplomacy dan bagaimana produk budaya pop Jepang berupa manga dan anime dapat menjadi kekuatan nasional. Tulisan ini berpendapat bahwa penggunaan Hello Kitty secara khusus, dan berbagai produk budaya pop berupa manga dan anime secara umum, mampu meningkatkan citra pariwisata Jepang dan membangun citra positif tentang Jepang serta memberikan keuntungan ekonomi bagi Jepang yang ditandai dengan lahirnya istilah Cool Japan dan Gross National Cool.
APA, Harvard, Vancouver, ISO, and other styles
43

Godskesen, Mirjam, and Gitte Wichmann-Hansen. "Aktiv lytning i ph.d.-vejledning - et værktøj til udvikling af dialogiske kompetencer." Dansk Universitetspædagogisk Tidsskrift 8, no. 15 (2013): 145–57. http://dx.doi.org/10.7146/dut.v8i15.8113.

Full text
Abstract:
Begge forfattere har mange års erfaring med udvikling og afholdelse af kurser om ph.d.-vejledning og interesserer sig for, hvordan vejledningsprak­­sis bedst udvikles og forandres. I denne artikel stilles der skarpt på, hvordan man kan forstå aktiv lytning som ét blandt mange elementer i ph.d.-vejledningsprocessen, og i hvilken grad metoden kan understøtte udvikling af ph.d.-vejlederens dialogiske kompetence. Der rapporteres udvalgte hovedresultater fra et evalueringsstudie, som nyligt er blevet gennemført blandt deltagere fra syv ph.d.-vejledningskurser afholdt på DTU i perioden 2010-2012. I lyset heraf diskuteres hvorfor vejlederne er så optagede af aktiv lytning, og hvad der kan forklare metodens popularitet. Both authors have organized and presented courses on PhD supervision for many years, and our research interests cover the development of and changes to supervision practices. In this article, we focus on how to understand active listening as one among many elements of the PhD supervision process and the extent to which the method can support the development of doctoral supervisor's dialogical competence. We report selected results from an evaluation study we recently conducted among participants from seven PhD supervision courses held at DTU between 2010-2012. With reference to this data, we discuss why supervisors are so interested in active listening and how the popularity of the method can be explained.
APA, Harvard, Vancouver, ISO, and other styles
44

Andelina, Ika Resmika. "Analisis Anthropomorphism Dalam Desain Karakter Arknights." Ultimart: Jurnal Komunikasi Visual 14, no. 2 (2021): 175–89. http://dx.doi.org/10.31937/ultimart.v14i2.2192.

Full text
Abstract:
Gim menara pertahanan adalah salah satu genre populer dalam dunia gim. Arknights adalah salah satu contohnya, namun selain genrenya, salah satu faktor yang mempengaruhi popularitas Arknights adalah desain karakternya yang unik. Didesain dengan gaya antropomorfisme manga-anime, Arknights menciptakan variasi desain dengan ras fiksi baru yang menarik. Desain karakter yang unik ini berhasil meningkatkan minat pemain untuk mengoleksi karakter favoritnya. Karakter merupakan salah satu elemen utama dalam game yang penting untuk menjalin hubungan dengan penggunanya, oleh karena itu membuat desain karakter yang dicintai sangatlah penting. Dengan menggunakan desain karakter holistik Mounsey dan manga matriks, desain karakter antropomorfisme Arknights ini akan dianalisis untuk mengetahui lebih lanjut tentang faktor-faktor yang mempengaruhi penciptaan karakter dari objek non-manusia menjadi manusia, dan untuk mengetahui elemen apa yang membuat karakter antropomorfisme diterima dan dicintai oleh penonton.
APA, Harvard, Vancouver, ISO, and other styles
45

Kryukova, Olga S., and Maria B. Rarenko. "Osamu Tezuki’s Manga Crime and Punishment: Patterns and Paradoxes of Intermediality." Dostoevsky and World Culture. Philological journal, no. 4 (28) (2024): 181–93. https://doi.org/10.22455/2619-0311-2024-4-181-193.

Full text
Abstract:
The article is dedicated to the analysis of the manga by the classic of Japanese anime Osamu Tezuka, Crime and Punishment, based on the eponymous novel by Fyodor Dostoevsky. It is no coincidence that Dostoevsky’s novel served as the “material” for the creation of manga, since the problems considered in it, primarily moral, are of a universal nature and remain relevant today. The period of the late 20th and early 21st centuries is marked by tremendous changes in nearly all spheres of human existence and this fact has inevitably influenced human consciousness and its attitude toward the ways of cognition. The tendency to “consume” that emerged at the end of the 20th century gave rise to a special type of information acquisition, known as “infotainment” (from the English “information” and “entertainment”), which has become one of the characteristics of modern mass culture. This technique, being hybrid in nature, uses stylistic resources of various discourses. The article shows that, having gone beyond the national framework, manga ceases to be confined to the exclusively Japanese book publishing industry. The analyzed manga was published in Japanese in 1953, becoming a clear example of a “secondary text” (according to A.I. Novikov’s terminology), the purpose of which is to popularize Dostoevsky’s work among Japanese youth. Tezuka, demonstrating a deep knowledge of Russian culture, Fyodor Dostoevsky’s and Lev Tolstoy’s works, uses Disney animation techniques when creating manga, as becomes evident when analyzing the actual visual techniques of creating the image of Raskolnikov. Osamu Tezuka’s Crime and Punishment was translated into Russian in 2012 and has not yet been the subject of special research as an example of intersemiotic translation.
APA, Harvard, Vancouver, ISO, and other styles
46

Dall'Olio, Daria, and Piero Ranalli. "Costellazione Manga: Explaining Astronomy Using Japanese Comics and Animation." Communicating Astronomy with the Public Journal 12, no. 2 (2018): 7–16. https://doi.org/10.5281/zenodo.14977511.

Full text
Abstract:
Comics and animation are intensely engaging and can be successfully used to communicate science to the public. They appear to stimulate many aspects of the learning process and can help with the development of links between ideas. Given these pedagogical premises, we conducted a project called Costellazione Manga, in which we considered astronomical concepts present in several manga and anime (Japanese comics and animations) and highlighted the physics behind them. These references to astronomy allowed us to introduce interesting topics of modern astrophysics and communicate astronomy-related concepts to a large spectrum of people. In this paper, we describe the methodology and techniques that we developed and discuss the results of our project. Depending on the comic or anime considered, we can introduce general topics such as the difference between stars, planets and galaxies or ideas such as the possibility of finding life on other planets, the latest discoveries of Earth-like planets orbiting other stars or the detection of complex organic molecules in the interstellar space. When presenting the night sky and the shapes of constellations, we can also describe how the same stars are perceived and grouped by different cultures. The project outcomes indicate that Costellazione Manga is a powerful tool to popularise astronomy and stimulate important aspects of learning development, such as curiosity and crit- ical thinking. We show through our experience that Costellazione Manga has attracted a broader and more diverse public than traditional planetarium activities and astronomy lectures.
APA, Harvard, Vancouver, ISO, and other styles
47

Thiam, El hadji, Michael Dunn, Eric W. Jackson, et al. "Quality Characteristics of Twelve Advanced Lines of Avena magna ssp. domestica Grown in Three Contrasting Locations in Morocco." Plants 13, no. 2 (2024): 294. http://dx.doi.org/10.3390/plants13020294.

Full text
Abstract:
The popularity of oats (Avena sativa) continues to increase in the cereal market due to their health benefits. The recent domestication of Avena magna, a Moroccan oat, presents an opportunity to enhance these benefits due to their higher nutritional composition. As the impact of microclimates on A. magna grain composition has not been explored, this study evaluates twelve A. magna ssp. domestica lines across three Moroccan locations, providing new data into microclimate effects on key grain characteristics. Significant variability is observed among lines and sites for nutrients, with mean protein, fat, and dietary fiber contents at 23.1%, 8.38%, and 7.23%, respectively. High protein levels, reaching 27.1% in Alnif and 26.5% in El Kbab, surpass the ‘Avery’ control (21.7% and 24.2%) in these environments. Groats from Bouchane exhibited elevated fat and fiber contents (10.2% and 9.94%) compared to the control (8.83% and 7.36%). While β-glucan levels remain consistent at 2.53%, a negative correlation between protein content, fat, and starch was observed. A. magna lines exhibited higher levels of iron (7.50 × 10−3 g/100 g DM) and zinc (3.40 × 10−3 g/100 g DM) compared to other cereals. Environmental conditions significantly influence grain quality, with El Kbab yielding higher protein and ash contents, as well as Bouchane having increased fat, fiber, and starch. Stability analysis indicates that fat content was more influenced by the environment, while 25% of protein variability is influenced by genetics. Lines AT3, AT5, AT6, AT13, and AT15 consistently exceeds both the mean for protein and fiber across all sites, emphasizing their potential nutritional value. This study highlights the potential of A. magna ssp. domestica to address nutritional insecurity, particularly for protein, iron, and zinc in domestic settings.
APA, Harvard, Vancouver, ISO, and other styles
48

Pasaribu, Pasaribu. "TINGKAT POPULARITAS DAN PROFITABILITAS MENU MELALUI METODE MENU ENGINEERING DI 3RDCAFE PADANG." JURNAL PENDIDIKAN DAN KELUARGA 9, no. 1 (2017): 68. http://dx.doi.org/10.24036/jpk/vol9-iss1/36.

Full text
Abstract:
Penelitian ini berujuan untuk mengetahui tingkat popularitas dan profitabilitas menu yang ditawarkan melalui analisis four box. Penelitian ini merupakan penelitian deskriptif dengan data kuantitatif, dengan sampel penelitian ini adalah total populasi yaitu seluruh populasi dijadikan sampel. Jenis data yang akan dipergunakan dalam penelitian adalah data sekunder. Teknik pengumpulan data yang digunakan adalah dokumentasi, observasi dan wawancara. Data dianalisis dengan menggunakan metode menu engineering yang dikelompokkan berdasarkan analisis four box. Hasil penelitian ini menunjukkan bahwa menu yang termasuk pada kelompok star yaitu menu makanan: nasi goreng dan menu minuman: teh es, jus mangga, millo, milkshake, dan fanta. Menu yang termasuk ke dalam kelompok puzzles pada menu makanan: mie goreng, siomay, mie rebus, kentang goreng, nuget dan menu minuman : jus pisang dan kopi. Menu yang termasuk kedalam kelompok plowhorse yaitu menu makanan: tempe medoan dan tahu medoan, sedangkan menu minuman: jus jeruk dan float. Tidak terdapat menu makanan maupun menu minuman pada kelompok dog. Saran bagi pihak 3rd cafe perlunya tindakan akan menu yang termasuk kedalam four box analysis seperti kelompok star cita rasa dan kualitas makanan dipertahankan, pada kelompok puzzle melakukan perubahan akan penampilan menu agar lebih menarik, sedangkan kelompok plowhorse dapat dipaketkan dengan kelompok menu star dengan harga yang relatif murah namun tidak merugikan.
APA, Harvard, Vancouver, ISO, and other styles
49

Becker, Romain. "La bande dessinée alternative de langue allemande – portrait d’un éditeur caméléon." Revue française d'histoire du livre 143 (January 26, 2023): 83–104. http://dx.doi.org/10.47421/rfhl143_83-104.

Full text
Abstract:
La maison d’édition berlinoise Reprodukt, d’abord représentante d’une bande dessinée alternative résolument punk, a su s’adapter à un public germanophone particulièrement frileux et survivre aux aléas du marché. Après un aperçu historique de l’industrie de la bande dessinée en Allemagne – d’abord appréciée, puis malmenée et décriée –, un portrait approfondi de la ligne éditoriale de Reprodukt permet d’élaborer un état des lieux de la bande dessinée germanophone actuelle. Entreprise spécialisée dans les récits autobiographiques à ses débuts, Reprodukt publie progressivement de plus en plus d’œuvres de fiction, notamment en rachetant les droits d’adaptation d’autres éditeurs. L’entreprise cherche à stabiliser son activité en surfant sur différentes modes commerciales, dont celle du terme « roman graphique » ou de la popularité du manga. Elle y arrive parfois, notamment grâce à la publication d’œuvres destinées aux plus jeunes, ce qui lui a permis de continuer là où d’autres ont échoué.
APA, Harvard, Vancouver, ISO, and other styles
50

Sangeetha, R., V. Mohan Raj, and Susan George. "An Overview of the Freshwater Cladoceran Daphnia magna (Straus, 1820) and Its Application in Fish Larviculture." Asian Journal of Fisheries and Aquatic Research 26, no. 12 (2024): 180–85. https://doi.org/10.9734/ajfar/2024/v26i12858.

Full text
Abstract:
Over the last three decades, aquaculture has become increasingly important, leading to the commercial viability of various shellfish and finfish species. The production of live feed is gaining popularity as a way to enhance the nutritional quality of species raised in aquaculture. Daphnia is a type of small crustacean belonging to the Brachiopoda family, commonly found in freshwater environments. Daphnia spp. serves as an excellent natural food source for tropical fish fry and has emerged as an alternative to traditional fish feeds. Utilizing Daphnia in aquaculture offers benefits such as low cost and ease of cultivation. This study addresses the identification of Daphnia, its reproduction and life cycle, nutritional value, significance in aquaculture, and methods of cultivation.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography