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{{Anime and manga}} {{Anime and manga}}
{{distinguish|Amine}} {{distinguish|Amine}}
{{Redirect|Animé|the oleo-resin|Animé (oleo-resin)}} {{Redirect|Animé|the oleo-resin|Animé (oleo-resin)}}
{{pp-vandalism|small=yes}} {{pp-vandalism|small=yes}}
<!--Please do not add Wikipetan, doing so will be a cross namespace link, a practice frowned upon in the main article space. For more info see WP:SELF.-->
'''Anime''' in ] usually refers to a style of ] originating in Japan,<ref> '''Anime''' in ] usually refers to a style of ] originating in Japan,<ref>
from the Merriam-Webster Online Dictionary from the Merriam-Webster Online Dictionary
</ref> heavily influenced by the ] (Japanese comics) style and typically featuring characters with large eyes, big hair and elongated limbs, exaggerated facial expressions, brush-stroked outlines, limited motion and other distinctive features. The term may also be used{{By whom|date=February 2010}} for other animation connected to Japan or to anime proper, irrespective of style. The word comes from ] アニメ ''anime'', meaning "animation" in general, and is typically pronounced {{audio-IPA|Anime-en-US-pronunciation.ogg|/ˈænəˌmeɪ/}} or {{IPA|/ˈænəˌmə/}} in English. </ref> heavily influenced by the ] (Japanese comics) style and typically featuring characters with large eyes, big hair and elongated limbs, exaggerated facial expressions, brush-stroked outlines, limited motion and other distinctive features. The term may also be used{{By whom|date=February 2010}} for other animation connected to Japan or to anime proper, irrespective of style. The word comes from ] アニメ ''anime'', meaning "animation" in general, and is typically pronounced {{audio-IPA|Anime-en-US-pronunciation.ogg|/ˈænəˌmeɪ/}} or {{IPA|/ˈænəˌmə/}} in English.


While the earliest known Japanese animation dates from 1917,<ref name="anime1917"> While the earliest known Japanese animation dates from 1917,<ref name="anime1917">
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Anime, like manga, has a large audience in Japan and high recognition throughout the world.{{Citation needed|date=February 2010}}<!-- Insert Numbers here with references. Also money references--> Distributors can release anime via television broadcasts, directly to ], or theatrically, as well as ]. Anime, like manga, has a large audience in Japan and high recognition throughout the world.{{Citation needed|date=February 2010}}<!-- Insert Numbers here with references. Also money references--> Distributors can release anime via television broadcasts, directly to ], or theatrically, as well as ].


Both hand-drawn and ] anime exist. It is used in ], ]s, ], ], ], and ]-based releases, and represents most, if not all, ]s of ]. Anime gained early{{When|date=November 2009}} popularity in ] and ] and has garnered more-recent popularity in the ].{{Citation needed|date=February 2010}} Both hand-drawn and ] anime exist. It is used in ], ]s, ], ], ], and ]-based releases, and represents most, if not all, ]s of ]. Anime gained early{{When|date=November 2009}} popularity in ] and ] and has garnered more-recent popularity in the ].{{Citation needed|date=February 2010}}


==History== == History ==
{{Main|History of anime}} {{Main|History of anime}}
]'' (1944), the first ] anime film]] ]'' (1944), the first ] anime film]]
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His work – and that of other pioneers in the field – inspired characteristics and genres that remain fundamental elements of anime today. The giant ] genre (known as "]" outside Japan), for instance, took shape under Tezuka, developed into the ] genre under ] and others, and was revolutionized at the end of the decade by ] who developed the ] genre. Robot anime like the '']'' and '']'' series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the ] in Japan (although less than ]), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century. His work – and that of other pioneers in the field – inspired characteristics and genres that remain fundamental elements of anime today. The giant ] genre (known as "]" outside Japan), for instance, took shape under Tezuka, developed into the ] genre under ] and others, and was revolutionized at the end of the decade by ] who developed the ] genre. Robot anime like the '']'' and '']'' series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the ] in Japan (although less than ]), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century.


==Terminology== == Terminology ==
Japanese write the English term "animation" in '']'' as アニメーション (''animēshon'', pronounced {{IPA-ja|animeːɕoɴ|}}), and it is widely assumed{{By whom|date=February 2010}} that the term アニメ (''anime'', pronounced {{IPA-ja|anime||Anime.ogg}} in Japanese) emerged in the 1970s as an abbreviation.{{Citation needed|date=January 2010}} Others claim that the word derives from the French phrase ''dessin animé''.<ref name="manga!"/><ref> Japanese write the English term "animation" in '']'' as アニメーション (''animēshon'', pronounced {{IPA-ja|animeːɕoɴ|}}), and it is widely assumed{{By whom|date=February 2010}} that the term アニメ (''anime'', pronounced {{IPA-ja|anime||Anime.ogg}} in Japanese) emerged in the 1970s as an abbreviation.{{Citation needed|date=January 2010}} Others claim that the word derives from the French phrase ''dessin animé''.<ref name="manga!"/><ref>
{{cite web |url=http://www.etymonline.com/index.php?term=anime |title=Etymology Dictionary Reference: Anime accessdate=2007-09-13 |work=Etymonline}} {{cite web |url=http://www.etymonline.com/index.php?term=anime |title=Etymology Dictionary Reference: Anime accessdate=2007-09-13 |work=Etymonline}}
</ref> </ref>
Japanese-speakers use both the original and abbreviated forms interchangeably, but the shorter form occurs more commonly. Japanese-speakers use both the original and abbreviated forms interchangeably, but the shorter form occurs more commonly.
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The pronunciation of ''anime'' in Japanese, {{IPA|}}, differs significantly from the ] {{IPA-en|ˈænɪmeɪ|}}, which has different vowels and ]. (In Japanese each ] carries equal stress.) As with a few other Japanese words such as '']'', '']'', and ''],'' English-language texts sometimes spell ''anime'' as ''animé'' (as in French), with an ] over the final ''e'', to cue the reader to pronounce the letter, not to leave it silent as English orthography might suggest. The pronunciation of ''anime'' in Japanese, {{IPA|}}, differs significantly from the ] {{IPA-en|ˈænɪmeɪ|}}, which has different vowels and ]. (In Japanese each ] carries equal stress.) As with a few other Japanese words such as '']'', '']'', and ''],'' English-language texts sometimes spell ''anime'' as ''animé'' (as in French), with an ] over the final ''e'', to cue the reader to pronounce the letter, not to leave it silent as English orthography might suggest.


===Word usage=== === Word usage ===
In Japan, the term ''anime'' does not specify an animation's nation of origin or style; instead, it serves as a ] to refer to all forms of animation from around the world.<ref>{{cite web |url=http://www.bellaonline.com/articles/art4260.asp |title=What is Anime? |publisher=Bellaonline |accessdate=2007-10-28 |work=Lesley Aeschliman}}</ref><ref>{{cite web |url=http://www.artgallery.nsw.gov.au/__data/page/9842/Tezuka_Kit_1.pdf |format=PDF |title=Tezuka: The Marvel of Manga - Education Kit |year=2007 |publisher=Art Gallery New South Wales |accessdate=2007-10-28}}</ref> English-language dictionaries define ''anime'' as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan".<ref>{{cite web |url=http://dictionary.reference.com/browse/anime |title=Anime Dictionary Definition |accessdate=2006-10-09 |work=]}} In Japan, the term ''anime'' does not specify an animation's nation of origin or style; instead, it serves as a ] to refer to all forms of animation from around the world.<ref>{{cite web |url=http://www.bellaonline.com/articles/art4260.asp |title=What is Anime? |publisher=Bellaonline |accessdate=2007-10-28 |work=Lesley Aeschliman}}</ref><ref>{{cite web |url=http://www.artgallery.nsw.gov.au/__data/page/9842/Tezuka_Kit_1.pdf |format=PDF |title=Tezuka: The Marvel of Manga - Education Kit |year=2007 |publisher=Art Gallery New South Wales |accessdate=2007-10-28}}</ref> English-language dictionaries define ''anime'' as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan".<ref>{{cite web |url=http://dictionary.reference.com/browse/anime |title=Anime Dictionary Definition |accessdate=2006-10-09 |work=]}}
</ref> </ref>
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In English, ''anime'', when used as a common ], normally functions as a ] (for example: "Do you watch anime?", "How much anime have you collected?").<ref>], 4th ed.; Dictionary.com Unabridged (v 1.1).</ref> However, in casual usage the word also appears as a ]. ''Anime'' can also be used as a ] ] or classifier noun ("The anime '']'' is different from the movie '']''"). In English, ''anime'', when used as a common ], normally functions as a ] (for example: "Do you watch anime?", "How much anime have you collected?").<ref>], 4th ed.; Dictionary.com Unabridged (v 1.1).</ref> However, in casual usage the word also appears as a ]. ''Anime'' can also be used as a ] ] or classifier noun ("The anime '']'' is different from the movie '']''").


===Synonyms=== === Synonyms ===
English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse.<ref>{{cite web |url=http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=46 |title=ANN: Japanimation |publisher=Anime News Network |accessdate=2007-11-11}}</ref> "Japanimation" saw the most usage during the 1970s and 1980s, but the term "anime" supplanted it in the mid-1990s as the material became more widely known in English-speaking countries.<ref name="bookref2">{{cite book |last=Patten |first=Fred |title=Watching Anime, Reading Manga: 25 Years of Essays and Reviews |publisher=Stone Bridge Press |year=2004 |isbn=1880656922}}</ref> English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse.<ref>{{cite web |url=http://www.animenewsnetwork.com/encyclopedia/lexicon.php?id=46 |title=ANN: Japanimation |publisher=Anime News Network |accessdate=2007-11-11}}</ref> "Japanimation" saw the most usage during the 1970s and 1980s, but the term "anime" supplanted it in the mid-1990s as the material became more widely known in English-speaking countries.<ref name="bookref2">{{cite book |last=Patten |first=Fred |title=Watching Anime, Reading Manga: 25 Years of Essays and Reviews |publisher=Stone Bridge Press |year=2004 |isbn=1880656922}}</ref>
In general, the term now only appears in nostalgic contexts.<ref name="bookref2" /> Although the term was coined{{By whom|date=August 2009}} outside Japan to refer to animation imported from Japan, it is now used primarily ''in'' Japan, to refer to domestic animation{{Citation needed|date=February 2010}}; since "anime" does not identify the country of origin in Japanese usage, "Japanimation" is used to distinguish Japanese work from that of the rest of the world.<ref name="bookref2" /> In general, the term now only appears in nostalgic contexts.<ref name="bookref2" /> Although the term was coined{{By whom|date=August 2009}} outside Japan to refer to animation imported from Japan, it is now used primarily ''in'' Japan, to refer to domestic animation{{Citation needed|date=February 2010}}; since "anime" does not identify the country of origin in Japanese usage, "Japanimation" is used to distinguish Japanese work from that of the rest of the world.<ref name="bookref2" />
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</ref> </ref>


==Visual characteristics== == Visual characteristics ==
] ]


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Anime also tends to borrow many elements from ], including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the anime '']''. Anime also tends to borrow many elements from ], including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the anime '']''.


===Character design=== === Character design ===
====Proportions==== ==== Proportions ====
Body proportions emulated in anime come from proportions of the human body. The height of the head is considered{{By whom|date=February 2010}} as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set{{whom}} around nine heads tall.<ref name="headheight">{{cite web |url=http://animeworld.com/howtodraw/bodies1.html |title=Body Proportion |accessdate=2007-08-16 |work=Akemi's Anime World}} Body proportions emulated in anime come from proportions of the human body. The height of the head is considered{{By whom|date=February 2010}} as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set{{whom}} around nine heads tall.<ref name="headheight">{{cite web |url=http://animeworld.com/howtodraw/bodies1.html |title=Body Proportion |accessdate=2007-08-16 |work=Akemi's Anime World}}
</ref> </ref>
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Variations to proportion can be modded{{By whom|date=November 2009}}. ] characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened{{By whom|date=February 2010}} or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like '']'' completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased{{By whom|date=February 2010}} in proportion.<ref name="headheight"/> Variations to proportion can be modded{{By whom|date=November 2009}}. ] characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened{{By whom|date=February 2010}} or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like '']'' completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased{{By whom|date=February 2010}} in proportion.<ref name="headheight"/>


====Eye styles==== ==== Eye styles ====

Many anime and ] characters feature large ]s. ], who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as ], ], and Disney's '']''.<ref name="manga!"/><ref name="Dreamland">{{cite book |last=Schodt |first=Frederik L. | title=Dreamland Japan: Writings on Modern Manga |publisher=Stone Bridge Press |year=1996 |location=Berkeley, California |isbn=1-8806562-3-X}}</ref> Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing '']'', the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through ''Ribbon no Kishi'', Tezuka set a stylistic template that later ''shōjo'' artists tended to follow. Many anime and ] characters feature large ]s. ], who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as ], ], and Disney's '']''.<ref name="manga!"/><ref name="Dreamland">{{cite book |last=Schodt |first=Frederik L. | title=Dreamland Japan: Writings on Modern Manga |publisher=Stone Bridge Press |year=1996 |location=Berkeley, California |isbn=1-8806562-3-X}}</ref> Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing '']'', the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through ''Ribbon no Kishi'', Tezuka set a stylistic template that later ''shōjo'' artists tended to follow.


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However, not all anime have large eyes. For example, some of the work of ] and ] are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.<ref name="companion">{{cite book |last=Poitras |first=Gilles |title=Anime Companion |publisher=Stone Bridge Press |year=1998 |location=Berkeley, California |isbn=1-880656-32-9}}</ref> In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art.{{Or|date=February 2009}} Some characters have even smaller eyes, where simple black dots are used. However, many western audiences associate anime with large detailed eyes.{{Citation needed|date=September 2009}} However, not all anime have large eyes. For example, some of the work of ] and ] are known for having realistically proportioned eyes, as well as realistic hair colors on their characters.<ref name="companion">{{cite book |last=Poitras |first=Gilles |title=Anime Companion |publisher=Stone Bridge Press |year=1998 |location=Berkeley, California |isbn=1-880656-32-9}}</ref> In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art.{{Or|date=February 2009}} Some characters have even smaller eyes, where simple black dots are used. However, many western audiences associate anime with large detailed eyes.{{Citation needed|date=September 2009}}


====Facial expressions==== ==== Facial expressions ====
Anime characters may employ wide variety of facial expressions to denote moods and thoughts.<ref>{{cite web |url=http://www.mangatutorials.com/tut/expressions.php |title=Manga Tutorials: Emotional Expressions |accessdate=2008-08-22 |work=Rio}}</ref> These techniques are often different in form than their counterparts in western animation. Anime characters may employ wide variety of facial expressions to denote moods and thoughts.<ref>{{cite web |url=http://www.mangatutorials.com/tut/expressions.php |title=Manga Tutorials: Emotional Expressions |accessdate=2008-08-22 |work=Rio}}</ref> These techniques are often different in form than their counterparts in western animation.


There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "]", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike someone with it, leading to the concept of ] and ]. Male characters will develop a ] around their female love interests (typically to indicate arousal, based on an old wives' tale).<ref name="bloody">{{cite web |url=http://www.umich.edu/~anime/info_emotions.html |title=Emotional Iconography in Animae |author=University of Michigan Animae Project |date=Current |accessdate=2009-08-08}}</ref> Embarrassed characters either produce a massive ] (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Some anime, usually with political plots and other more serious subject matters, have abandoned the use of these techniques. There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "]", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike someone with it, leading to the concept of ] and ]. Male characters will develop a ] around their female love interests (typically to indicate arousal, based on an old wives' tale).<ref name="bloody">{{cite web |url=http://www.umich.edu/~anime/info_emotions.html |title=Emotional Iconography in Animae |author=University of Michigan Animae Project |date=Current |accessdate=2009-08-08}}</ref> Embarrassed characters either produce a massive ] (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Some anime, usually with political plots and other more serious subject matters, have abandoned the use of these techniques.


===Animation technique=== === Animation technique ===
{{Main|Animation}} {{Main|Animation}}
Like all ], the production processes of ]ing, ], character design, cel production and so on still apply. With improvements in computer technology, ] increased the efficiency of the whole production process. Like all ], the production processes of ]ing, ], character design, cel production and so on still apply. With improvements in computer technology, ] increased the efficiency of the whole production process.
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Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show ].<ref name="production">{{cite web|url=http://www.huitula.com/productionIG2_page2.htm|title=Anime production process - feature film|year=2000|accessdate=2007-08-27|work=PRODUCTION I.G}}</ref> Directors can also choose camera effects within ], such as panning, zooming, facial closeup, and panoramic.<ref>{{cite web |url=http://www.understandinganime.com/cinematography.php |title=Cinematography: Looping and Animetion Techniques |year=1999 |accessdate=2007-08-29 |work=Understanding Anime}}</ref> Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show ].<ref name="production">{{cite web|url=http://www.huitula.com/productionIG2_page2.htm|title=Anime production process - feature film|year=2000|accessdate=2007-08-27|work=PRODUCTION I.G}}</ref> Directors can also choose camera effects within ], such as panning, zooming, facial closeup, and panoramic.<ref>{{cite web |url=http://www.understandinganime.com/cinematography.php |title=Cinematography: Looping and Animetion Techniques |year=1999 |accessdate=2007-08-29 |work=Understanding Anime}}</ref>


The large majority of anime uses ], which better allows for ], ] approach and checking of drawings before they are shot – practices favoured by the anime industry.<ref name="Jouvanceau2004">{{cite book |last=Jouvanceau |first=Pierre |coauthors=Clare Kitson (translator) |title=The Silhouette Film |publisher=] |year=2004 |location=Genoa |page=103 |url=http://www.heeza.fr/description.php?lang=2&path=64&sort=Article&page=0&id=296 |isbn=88-8012-299-1 |accessdate=2009-08-08}}</ref> Other mediums are mostly limited to independently-made ],<ref name="Sharp2003">{{cite web|last=Sharp|first=Jasper|title=Beyond Anime: A Brief Guide to Experimental Japanese Animation|work=Midnight Eye|year=2003|url=http://www.midnighteye.com/features/beyond_anime.shtml|accessdate=2008-07-21}}</ref> examples of which are the ] and other ] of ],<ref name="Jouvanceau2004"/><ref name="Cinémathèque2008">{{cite web |title=Tribute to Noburō Ōfuji |work=To the Source of Anime: Japanese Animation |publisher=Cinémathèque québécoise |year=2008 |url=http://www.cinematheque.qc.ca/animation_japonaise.pdf |format=PDF |accessdate=2008-07-21}}</ref> the ] puppet animation of ], ]<ref name="Sharp2004">{{cite web|last=Sharp|first=Jasper|title=Interview with Kihachirō Kawamoto|work=Midnight Eye|year=2004|url=http://www.midnighteye.com/interviews/kihachiro_kawamoto.shtml|accessdate=2008-07-21}}</ref> and ]<ref>{{cite web|last=Hotes|first=Catherine Munroe|title=Tomoyasu Murata and Company |work=Midnight Eye|year=2008|url=http://www.midnighteye.com/features/tomoyasu-murata-and-company.shtml|accessdate=2008-07-21}}</ref> and the ] of ]<ref>{{cite book|last=Walters|first=Helen|title=Animation Unlimited: Innovative Short Films Since 1940|publisher=Laurence King|year=2004 |location=London|url=http://lib.leeds.ac.uk/record=b2662684|isbn=18-5669-346-5|accessdate=2009-08-08}}</ref> (most famously '']'').<ref>{{cite web |title=Works |work=KANABAN-Web |publisher=Kanaban Graphics |year=2008 |url=http://www.mtvjapan.com/usavich/about.html |accessdate=2008-07-21}}</ref> The large majority of anime uses ], which better allows for ], ] approach and checking of drawings before they are shot – practices favoured by the anime industry.<ref name="Jouvanceau2004">{{cite book |last=Jouvanceau |first=Pierre |coauthors=Clare Kitson (translator) |title=The Silhouette Film |publisher=] |year=2004 |location=Genoa |page=103 |url=http://www.heeza.fr/description.php?lang=2&path=64&sort=Article&page=0&id=296 |isbn=88-8012-299-1 |accessdate=2009-08-08}}</ref> Other mediums are mostly limited to independently-made ],<ref name="Sharp2003">{{cite web|last=Sharp|first=Jasper|title=Beyond Anime: A Brief Guide to Experimental Japanese Animation|work=Midnight Eye|year=2003|url=http://www.midnighteye.com/features/beyond_anime.shtml|accessdate=2008-07-21}}</ref> examples of which are the ] and other ] of ],<ref name="Jouvanceau2004"/><ref name="Cinémathèque2008">{{cite web |title=Tribute to Noburō Ōfuji |work=To the Source of Anime: Japanese Animation |publisher=Cinémathèque québécoise |year=2008 |url=http://www.cinematheque.qc.ca/animation_japonaise.pdf |format=PDF |accessdate=2008-07-21}}</ref> the ] puppet animation of ], ]<ref name="Sharp2004">{{cite web|last=Sharp|first=Jasper|title=Interview with Kihachirō Kawamoto|work=Midnight Eye|year=2004|url=http://www.midnighteye.com/interviews/kihachiro_kawamoto.shtml|accessdate=2008-07-21}}</ref> and ]<ref>{{cite web|last=Hotes|first=Catherine Munroe|title=Tomoyasu Murata and Company |work=Midnight Eye|year=2008|url=http://www.midnighteye.com/features/tomoyasu-murata-and-company.shtml|accessdate=2008-07-21}}</ref> and the ] of ]<ref>{{cite book|last=Walters|first=Helen|title=Animation Unlimited: Innovative Short Films Since 1940|publisher=Laurence King|year=2004 |location=London|url=http://lib.leeds.ac.uk/record=b2662684|isbn=18-5669-346-5|accessdate=2009-08-08}}</ref> (most famously '']'').<ref>{{cite web |title=Works |work=KANABAN-Web |publisher=Kanaban Graphics |year=2008 |url=http://www.mtvjapan.com/usavich/about.html |accessdate=2008-07-21}}</ref>


==Distribution== == Distribution ==
{{See also|Anime licensing}} {{See also|Anime licensing}}
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the ]".<ref>{{cite web |url=http://online.wsj.com/article/SB118851157811713921.html?mod=googlenews_wsj |title=Manga Mania |date=2007-08-31 |accessdate=2007-08-31 |work=Bianca Bosker (Wall Street Journal)}}</ref> Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the '']'' video game was released in Europe due to the popularity of the show even years after the series has been off-air. While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the ]".<ref>{{cite web |url=http://online.wsj.com/article/SB118851157811713921.html?mod=googlenews_wsj |title=Manga Mania |date=2007-08-31 |accessdate=2007-08-31 |work=Bianca Bosker (Wall Street Journal)}}</ref> Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the '']'' video game was released in Europe due to the popularity of the show even years after the series has been off-air.
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Anime distribution companies handled the ] of anime outside Japan. Licensed anime is modified by distributors through ] into the language of the country and adding language subtitles to the Japanese language track. Using a similar ] as ], the world is divided into ]. Anime distribution companies handled the ] of anime outside Japan. Licensed anime is modified by distributors through ] into the language of the country and adding language subtitles to the Japanese language track. Using a similar ] as ], the world is divided into ].


Some ] of cultural references may occur to better follow the references of the non-Japanese culture.<ref></ref> Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. '']''), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of '']'' and ] ] programming block, both of which employ minor edits.{{Citation needed|date=August 2007}} '']'' and '']'' were the earliest attempts to present anime (albeit still modified) to North American television audiences without harsh censoring for violence and mature themes. Some ] of cultural references may occur to better follow the references of the non-Japanese culture.<ref></ref> Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. '']''), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of '']'' and ] ] programming block, both of which employ minor edits.{{Citation needed|date=August 2007}} '']'' and '']'' were the earliest attempts to present anime (albeit still modified) to North American television audiences without harsh censoring for violence and mature themes.


With the advent of ], it became possible to include multiple language tracks into a simple product. This was not the case with ], in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with ], typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact. With the advent of ], it became possible to include multiple language tracks into a simple product. This was not the case with ], in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with ], typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact.
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The ] has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.<ref name="anime-internet">{{cite web |url=http://comipress.com/article/2006/07/20/489 |title=100 Questions About Anime & Manga Overseas |date=2006-07-20 |accessdate=2007-08-23 |work=Comipress}}</ref> As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.<ref>{{cite web |url=http://en.j-cast.com/2005/12/21000171.html |title=Free Anime: Providers Bear Losses to Build Business |date=2005-12-21 |accessdate=2007-08-27 |work=J-Cast Business News}}</ref> The ] has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom.<ref name="anime-internet">{{cite web |url=http://comipress.com/article/2006/07/20/489 |title=100 Questions About Anime & Manga Overseas |date=2006-07-20 |accessdate=2007-08-23 |work=Comipress}}</ref> As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.<ref>{{cite web |url=http://en.j-cast.com/2005/12/21000171.html |title=Free Anime: Providers Bear Losses to Build Business |date=2005-12-21 |accessdate=2007-08-27 |work=J-Cast Business News}}</ref>


==Influence on world culture== == Influence on world culture ==
Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as '']'', have revealed.<ref name="commercially successful">{{cite web |title=Progress Against the Law: Fan Distribution, Copyright, and the Explosive Growth of Japanese Animation |url=http://groups.csail.mit.edu/mac/classes/6.805/student-papers/fall03-papers/Progress_Against_the_Law.html |accessdate=2006-05-01}}<!-- This appears to be a student paper that was not peer reviewed or published in a journal or conference proceeding. --></ref> The phenomenal success of ]'s multi-billion ] '']'' franchise<ref>{{cite news |title=Pokemon Franchise Approaches 150 Million Games Sold |url=http://www2.prnewswire.com/cgi-bin/stories.pl?ACCT=104&STORY=/www/story/10-04-2005/0004159206&EDATE= |agency=PR Newswire |publisher=Nintendo |date=4 October 2005 |quote= }}</ref> was helped greatly by the ] that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a ]. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity<!-- need better word -->.<ref>{{cite news |last=Faiola |first=Anthony |title=Japan's Empire of Cool |work=] |page=A1 |publisher=] |date=2003-12-27 |url=http://www.washingtonpost.com/ac2/wp-dyn/A33261-2003Dec26?language=printer |accessdate=2007-08-17}}</ref> Worldwide, the number of people studying Japanese increased. In 1984, the ] was devised to meet increasing demand.<ref>{{cite web |title=Introduction |publisher=The Japan Foundation |url=http://www.jlpt.jp/e/about/index.html |accessdate=2009-05-01}}</ref> ] refers to non-Japanese works of animation that emulate the visual style of anime.<ref name="whatisanime">{{cite web |url=http://www.animenewsnetwork.com/editorial/2002-07-26 |title=What is anime? |date=2002-07-26 |accessdate=2007-08-18 |work=ANN}}</ref> Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in ], as in the case of '']''. Often, production crews either are fans of anime or are required to view anime.<ref>{{cite web |url=http://www.scifi.com/sfw/anime/sfw12366.html |archiveurl=http://web.archive.org/web/20080117145951/http://www.scifi.com/sfw/anime/sfw12366.html |archivedate=2008-01-17 |title=SciFi Channel Anime Review |accessdate=2006-10-16 |work=SciFi}}</ref> Some creators cite anime as a source of inspiration with their own series.<ref>{{cite web |url=http://www.ugo.com/ugo/html/article/?id=17924 |title=Aaron McGruder - The Boondocks Interview |accessdate=2007-10-14 |work=Troy Rogers |publisher=UnderGroundOnline}}</ref><ref>{{cite web |url=http://www.g4tv.com/screensavers/features/49962/Ten_Minutes_with_Megas_XLR.html |title=Ten Minutes with "Megas XLR" |date=2004-10-13}}</ref> Furthermore, a French production team for '']'' moved to Tokyo to collaborate with a Japanese production team from ].<ref name="company">{{cite web |url=http://www.savtheworld.com/eng/company.php |title=STW company background summary}}</ref> Critics and the general anime fanbase do not consider them as anime.<ref>{{cite web |url=http://www.animenation.net/blog/2006/05/15/ask-john-how-should-the-word-anime-be-defined/ |title=How should the word ''Anime'' be defined? |date=2006-05-15 |accessdate=2008-09-26 |work=AnimeNation}} Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as '']'', have revealed.<ref name="commercially successful">{{cite web |title=Progress Against the Law: Fan Distribution, Copyright, and the Explosive Growth of Japanese Animation |url=http://groups.csail.mit.edu/mac/classes/6.805/student-papers/fall03-papers/Progress_Against_the_Law.html |accessdate=2006-05-01}}<!-- This appears to be a student paper that was not peer reviewed or published in a journal or conference proceeding. --></ref> The phenomenal success of ]'s multi-billion ] '']'' franchise<ref>{{cite news |title=Pokemon Franchise Approaches 150 Million Games Sold |url=http://www2.prnewswire.com/cgi-bin/stories.pl?ACCT=104&STORY=/www/story/10-04-2005/0004159206&EDATE= |agency=PR Newswire |publisher=Nintendo |date=4 October 2005 |quote= }}</ref> was helped greatly by the ] that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a ]. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity<!-- need better word -->.<ref>{{cite news |last=Faiola |first=Anthony |title=Japan's Empire of Cool |work=] |page=A1 |publisher=] |date=2003-12-27 |url=http://www.washingtonpost.com/ac2/wp-dyn/A33261-2003Dec26?language=printer |accessdate=2007-08-17}}</ref> Worldwide, the number of people studying Japanese increased. In 1984, the ] was devised to meet increasing demand.<ref>{{cite web |title=Introduction |publisher=The Japan Foundation |url=http://www.jlpt.jp/e/about/index.html |accessdate=2009-05-01}}</ref> ] refers to non-Japanese works of animation that emulate the visual style of anime.<ref name="whatisanime">{{cite web |url=http://www.animenewsnetwork.com/editorial/2002-07-26 |title=What is anime? |date=2002-07-26 |accessdate=2007-08-18 |work=ANN}}</ref> Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in ], as in the case of '']''. Often, production crews either are fans of anime or are required to view anime.<ref>{{cite web |url=http://www.scifi.com/sfw/anime/sfw12366.html |archiveurl=http://web.archive.org/web/20080117145951/http://www.scifi.com/sfw/anime/sfw12366.html |archivedate=2008-01-17 |title=SciFi Channel Anime Review |accessdate=2006-10-16 |work=SciFi}}</ref> Some creators cite anime as a source of inspiration with their own series.<ref>{{cite web |url=http://www.ugo.com/ugo/html/article/?id=17924 |title=Aaron McGruder - The Boondocks Interview |accessdate=2007-10-14 |work=Troy Rogers |publisher=UnderGroundOnline}}</ref><ref>{{cite web |url=http://www.g4tv.com/screensavers/features/49962/Ten_Minutes_with_Megas_XLR.html |title=Ten Minutes with "Megas XLR" |date=2004-10-13}}</ref> Furthermore, a French production team for '']'' moved to Tokyo to collaborate with a Japanese production team from ].<ref name="company">{{cite web |url=http://www.savtheworld.com/eng/company.php |title=STW company background summary}}</ref> Critics and the general anime fanbase do not consider them as anime.<ref>{{cite web |url=http://www.animenation.net/blog/2006/05/15/ask-john-how-should-the-word-anime-be-defined/ |title=How should the word ''Anime'' be defined? |date=2006-05-15 |accessdate=2008-09-26 |work=AnimeNation}}
</ref> </ref>
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Some American animated television-series have singled out anime styling with satirical intent, for example '']'' (with "]" and with "]"). ''South Park'' has a notable drawing style, itself parodied in "]", the fifth episode of the anime '']'', released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of '']'', a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as '']''. ]s began to appear in the early 1990s, during the Anime boom, starting with ], ], ], and ]. Currently anime conventions are held annually ] across the Americas, Asia, and Europe.<ref>{{cite web |url=http://www.animecons.com/events/ |title=Convention Schedule |accessdate=2007-09-06 |work=AnimeCons}}</ref> Many attendees participate in ], where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, ]s have become prevalent in colleges, high schools, and community centers as a way to publicly exhibit anime as well as broadening ] cultural understanding.<ref>{{cite web |url=http://web.archive.org/web/20071021222201/http://daily.stanford.edu/article/2002/5/21/animeAchievesGrowingPopularityAmongStanfordStudents |title=Anime achieves growing popularity among Stanford students}}</ref> Some American animated television-series have singled out anime styling with satirical intent, for example '']'' (with "]" and with "]"). ''South Park'' has a notable drawing style, itself parodied in "]", the fifth episode of the anime '']'', released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of '']'', a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as '']''. ]s began to appear in the early 1990s, during the Anime boom, starting with ], ], ], and ]. Currently anime conventions are held annually ] across the Americas, Asia, and Europe.<ref>{{cite web |url=http://www.animecons.com/events/ |title=Convention Schedule |accessdate=2007-09-06 |work=AnimeCons}}</ref> Many attendees participate in ], where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, ]s have become prevalent in colleges, high schools, and community centers as a way to publicly exhibit anime as well as broadening ] cultural understanding.<ref>{{cite web |url=http://web.archive.org/web/20071021222201/http://daily.stanford.edu/article/2002/5/21/animeAchievesGrowingPopularityAmongStanfordStudents |title=Anime achieves growing popularity among Stanford students}}</ref>


===Anime and American audiences=== === Anime and American audiences ===
The Japanese term ''otaku'' is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted ''otaku'' fan base, which can be attributed highly to technological advances. Also, shows like '']'' and '']'' provided a pivotal introduction of anime's conventions, animation methods, and ] influences to many American children. The Japanese term ''otaku'' is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted ''otaku'' fan base, which can be attributed highly to technological advances. Also, shows like '']'' and '']'' provided a pivotal introduction of anime's conventions, animation methods, and ] influences to many American children.


Ancient Japanese myths – often deriving from the animistic nature worship of Shinto – have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show ''Hercules'' will be no stranger to the Greek myths and legends it is based on, while the same person watching the show '']'' might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of ''Amaterasu and Susano''.<ref name="understanding1996">{{cite book|last=Levi|first=Antonia|year=1996|title=]|location=Peru, Illinois|publisher=Open Court Publishing Company|ISBN=0-8126-9332-9|nopp=y}}</ref> Ancient Japanese myths – often deriving from the animistic nature worship of Shinto – have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show ''Hercules'' will be no stranger to the Greek myths and legends it is based on, while the same person watching the show '']'' might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of ''Amaterasu and Susano''.<ref name="understanding1996">{{cite book|last=Levi|first=Antonia|year=1996|title=]|location=Peru, Illinois|publisher=Open Court Publishing Company|ISBN=0-8126-9332-9|nopp=y}}</ref>


==See also== == See also ==
{{Portal|Anime and Manga}} {{Portal|Anime and Manga|Wikipe-tan face.svg}}
{{Misplaced Pages-Books|Anime and Manga}} {{Misplaced Pages-Books|Anime and Manga}}
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==References== == References ==
{{reflist|2}} {{reflist|2}}


==External links== == External links ==
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{{Wiktionary}} {{Wiktionary}}

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Not to be confused with Amine. "Animé" redirects here. For the oleo-resin, see Animé (oleo-resin).

Anime in English usually refers to a style of animation originating in Japan, heavily influenced by the manga (Japanese comics) style and typically featuring characters with large eyes, big hair and elongated limbs, exaggerated facial expressions, brush-stroked outlines, limited motion and other distinctive features. The term may also be used for other animation connected to Japan or to anime proper, irrespective of style. The word comes from Japanese アニメ anime, meaning "animation" in general, and is typically pronounced /ˈænəˌmeɪ/ or /ˈænəˌmə/ in English.

While the earliest known Japanese animation dates from 1917, and many original Japanese cartoons were produced in the ensuing decades, the characteristic anime style developed in the 1960s - notably with the work of Osamu Tezuka - and became known outside Japan in the 1980s.

Anime, like manga, has a large audience in Japan and high recognition throughout the world. Distributors can release anime via television broadcasts, directly to video, or theatrically, as well as online.

Both hand-drawn and computer-animated anime exist. It is used in television series, films, video, video games, commercials, and internet-based releases, and represents most, if not all, genres of fiction. Anime gained early popularity in East and Southeast Asia and has garnered more-recent popularity in the Western World.

History

Main article: History of anime
Screenshot from Momotaro's Divine Sea Warriors (1944), the first feature-length anime film

Anime began at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques also pioneered in France, Germany, the United States, and Russia. The oldest known anime in existence first screened in 1917 – a two-minute clip of a samurai trying to test a new sword on his target, only to suffer defeat. Early pioneers included Shimokawa Oten, Jun'ichi Kouchi, and Seitarō Kitayama.

By the 1930s animation became an alternative format of storytelling to the live-action industry in Japan. But it suffered competition from foreign producers and many animators, such as Noburō Ōfuji and Yasuji Murata still worked in cheaper cutout not cel animation, although with masterful results. Other creators, such as Kenzō Masaoka and Mitsuyo Seo, nonetheless made great strides in animation technique, especially with increasing help from a government using animation in education and propaganda. The first talkie anime was Chikara to Onna no Yo no Naka, produced by Masaoka in 1933. The first feature length animated film was Momotaro's Divine Sea Warriors directed by Seo in 1945 with sponsorship by the Imperial Japanese Navy.

The success of The Walt Disney Company's 1937 feature film Snow White and the Seven Dwarfs influenced Japanese animators. In the 1960s, manga artist and animator Osamu Tezuka adapted and simplified many Disney animation-techniques to reduce costs and to limit the number of frames in productions. He intended this as a temporary measure to allow him to produce material on a tight schedule with inexperienced animation-staff.

The 1970s saw a surge of growth in the popularity of manga – many of them later animated. The work of Osamu Tezuka drew particular attention: he has been called a "legend" and the "god of manga". His work – and that of other pioneers in the field – inspired characteristics and genres that remain fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the Gundam and The Super Dimension Fortress Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more at the turn of the 21st century.

Terminology

Japanese write the English term "animation" in katakana as アニメーション (animēshon, pronounced Template:IPA-ja), and it is widely assumed that the term アニメ (anime, pronounced Template:IPA-ja in Japanese) emerged in the 1970s as an abbreviation. Others claim that the word derives from the French phrase dessin animé. Japanese-speakers use both the original and abbreviated forms interchangeably, but the shorter form occurs more commonly.

The pronunciation of anime in Japanese, , differs significantly from the Standard English Template:IPA-en, which has different vowels and stress. (In Japanese each mora carries equal stress.) As with a few other Japanese words such as saké, Pokémon, and Kobo Abé, English-language texts sometimes spell anime as animé (as in French), with an acute accent over the final e, to cue the reader to pronounce the letter, not to leave it silent as English orthography might suggest.

Word usage

In Japan, the term anime does not specify an animation's nation of origin or style; instead, it serves as a blanket term to refer to all forms of animation from around the world. English-language dictionaries define anime as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan". Non-Japanese works that borrow stylization from anime are commonly referred to as "anime-influenced animation" but it is not unusual for a viewer who does not know the country of origin of such material to refer to it as simply "anime". Some works result from co-productions with non-Japanese companies, such as most of the traditionally animated Rankin/Bass works, the Cartoon Network and Production I.G series IGPX or Ōban Star-Racers; different viewers may or may not consider these anime.

In English, anime, when used as a common noun, normally functions as a mass noun (for example: "Do you watch anime?", "How much anime have you collected?"). However, in casual usage the word also appears as a count noun. Anime can also be used as a suppletive adjective or classifier noun ("The anime Guyver is different from the movie Guyver").

Synonyms

English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse. "Japanimation" saw the most usage during the 1970s and 1980s, but the term "anime" supplanted it in the mid-1990s as the material became more widely known in English-speaking countries. In general, the term now only appears in nostalgic contexts. Although the term was coined outside Japan to refer to animation imported from Japan, it is now used primarily in Japan, to refer to domestic animation; since "anime" does not identify the country of origin in Japanese usage, "Japanimation" is used to distinguish Japanese work from that of the rest of the world.

In Japan, "manga" can additionally refer to both animation and comics (although the use of "manga" to refer to animation mostly occurs only among non-fans). Among English speakers, "manga" usually has the stricter meaning of "Japanese comics", in parallel to the usage of "anime" in and outside of Japan. An alternate explanation is that it is due to the prominence of Manga Entertainment, a distributor of anime to the US and UK markets. Because Manga Entertainment originated in the UK, the term occurs commonly outside Japan. The term "ani-manga" has been used to collectively refer to anime and manga, though it is also a term used to describe comics produced from animation cels.

Visual characteristics

An example of the wide range of drawing styles anime can adopt

Many commentators refer to anime as an art form. As a visual medium, it can emphasize visual styles. The styles can vary from artist to artist or from studio to studio. Some titles make extensive use of common stylization: FLCL, for example, has a reputation for wild, exaggerated stylization. Other titles use different methods: Only Yesterday or Jin-Roh take much more realistic approaches, featuring few stylistic exaggerations; Pokémon uses drawings which specifically do not distinguish the nationality of characters.

While different titles and different artists have their own artistic styles, many stylistic elements have become so common that people describe them as definitive of anime in general. However, this does not mean that all modern anime share one strict, common art-style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings include "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography." The influences of Japanese calligraphy and Japanese painting also characterize linear qualities of the anime style. The round ink brush traditionally used for writing kanji and for painting, produces a stroke of widely varying thickness.

Anime also tends to borrow many elements from manga, including text in the background and panel layouts. For example, an opening may employ manga panels to tell the story, or to dramatize a point for humorous effect. See for example the anime Kare Kano.

Character design

Proportions

Body proportions emulated in anime come from proportions of the human body. The height of the head is considered as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall.

Variations to proportion can be modded. Super-deformed characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Most super deformed characters are two to four heads tall. Some anime works like Crayon Shin-chan completely disregard these proportions, such that they resemble Western cartoons. For exaggeration, certain body features are increased in proportion.

Eye styles

Many anime and manga characters feature large eyes. Osamu Tezuka, who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as Betty Boop, Mickey Mouse, and Disney's Bambi. Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing Ribbon no Kishi, the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through Ribbon no Kishi, Tezuka set a stylistic template that later shōjo artists tended to follow.

Coloring is added to give eyes, particularly to the cornea, some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. Cultural anthropologist Matt Thorn argues that Japanese animators and audiences do not perceive such stylized eyes as inherently more or less foreign.

However, not all anime have large eyes. For example, some of the work of Hayao Miyazaki and Toshiro Kawamoto are known for having realistically proportioned eyes, as well as realistic hair colors on their characters. In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art. Some characters have even smaller eyes, where simple black dots are used. However, many western audiences associate anime with large detailed eyes.

Facial expressions

Anime characters may employ wide variety of facial expressions to denote moods and thoughts. These techniques are often different in form than their counterparts in western animation.

There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "face fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike someone with it, leading to the concept of Hammerspace and cartoon physics. Male characters will develop a bloody nose around their female love interests (typically to indicate arousal, based on an old wives' tale). Embarrassed characters either produce a massive sweat-drop (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Some anime, usually with political plots and other more serious subject matters, have abandoned the use of these techniques.

Animation technique

Main article: Animation

Like all animation, the production processes of storyboarding, voice acting, character design, cel production and so on still apply. With improvements in computer technology, computer animation increased the efficiency of the whole production process.

Anime is often considered a form of limited animation. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there is more movement than there is. Many of the techniques used are comprised with cost-cutting measures while working under a set budget.

Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere. For example, anime often puts emphasis on changing seasons, as can be seen in numerous anime, such as Tenchi Muyo!. Sometimes actual settings have been duplicated into an anime. The backgrounds for the Melancholy of Haruhi Suzumiya are based on various locations within the suburb of Nishinomiya, Hyogo, Japan.

Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show perspective. Directors can also choose camera effects within cinematography, such as panning, zooming, facial closeup, and panoramic.

The large majority of anime uses traditional animation, which better allows for division of labor, pose to pose approach and checking of drawings before they are shot – practices favoured by the anime industry. Other mediums are mostly limited to independently-made short films, examples of which are the silhouette and other cutout animation of Noburō Ōfuji, the stop motion puppet animation of Tadahito Mochinaga, Kihachirō Kawamoto and Tomoyasu Murata and the computer animation of Satoshi Tomioka (most famously Usavich).

Distribution

See also: Anime licensing

While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization". Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the Saint Seiya video game was released in Europe due to the popularity of the show even years after the series has been off-air.

Anime distribution companies handled the licensing and distribution of anime outside Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions.

Some editing of cultural references may occur to better follow the references of the non-Japanese culture. Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (e.g. Voltron), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of Naruto and Cartoon Network's Adult Swim programming block, both of which employ minor edits. Robotech and Star Blazers were the earliest attempts to present anime (albeit still modified) to North American television audiences without harsh censoring for violence and mature themes.

With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact.

TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK.

Although it violates copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community. In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.

The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom. As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.

Influence on world culture

Anime has become commercially profitable in western countries, as early commercially successful western adaptations of anime, such as Astro Boy, have revealed. The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity. Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Proficiency Test was devised to meet increasing demand. Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime. Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of Avatar: The Last Airbender. Often, production crews either are fans of anime or are required to view anime. Some creators cite anime as a source of inspiration with their own series. Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker. Critics and the general anime fanbase do not consider them as anime.

Some American animated television-series have singled out anime styling with satirical intent, for example South Park (with "Chinpokomon" and with "Good Times with Weapons"). South Park has a notable drawing style, itself parodied in "Brittle Bullet", the fifth episode of the anime FLCL, released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of Kappa Mikey, a Nicktoons Network original cartoon. Even clichés normally found in anime are parodied in some series, such as Perfect Hair Forever. Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe. Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a way to publicly exhibit anime as well as broadening Japanese cultural understanding.

Anime and American audiences

The Japanese term otaku is used in America as a term for anime fans, more particularly the obsessive ones. The negative connotations associated with the word in Japan have disappeared in its American context, where it instead connotes the pride of the fans. Only in the recent decade or so has there been a more casual viewership outside the devoted otaku fan base, which can be attributed highly to technological advances. Also, shows like Pokémon and Dragon Ball Z provided a pivotal introduction of anime's conventions, animation methods, and Shinto influences to many American children.

Ancient Japanese myths – often deriving from the animistic nature worship of Shinto – have influenced anime greatly, but most American audiences not accustomed to anime know very little of these foreign texts and customs. For example, an average American viewing the live-action TV show Hercules will be no stranger to the Greek myths and legends it is based on, while the same person watching the show Tenchi Muyo! might not understand that the pleated ropes wrapped around the "space trees" are influenced by the ancient legend of Amaterasu and Susano.

See also

Template:Misplaced Pages-Books

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