Subjective Future Performances Anime Gam PDF
Subjective Future Performances Anime Gam PDF
Subjective Future Performances Anime Gam PDF
Herlander Elias
HerlanderElias248@gmail.com
Past Tense
Images of impending events which recall a snapshot of the past keep loaded with
tension. All that Japanese animation presents, particularly the warrior robot subgenre,
is characterized by tension, a contraction and an expansion shaped by an explosion
motif. Throughout many anime works, from Akira (Otomo Katsuhiro, 1988) to Neon
Genesis Evangelion (Anno Hideaki, 1995), as well as in anime videogames such as The
Bouncer (2001) and Final Fantasy X (2001), explosion images are likely to be a part of
the mise-en-scène. One could not conceive anime, whether passive or interactive, if it
would provide a collection of images disregarding the nuclear blasts. The question is
not a recollection of a World War Two event. Many anime films disregard it, but most
of the famous ones surpass historical nostalgia, existing as a mark for a Zero Year,
since Japan would no longer be as it once was in mid-twentieth-century. Thus, the
image of the Past remains tense much like the Future, which maintains an aura of
quickness. Regarding catastrophe in itself, author Peter Sloterdijk says in short that
"(…) it is (…) the convincing inversion of a miracle (…)”1. We could see how hard it is to
understand whether the nuclear blasts ("the" catastrophe for the Japanese) were an
entire misfortune or, somehow, a miracle after all. According to Sloterdijk, there is an
"Asian Renaissance"2 taking place at the moment. If we are to take such context into
consideration, then Japanese animation images would not be conceivable as icons of
the emergent Japanese graphic science if post-modern Japan had not surfaced upon
the ashes of a bombed modern Japan. In this sense, Japanese animation seems to be
a miracle produced by technique itself. Actually, there are many anime works featuring
holocaust images, even if it happens mostly in a non-direct fashion, from Akira to Neon
Genesis Evangelion, among works as Memories (Morimoto Koji, et al., 1996) or
Robotech: The Macross Saga (2006). Ever since the first atom bomb was dropped over
Hiroshima at 08:15 a.m., on August 6th 1945, preceding the second bombing on
Nagasaki only by three days, Japanese visual culture hardly stands apart from a “big
bang” image. Ultimately, it occurred more like a “big boom”. The graphic violence
1
within Japanese animation iconography is compelled to repeat a paradigmatic image of
violence regarding the biggest mass destruction ever by graphically following a type of
violence as a new form of imaging. Its beginning is triggered by the very first atomic
bomb. Due to this reason, Japanese visual culture shows an image that is yet to come,
one that is now based on a sharp-cutting-image, something able to interrupt all other
images by means of motifs of "what once was". In sum, the entire nature of mutation
and structural transformation of next-generation images has its genesis on the
holocaust image. As we examine animation films such as Transformers (Shin Nelson,
1986) we realize that the core story relates to the holocaust. Amidst the binomic
equation of the holocaust images and the images holocaust, a visual aesthetic is
emerging, endowed by a form both retrospective and prospective. Whereas some
images mainly regard the past, others focus on the future, thus being, respectively,
representations of causes and effects. Their substance implies a contraction-expansion,
as they seem to come out of an early primary compression demanding a secondary
and obvious decompression. The entire imaginary featured in The Anime Galaxy3, its
characters, machines and environments continue faithfully blossoming across
videogames in an oriental aesthetic. A virus of innovation is carried by the demography
and unrealness of the anime worlds, such being the true code of future performances.
In truth, it transports the post-modern decompression style hovering over history,
leaving behind a latency state in favour of a more prominent one. Images as those of
Japanese animation remain fertile in mutations. There is obviously a regime for
technological news which stands inseparable from Japanese animation. Animation
portrays announcement and revelation, performing as a showcase for performances
still, but not for long, unreal. By now, anime is available all over the Internet, either in
a rental format, online pay-per-view, content download or as user-player upgrades in
gaming networks. Digital culture and animation are shaking hands. No separation is
foreseen in a near future. Much of what two decades ago was mentioned as belonging
to "cyberculture" is now presented as part of the big Japanese anime scene and its "J-
pop" iconography. Regardless of what the image of the future might be, it surely
seems to speak Japanese. Having said this, one may assume that virtualization and
digital trend constitute a step towards a sort of "disappearance". Everything is
definitely migrating towards broadband wireless networks, optical drives, handheld 3D
game consoles, flat touch-screens and multiple-core processing computers. "Reality",
as French thinkers would underline, seems to be vanishing. Thus is the case of Paul
Virilio, who advances a new aesthetic: "an aesthetic of disappearance". Virilio assumes
that “the pursuit of forms is only a pursuit of time, but if there are no stable forms,
2
there are no forms at all”4. Same is to affirm that forms got into mutation. Shape-
shifting has become not only an exception but a law. "Change", which is a very
"googled" word nowadays, is actually describing contemporary Japanese images.
Images of change are now a format. Let us take, for instance, the ending of an anime
videogame such as Final Fantasy X (2001), in which Yuna admits: "everyone ...
everyone has lost something precious. Everybody has lost homes, dreams and
friends". It is precisely this sort of statement that justifies Japan’s producing footage of
emancipation, sorrow, dreaming, sophistication, war and utopia. Once a country falls
apart and its capital cities are de-atomized, the only way left is to go upwards. Going
upstream becomes a law of physics. Nothing can stop ascension. Cities can be wiped
out, yet ideas die hard, because they are the foundations of galaxies to come.
Machine Society
3
advance they are forming a unique and multi-faceted symbiosis”6. Let us underline
that this symbiosis happens on the new media as it did on older media. The question is
that a type of "spectacle", in the debordian sense, is still unfolding. In Japan's case,
"spectacle" is dominant. We are, then, to question whether to accept, as Debord puts
it, that
Debord's view of "spectacle" places reality and performance in the same play, role-
playing and real world side-by-side. No country, unlike Japan, stands as a core of
"unrealness", a node for "spectacle", carnivals and uniform fetish, cute icons and
kawaii stationery. In Marc Augé's famous essay on the subject of "non-places", the
author asserts that such need for providing sense to present time, if not to the past, is
a counterpart of a super-abundance of events which relates to a situation one should
call "supermodernity" in order to master its essential modality: the excess8. Societies
of super-abundance and sophistication, much like Japanese urban societies, are
certainly "supermodern". Anime presents this logic of "supermodernity" and a form of
graphic excess as well. Morley & Robins believe that Japan is the most western of all
societies9. However, the former medieval country where karakuri was ubiquitous
among aristocrats is now a respected nation, an authority in every modern discipline.
Innovation, robotics, new media, anime, manga and computer games are synonyms
for the post-modern Japan. A new vocabulary is emerging, one we cannot afford to
leave unmarked. Like Kojéve noticed in one of his diplomatic visits, there is a
"japanization" process going on10. Authors Morley & Robins also apply the same
language as they say some things are becoming "Japanised"11.
4
fallen12. Nevertheless, one thing is clear: as Thomas LaMarre also believes, the
"otakunization of the grand narrative" of salvation unfolds upon modern technological
condition13. Having said this, one should perceive changes in the embracing major
narrative as rooted in technological ground. This means that technology makes space
for new narratives. Ultimately, we may analyze anime works as a consequence from
current mainstream technology and its intertwined discourses. "Otaku-nized"
narratives are demanding an audience of their own, comprised of both existing and
would-be otakus. Historically speaking, the first modern otaku leitmotif is triggered by
Tezuka Osamu's creation: Mighty Atom (1980) [Tetsuwan Atomu], later called Astro
Boy, the androgynous automaton surrogate of Dr.Tenma's deceased son. Since this
moment, the rounded retro-future design has become a pool of inspiration for
Japanese futurists, from the automobile maker Toyota to Honda Asimov roboticists,
and from anime films like Mobile Suit Gundam Wing: Operation 3 (BANDAI, 2000) to
Sony AIBO electronic pets. Today, it is quite known that there is no such thing as mere
Japanese cartoons. Anime has its own narrative, fragmentary and plastic, appealing to
quick-edits, music-synch graphics and a package of conventions lasting for half a
century. Shocking colored-hair characters with extravagant power-suits, shiny metal
robots and glowing cities perfectly match the glossy lips and glassy eyes of anime
characters. Concerning narrative topics as climax and comic moments, anime makes
good use of mie, a climax form based on Kabuki Theatre, responsible for making big-
eyed girls crossing their eyes as they face the audience. Gosling notices too that anime
characters assume “(...) a series of stylized and exaggerated postures, which in spirit
echoes the philosophy of the kabuki actor, who from an early age is trained in dance
and other techniques to use the entire body as a medium of expression"14. Even some
comical sketches of warrior robots make use of this tendency to use the body as a
medium to express oneself, something that has turned out to be a major trend in robot
stories.
Fast-paced motion graphics and flickering footage disclose cel-shading characters and
high-definition rendered environments. Anime consists no longer of flat imagery, but of
3D images resembling conventional cartoons. Actually, the graphical appearance of
anime borrows much of its structure, in terms of technology, from videogame
production nowadays. Full Motion Video (FMVs) sequences, cinematic clips,
5
“machinima” sequences and anime videogames share identical visual languages due to
the usage of digital technology. Journalist and researcher Timothy Hornyak mentions
this “anime-esque appearance”15 as a prominent tendency. The figurative aspect (big-
eyed characters), the re-figurative aspect (IT tech) and the reconfigurative form
(proposed by science fiction romances) finally flow onto the Japanese world of anime.
In Gosling's perspective, “it is perhaps significant that Japan is the only country in the
world seriously interested in bipedal robot research, and when you look at the walking,
running and leaping robots of anime, you can perhaps understand why”16. Children
who have watched anime may quite probably wish to drive or build such robots, the
"mechs" [mecha]. In Metal Gear Solid 4: Guns of The Patriots (2008), a PlayStation 3
smash-hit videogame, leading-character Solid Snake has a friend scientist ─ Otacon ─
who confesses he became a scientist in order to design "mecha" at his own will. For
Thomas LaMarre, such new phenomena must be labelled as "mechaphilia"17 or
"mecha-ification"18. This phenomenon is noticeable even in non-anime games like Tom
Clancy’s Ghost Recon: Future Soldier (2010), in which Jean-Louis DeGay (US Army
Natick Research Development and Engineering Center) states in its beginning that
"The soldier of the future is an F-16 on legs".
Designing places for machines or at least welcoming them may be even called
"robotopia". Anime films display sequences of transforming robots as volatile as the
very same ones featured in such sequences. Also, the word “robotopia” strikes firstly
as a concept and subject of discussion in Frederik L. Schodt's (1988) famous book:
Inside The Robot Kingdom: Japan, Mechatronics, And The Coming Robotopia. Super
robots are the apex of the Japanese concept of meka, an abbreviation for
“mechanism”, which denotes machines either real or fictional; eventually, everything
from motorcycle engines to the baroque exoskeletons of battle robots, as Hornyak
affirms19. The author also points out that all robots that followed the footsteps of
Mighty Atom, the legions of "mechs" that proliferated in anime and toy store shelves in
the 1970s, grew increasingly detailed, realistic and mechanical”20. On the core of this
fascination towards the pilotable robots stands a new form of subject, an individual
fond of mobilization. Should we remind that "mobilization" is a military concept for the
logistics of warfare assets, and we may thus think of this new subject as a military-
proned type. I strongly believe that fantasy of robots respond to something deeper:
the desire to control, the driving practice. In theory, Peter Sloterdijk claims the
existence of an "Auto-Mobilized Subject", an individual requiring movement at his own
will. Regarding contemporary modern society, Sloterdijk states that it “(…) really
accomplished at least one of its utopian plans, that of the full automobilization, such
6
situation in which each adult individual moves himself by driving his own machine that
moves itself. Since in Modernity by no means can one conceive the subject without
'his' movement, the Self and his automobile are metaphysically correlated as body and
soul of the same motion unit”21. The question is that after Nagai Gō created Mazinger Z
(1972-74), the automobile is no longer the real mean whose purpose is solely to
transcend space. For the Japanese, the transforming war-bot, the "mecha", represents
the top gear of the "auto-mobilized subject". In the bottom line, the robot is the future
mean of the driving individual, although the revolution has already been triggered, as
Sloterdijk asserts. Another interpretation could be that of a uterine relation. Inside an
automobile or a "transforming" "mech", the subject remains shielded from outside, like
a child-being nurtured inside an uterus. So, the outlined-armour works out as a limit-
surface. Appleseed (Aramaki Shinji, 2004) and Ghost In The Shell (Oshii Mamoru,
1996) disclose respectively images of driveable spider-bots and cyborg gestation.
Ultimately, anime videogames like Mega Man (1987) are still promoting the ideal
physical body of robotic suits. Machine protection is pursued as a goal. Even though it
is a theme of the anime world, the fact is that machines remain as an issue,
dematerialized in software and remaining as hardware objects. The main message is
that robots are designed to shelter, host and shield man. Robotics is, in this case, a
sort of cybernetic uterus. A machine-becoming is expected. This is why LaMarre
highlights the prospect of a "mothering machine"22. Perhaps we should subtitle it as
"technology" itself. In the meantime, as Schodt remarks, Japan is so far a nation
where ancient automata, anime characters, videogames and robots merge into "one
giant romanticized entity"23. Media and technology function as carriers for the content
stories, like prototypes do for future machine users.
It is true that photographic snapshots inspired pioneer Tezuka Osamu in the creation
of modern manga. The cinematic experience standing in the core of the anime style
already existed in manga comic books. By the late twentieth century, graphic
technologies, but specially videogames altogether with the advent of the World Wide
Web, helped expanding the anime world, from OVAs (Original Video Animation) to
AMVs (Anime Music Videos). Already a decade into the twenty-first century, and the
border among animation, videogames and special FX cinema is getting blurred. One
major example is undoubtedly James Cameron's Avatar, both the movie (2009a) and
7
the game (2009b), thanks to the usage of similar motion capture gear and High-Def
rendered footage, big-eyed protagonists and their slim exotic bodies. One thing is
sure: no matter how sophisticated or which type of images we are referring to, the
brand at stake is still "Japan's" due to the now global Japanese "anime-esque"
aesthetics. A nation like Japan means advancement and futurism, precision and
tradition. Best-selling author Fredrik L. Schodt believes that "in a tightly knit society
such as Japan, these media have an inestimable power to glamorize and influence
attitudes to robots and technology in general"24. Put another way, we could say that
media, and in this case the animation media, help to highlight technology on a broader
scale. Robots are merely a part of the big picture, a preview for Japan's high-tech. On
the other hand, both robots and HD fully-rendered 3D footage introduce a fertile
ground. Machines and graphics seem to transform and disassemble themselves as a
technology manifesto, a symptom of contemporary times. By watching Michael Bay's
Transformers (2007), a viewer understands this. Other reviews are presented, like
Morley & Robins make utterly clear: “Through these new technologies, the
contradictory stereotypes of Japaneseness have assumed new forms; the new
technologies have become associated with the sense of Japanese identity and
ethnicity”25. Thanks to these reasons, Japan is a mysterious place, a romantic zone
standing between the real and the imaginary. Before animation and electronic gaming,
manga comic books were the greater model of catharsis, both individual and collective,
mostly among adolescents [which turned out to have grown up along with the manga
world]26. Even so, the image of the super robot prevails; it continues to represent the
ultimate warrior and weapon27. A remark has to be made; anime is not just the
"mecha" sub-genre, but the prominence of the super warrior-bot remains
unquestioned. Nowadays, online media and videogames are responsible for the
increased growth of what Sloterdijk entitles the “Asiosphere”28. Even if emerging
economies such as the Popular Republic of China, Southern Korea and India are
branding Asian territory, Japan is undeniably the true synonym for cutting-edge
technology and media. After one and a half century past the Meiji Restoration, which
took place in 1868, Japan, even today, remains “the edge”. So far, its modernization
process has not stopped. For people as LaMarre, "techno-orientalism"29 is the best
word to describe what is happening these days. As from the user-experience
perspective, the best word to depict the current anime trend is proposed by Jenkins
(2006) as being the "transmedia experience"30. It is definitely "transmedia" as long as
a user experiences a narrative fiction across several media. For instance, it is possible
to watch and play James Cameron's Avatar as it once one would likely watch The
8
Matrix (1999) and play Enter The Matrix (2003). It is becoming a very common
behavior to watch the motion picture Final Fantasy: The Spirits Within (Sakaguchi
Hironobu, et al., 2001), the anime Final Fantasy VII: Advent Children (Nomura Tetsuya
& Nozue Takeshi, 2005) and to play Crisis Core: Final Fantasy VII (2008). The same
happens with the release of Metal Gear Solid: Peace Walker (2010). Viewers and
players have not been dedicated to monomedia practices; only playing their roles.
Above all they are users; digital media users, in the first place. According to LaMarre31,
the new "hype" does not concern uniquely consuming media, but altogether the
process of archiving data [neta] about animation and its spin-offs. Perhaps we should
accept Lev Manovich's perspective regarding the existence of a medium far superior to
anything else, a "metamedium"32 in the new media field. Inspired by Alan Kay’s work
in Xerox Park in the 70s, Manovich uses this term to refer to the computer. He applies
such typology to classify media whose category requires users to manage databases
and to deal with cross-referencing information clusters. Japanese sociologist Sugimoto
knows that animation benefits indeed from the major characteristics identified in
contemporary mass culture, which are "fluidity", "variability" and "transformability"33.
Beyond this, let us not forget that Jenkins suggests Japanese animation as a new
media feature and that, to Mark Poster, “in the second media age reality becomes
multiple”34. A new context is available. As for Jenkins, "a transmedia story unfolds
across multiple media platforms"35 and right now it is this wider "networking" and
"data collecting" that turns viewers into users and users into players. Inside the anime
world, we witness that animation is no more a cinematic sibling of the Hollywood
event. Animation faced emancipation for real and established standards closer to the
new media form. One may notice that such new media require new performances
changing the user and the player into a sort of data-pilot.
One of the most fascinating videogame genres for the game audience is undoubtedly
the FPS (First Person Shooter), in which players experience action in the field straight
from the subjective position of the main character. What players find marvellous is the
possibility of engaging the enemy from a personal point of view, as in touching objects,
firing weapons, running and hiding from adversaries. At a first glance, games such as
Doom 3 (2004), Crysis (2007) and Wolfenstein (2009) display no link to the anime
world, but, after a closer inspection, one realises that anime games like Lost Planet:
9
Extreme Condition (2007) and Final Fantasy XIII (2010) also explore first person view
modes in cinematics. A great breakthrough was made by North-American Electronic
Arts and Swedish DICE (software house) as the videogame Mirror's Edge (2008) was
released. The new feature on this FPS game was that its plot was disclosed on
animation format, being the core of the game strictly about ambient mood instead of
firefights. In most FPS games, a player may see the digital counter and cross-hair of
new machine guns. It is also true that the subjective position of a fighter-pilot standing
in the cockpit of a General Dynamics F-16 Falcon resembles the view mode of the
machine gunner in the FPS game. Both the gunner and fighter-pilot stand behind a
weapon, being on a subjective position and actually dealing with a heads-up display,
information displayed on a glass-like interface. By watching Tom Clancy's H.A.W.X. 2
(2010), the resemblances are noticeable. Thus, we could see that anime creators'
obsession for driving and piloting "mecha" robots is not the produce of chance. Anime
viewers and anime game players aspire to control such robots in the real physical
world. What is at stake is an entire new level of performances. To exert the new
subjective performances of the future, the anime audience must become a
"participant" in the show. According to Scott McCloud, in the "preceding" frame of the
manga comic book, backgrounds and environments "(...) allowed the character/reader
to experience a 'vivid, imaginary world' ─ again with that same sense of 'involvement'
and 'participation'"36. Anime game players have inherited this need for "participation"
from monochromatic Japanese comic books. As we interface with the robot games on
gaming consoles, we understand, like Thomas LaMarre, that an "informatization of the
pilot-'mecha' interface"37 is occurring. However, the subjective performances are under
no circumstances the latest import from science fiction pages, new media or
videogames. It just so happens that, by the post-war period of the twentieth century,
North-American Cultural Anthropologist Ruth Benedict (2005) had pointed out the
"hero-pilot"38 as a national Japanese character at the time. Benedict manages to
discover that Japanese people during the war had 'engaged in subjectivity'"39. Three
things seem nowadays more present in the transmedia and subjective world of anime:
future performances demand role-playing, war blends with fantasy motifs and to
participate in the new environments means to be "engaged in subjectivity", even
today. In other words, we are not tired of watching anime. We are tired of being
limited to watching. It is time to get inside The Anime Galaxy once and for all.
Herlander Elias
HerlanderElias248@gmail.com
10
REFERENCES
Books
Antonia Levi, Samurai From Outer Space: Understanding Japanese Animation (Chicago
and La Salle Illinois: Open Court, 1996).
David Morley & Kevin Robins, "Techno-Orientalism: Japan Panic" in Spaces of Identity
– Global Media, Electronic Landscapes And Cultural Boundaries (London/New York:
Routledge, 2004), pp.147-173.
Frederik Schodt, Inside The Robot Kingdom: Japan, Mechatronics, And The Coming
Robotopia (Tokyo: Kodansha International, 1988).
Frenchy Lunning (Ed.), War/Time. MECHADEMIA Series, Vol.4 (Minneapolis: University
of Minnesota Press, 2009).
Gilles Poitras, Anime Essentials (Berkeley: Stone Bridge Press, 2001).
Giorgio Agamben, The Open: Man And Animal (Stanford, California: Stanford
University Press, 2004).
Guy Debord, A Sociedade do Espectáculo [Society of Spectacle] (Lisbon: Edições
mobilis in mobile, 1991).
Henry Jenkins, Convergence Culture – Where Old Media And New Media Collide (New
York/London: New York University Press, 2006).
Jean-François Lyotard, La Condition Post-Moderne [The Postmodern Condition: A
Report On Knowledge] (Paris: Les Éditions des Minuit, 1979).
Katsuhiro Otomo, Akira – Book One (Canada: Dark Horse Comics, December, 2000).
Lev Manovich, The Language of New Media (Cambridge: MIT Press, 2001).
Marc Augé, Não-Lugares: Introdução a Uma Antropologia da Sobremodernidade [Non-
Places: An Introduction To Supermodernity] (Lisbon: 90 Graus Editora, 2007).
Mark Poster, A Segunda Era Dos Média [The Second Media Age] (Oeiras, Portugal:
Celta Editora, 2000).
Noah Wardrip-Fruin & Nick Monfort, The New Media Reader (Massachusets: MIT Press,
2003).
Paul Virilio, The Aesthetics of Disappearance (US: Semiotext(e), 1991).
Peter Sloterdijk, A Mobilização Infinita: Para Uma Crítica da Cinética Política [The
Infinite Mobilization: Towards A Critique of Political Kynetics] (Lisbon: Relógio d’Água,
2002).
Ruth Benedict, The Chrysanthemum And The Sword: Patterns of Japanese Culture
(New York: Mariner Books, 2005).
Scott McCloud, Reinventing Comics (New York: Paradox Press/ DC Comics, 2000).
Scott McCloud, Understanding Comics – The Invisible Art (New York: Kitchen Sink
Press/HarperPerennial, 1994).
Sonia Bibe Luyten, Mangá: O Poder Dos Quadradinhos Japoneses [Manga: The Power
Of Japanese Comics] (São Paulo, Brazil: Editora Estação Liberdade, 1991).
Susan Napier, Anime: From Akira to Howl’s Moving Castle (New York: Palgrave, 2005).
Timothy Hornyak, Loving The Machine: The Art And Science of Japanese Robots
(Japan: Kodansha International, 2006).
Thomas LaMarre, Anime Machine: A Media Theory of Animation (Minnesota: University
of Minnesota Press, 2009).
Yoshio Sugimoto, An Introduction to Japanese Society (New York: Cambridge
University Press, 1997).
11
Online Documents
Videography
Videogames
12
ENDNOTES
1
The translation is mine, in Peter Sloterdijk A Mobilização Infinita: Para Uma Crítica da
Cinética Política [The Infinite Mobilization: Towards A Critique of Political Kynetics]
(Lisbon: Relógio d’Água, 2002), p.76.
2
Idem, Ibid.
3
Herlander Elias, The Anime Galaxy: Japanese Animation As New Media is the title of
my upcoming book, the publishing title for my Ph.D thesis, to be published in 2011 in
Labcom at University of Beira Interior, in Covilhã, Portugal.
4
Paul Virilio, The Aesthetics of Disappearance (US: Semiotext(e), 1991), p.17.
5
Yoshio Sugimoto, An Introduction to Japanese Society (New York: Cambridge
University Press, 1997).
6
James Matthews, Manga And The Acceptance of Robotics in Japan: A Symbiotic
Relationship (2003-2004), p.1.
7
The translation is mine, in Guy Debord, A Sociedade do Espectáculo [Society of
Spectacle] (Lisbon: Edições mobilis in mobile, 1991), p.10-11.
8
The translation is mine, in Marc Augé, Não-Lugares: Introdução a Uma Antropologia
da Sobremodernidade [Non-Places: An Introduction To Supermodernity] (Lisbon: 90
Graus Editor, 2007), p.28-29.
9
David Morley & Kevin Robins, “Techno-Orientalism: Japan Panic,” in Spaces of
Identity – Global Media, Electronic Landscapes And Cultural Boundaries (London/New
York: Routledge, 2004), pp.147-173.
10
In Giorgio Agamben, The Open: Man And Animal (Stanford, California: Stanford
University Press, 2004), p.11.
11
David Morley & Kevin Robins, Ibid., p.168-169.
12
Jean-François Lyotard, La Condition Post-Moderne [The Postmodern Condition: A
Report On Knowledge] (Paris: Les Éditions des Minuit, 1979).
13
Thomas LaMarre, Anime Machine: A Media Theory of Animation (Minnesota:
University of Minnesota Press, 2009), p.179.
14
John Gosling, The Hidden World of Manga (1996), §5, p.1.
15
Timothy Hornyak, Loving The Machine: The Art And Science of Japanese Robots.
(Japan: Kodansha International, 2006), p.121.
16
John Gosling, Ibid., §16, p.4.
17
Thomas LaMarre, Ibid., p.214.
18
Idem, Ibidem, p.218.
19
Timothy Hornyak, Ibid., p.58.
20
Idem, Ibid..
21
The translation is mine, in Peter Sloterdijk, Ibid., p.36.
22
Thomas LaMarre, Ibid., p.234.
23
Frederik Schodt, Inside The Robot Kingdom: Japan, Mechatronics, And The Coming
Robotopia (Tokyo: Kodansha International, 1988), p.23.
13
24
Idem, Ibid., p.25.
25
David Morley & Kevin Robins, Ibid., p.169.
26
The Translation is mine, in Sonia Bibe Luyten, Mangá: O Poder Dos Quadradinhos
Japoneses [Manga: The Power Of Japanese Comics] (São Paulo, Brazil: Editora Estação
Liberdade, 1991), p.65.
27
Timothy Hornyak, Ibid., p.57.
28
The translation is mine, in Peter Sloterdijk, Ibid.
29
Thomas LaMarre, Ibid., p.89.
30
Henry Jenkins, Convergence Culture – Where Old Media And New Media Collide (New
York/London: New York University Press, 2006) p.102.
31
Thomas LaMarre, Ibid., p.145.
32
Lev Manovich, Abstraction And Complexity (2004), p.3.
33
Yoshio Sugimoto, Ibid., p.253.
34
The translation is mine, in Mark Poster, A Segunda Era Dos Média [The Second
Media Age] (Oeiras, Portugal: Celta Editora, 2000) p.43.
35
Henry Jenkins, Ibid., p.95.
36
Scott McCloud, Understanding Manga (1996), p.46.
37
Thomas LaMarre, Ibid., p.234.
38
Ruth Benedict, The Chrysanthemum And The Sword: Patterns of Japanese Culture
(New York: Mariner Books, 2005), p.25.
39
Idem, Ibid., p.26.
14