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  2. 2006年3月14日 (火)

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Recently, numerous articles have been published speculating on why U. As comics and graphic novels blip higher on the pop culture radar, from winning Pulitzers to inspiring Hollywood filmmakers, they pave the way for a wider audience and for more variety in the format.

Traditional comics are still customarily produced as serials in the familiar thirty-two-page comic books before they are bound together to form a paperback or hardbound volume.

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The U. The rise of graphic novels, however, has changed both the attitude of the reader and of the publishers. In October , manga titles made up forty-seven of the fifty top-selling graphic novels in bookstores Griepp , n.

The audience for manga was and is different than the traditional comics readership in the United States. Part of the reason manga took a while to find its audience in the West is that manga is produced and mainly available in book form. In Japan, manga is first published and read as installments of different stories in weekly and monthly magazines of three hundred or more pages, but there was no such counterpart for consumption in the United States.

When a few manga comic books were first published here, none succeeded with the comic book audience. Further, bound manga volumes were much more expensive than either comic books or mass-market paperbacks. As graphic novels and readers have gained influence over the comics market and the attitude of comics readers began to shift toward the content rather than the object, manga readership in the United States began to explode.

Another factor that has contributed to the popularity of manga comes from an unanticipated and often unacknowledged source: video games.

2006年3月14日 (火)

Gaming is a huge industry here in the United States. According to the Pew Internet and American Life report on Teens and Technology, 81 percent of teens go online to game—up from 52 percent in —which represents around 17 million teens Pew Internet Life and American Life Project , July.

The bulk of video games are from Asian creators, and the links between manga, anime, and video games are inextricable, both in terms of market and in appeal. The design of characters, the environments, the history, and the goals of heroes in video games and manga are undoubtedly parallel.

In addition to these surface similarities, the literacy required to succeed in video games is closely linked to the literacy required to read manga: an understanding of the combination of text and image and the ability to follow cinematic structure and navigate through symbols and clues, and follow extended story arcs. Additionally, gaming and manga share the distinction of befuddling previous generations—both are entertainment that parents and teachers stereotypically undervalue.

The sheer number of titles ready-made for this new market dwarfs the titles produced by Western comics publishers. More than 60 percent responded that they only read Japanese manga, and another 30 percent read both; only 10 percent read only U. One of the largest U. Likewise, librarians see the boost in circulation statistics and are familiar with the merits of comics from years of collecting and defending graphic novels.

We need to begin reading and understanding manga ourselves—not simply to keep up with our audience but also to ensure we select and maintain our collection wisely. But as this book aims to illuminate, manga is diverse and has a complexity that rivals any other format.

In my experience, manga fans are an intelligent and adventurous community. These readers research mythology and history; discuss the details of plot, costume, and acts of cultural significance; learn to read, write, and speak Japanese; long to visit the shrines and bustling cities of Japan; and mine each volume read for information about story, place, and period.

These readers are aware that although we are living in a global culture, there are still attitude differences, at the surface and deeper, between cultures that intrigue, amuse, and enlighten those who take notice of them. Literacy in Manga and Anime While he was studying literacy and the value of voluntary reading, researcher Stephen Krashen discovered that comics were an unrecognized mine of vocabulary, literary devices, and encouragement for the simple pleasure of reading.

In comics, images help readers who struggle with description or context, allowing them to feel they are accomplishing understanding without the intimidation of dense prose. When teen librarian Michele Gorman further researched the connections between graphic novels and literacy, she concluded that graphic novels will only continue to engage readers, reluctant or not, by encouraging literacy and the active reading in making connections between text and panels Gorman The visible literary devices of flashback and point of view make it easier for children and teens to identify the same devices used in prose Versaci There is no doubt that we live in a multimedia world.

Kids and teens grow up with skills that older generations lack, from navigating a computer with instinctive ease to creating a story from the jump-cuts and flashing images of two-minute music videos. Instant communication, video games, and the vast reaches of the Internet are a large part of how they live their lives and how they read and tell their stories. Eighty-seven percent of teens are online, and eighty-one percent go online to play games up from 56 percent in Pew Internet Life and American Life Project , July.

Fifty-seven percent of those teens create content online, with two out of five sharing self-authored content such as blogs and Web pages, and one in five remixing content from other online sources. Traditional reading has a lot of competition with all these media, and teens are learning to pick and choose what they love in terms of storytelling Pew Internet Life and American Life Project , November. Comics and graphic novels require a distinct kind of literacy.

First-time readers will come out of the story confused and unsure of what exactly happened, who was who, or why and how things happened. Give that same volume to a visual learner, and he or she will adapt more quickly, pulling out the necessary information and visual cues to create the story from the page, but there is still a learning curve. Elementary school librarian Allyson Lyga and comic industry insider Barry Lyga discussed the types of learners to whom graphic novels especially appeal in her book Graphic Novels in Your Media Center.

She identified children with linguistic intelligence and strong vocabularies , spatial intelligence those who think in images and pictures , and interpersonal intelligence those who react to body language and are strong communicators. Visual literacy is a newly developing field of study; it has become of interest in great part because younger generations are so at ease with visual signals while their elders are left wondering how all the different input creates a readable story.

Comics and graphic novels are excellent examples of a melding of visual literacy with traditional text-based literacy. Reading comics is a learned activity for many but is more and more an instinctive understanding for children and teenagers growing up in a world that combines text and image all the time. The divide between comprehension and confusion is not so much a generation gap but dependent on whether readers have had previous experience reading comics.

If they grew up reading comics, then readers new to reading manga will be a step ahead of a reader trying sequential art for the first time.


Although people who grew up in the s through the s read comics en masse as children, the later generations, especially from the s on, had far less access to or recommendations for reading comic books and graphic novels. Reading comics became a cult activity, and many readers dismissed the medium after childhood, if they ever read them at all.

Manga readers in Japan are famous for reading manga everywhere—on their commutes or as a break from the intense pressure of school or corporate life—and at a rapid rate. As Frederik Schodt noted in his landmark book Manga! The World of Japanese Comics, these readers typically spend twenty minutes reading a magazine of three hundred or more pages, which breaks down to four seconds per page. This seems impossible to a prose reader, or even a U. Manga obviously reads differently from U.

While all comics rely on a familiar visual language to tell their stories, from speech bubbles to sound effects to art conventions, manga uses a larger and entirely different set of cues that were never intended for a foreign audience.

Just as we all know what a light bulb above a head means in a cartoon, Japanese readers know what a nosebleed means see Chapter 4 for the answer , but both are incomprehensible occurrences to readers outside the culture of origin. One of the biggest barriers to understanding manga is these very instances of cultural divergence, and there is a steep learning curve for new U. As manga originated from creators drenched in the traditions of animation and Hollywood movies of the s and s, their presentation is distinctly more filmic than most U.

To truly comprehend manga we must look to films, television, and comics to find the roots of the story. If teens find valuable narrative in formats librarians rarely read, how are we to connect with newer generations?

We must meet teens halfway, and one of those steps toward connection is to understand and collect graphic novels and specifically Japanese manga. Why Libraries? In their heyday in the s, comic books were available almost everywhere, from the grocery store to the newsstand to the corner store. As the audience grew up and the market shifted, comic books slowly disappeared from general view, finally ending up being available only through specialty comic stores aimed at collectors and fans, although perhaps an occasional title might be found in a corner store.

Eventually kids and teens had no obvious source for comics, and while many parents and grandparents may remember with fondness their clandestine collections of Archie and Batman comics, their kids growing up in the s and s had no access to comics except through the Sunday funnies. These kids grew up with comic strip collections such as Garfield and Calvin and Hobbes mixed in with the occasional Archie. Books, television, and films are where they got their long story arcs.

Comics were never again to be the booming, kid-oriented business that they were in the Golden Age of the s or the Silver Age of the s. They were also picked up by innovative libraries and finally broke into bookstores. Suddenly a whole new generation of kids and teens saw that comics could be used to tell all kinds of stories, from the adventures of superheroes to the memoirs of Holocaust survivors.

Still, not many realized that what they were reading were essentially comics—comics were outside their experience. Forward-thinking librarians have been collecting graphic novels for decades with one simple, original aim—to attract boys and young men back to the library.

The plan worked, and over the years libraries across the country have built up graphic novel collections for teenagers, children, and adults.

As graphic novels arrived, so did Japanese manga, and it began to make its presence felt in libraries with circulation statistics and the fact that most volumes never stayed on the shelf; a similar trend was seen in bookstores. Teens are excited to see libraries once again adapting to their tastes and acknowledging their way of reading, not to mention saving them the money of buying each book of a thirty-volume series at ten bucks a pop.

On top of that, many of the teens who read graphic novels and Japanese manga otherwise would rarely come into the library. As with any other population, these fans are happy to find other teens, let alone an adult, who speak their language and validate their interests.

Any librarian gets excited when a patron is inspired to read, and the exuberance of manga and anime fans for their media is exciting. The more they read, the more they seek to explore—what else could a librarian ask of readers? The Appeal of Manga and Anime The dominance of the superhero subgenre has had continuing impact on U. Happily, the market is growing and diversifying, featuring more titles every month, but diversity of genre has yet to be a driving force in the market.

Comics are still overwhelmingly aimed at and created by men. Female fans are beginning to be acknowledged, and although there were efforts in the past to attract girls to comics with romance themes, these lines died out in the late s.

Japanese manga on the other hand, to paraphrase one of library pioneer S. The sheer variety of manga is a large part of its appeal. Although we still only see a small percentage of the many genres available in Japan, the fantasies, melodramas, slice-of-life comedies, and hard science fiction, not to mention the memoirs, histories, and mysteries already outstrip U. In the United States, the comics industry is still behind in attracting female readers and tends not to pursue them, whereas since the s, manga publishers have aggressively pursued girls and women as readers.

This has led to many U. The fact is that kids and teenagers have no qualms about embarking into new formats, nor do they hold the stereotypes associated with comics as firmly in mind.

Manga represents an unexplored country where few adults or professionals have ventured. Every volume they read not only tells an appealing story but illuminates that much more of a language obscure to a casual reader, and those who understand the details and signals feel the thrill of a secret code. In the end, it comes down to a very simple fact: teens love manga, and the more we can understand it, the better we can understand and support teen reading. How to Use This Guide This guide covers the essential issues involved in reading, collecting, and promoting Japanese manga and anime.

Because far more titles exist to advise on Japanese anime, a majority of the discussions and examples here concentrate on manga. The guide is intended to work together as a whole, with sections progressing from the most basic questions to the less obvious differences represented by cultural context and comfort zones. The initial sections show where manga comes from and how it is identified.

Suggested title lists relevant to each topic are included throughout the guide. The guide begins with basic information about Japanese manga and anime as formats. This section includes a brief history of the formats and profiles of the industries and creators in Japan and the United States today. The end of this section provides a guide to the basic format and construction of a manga title accompanied by advice on how to determine intended audiences and how to maintain collections in terms of shelving, labeling, and cataloging.

Next the conventions of manga and anime storytelling are explained. This information ranges from basic terms and vocabulary to identifying intended audiences, pacing, and storytelling tropes. The complex task of translating the Japanese language for U. Manga covers a diverse array of genres including those familiar to Western readers as well as genres unique to Japan. Chapter 3 provides descriptions and title lists for the most common genres, concentrating on those unique to the format.

Throughout the text, there are booklists of recommended titles. These titles are annotated to indicate the titles publishing information, intended audience and appeal, genre, and related media.

For more information on how the annotations are formatted, please see page for the key to the annotations. Once readers are equipped with the basics, they can dive into the cultural references that make manga a fascinating but occasionally confusing read.

Because manga has never been created specifically for export, the potential for cross-cultural confusion is high. In Chapter 4, common causes for disconnects between readers and manga, or viewers and anime, are identified and explained.

Manga and anime fans create and participate in their fandom in a variety of ways. In Chapter 5, the full range of fan activities is explored with a focus on how the community can benefit readers and libraries including programming ideas and plans.

Drawing on years of reading, viewing, and working with this community, the final chapter is my annotated list of the top recommended titles of both manga and anime for younger, teen, and school audiences. Suggested reading for additional exploration is provided, and manga publishers, anime distributors, and production companies are included in the indexes. Nessun accenno alla seconda stagione di 'Angel'. A pag.

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