This research highlights the differences between Japanese pop music from other pop music and examines Japan in relation to the country's popular music genres including insight to globalization. This in-person research conducted in Japan analyzes the impact of the U.S. and Japan’s relationship in regards to the music industry.The central questions of this research is how Japanese and American fandoms differ in the context of cultural exchange and how Japan’s relationship with the U.S. has affected this exchange. Fan communities, data from album and concert sales of Japanese Pop and Rock artists are analyzed in order to evaluate the reception of these genres in domestic and foreign markets. This research considers the historical relationship between Japan and the U.S. before and during the development of this genre.This study provides insight into Japan’s global cultural identity by showcasing globalization in Japan through the lens of the Japanese music industry. Japan’s history with the U.S. sheds a new perspective on the pop culture breakout of Japanese media, and the growing collaborative relationship with America. From using weapons of war to culturally influencing one another, this research lends insight to the changing relationship between these two countries.
This study explores how apology videos differ across platforms and speaker statuses, and how these factors shape their perception by an audience. Linguistic coding on a dataset of publicly available apologies from the past five years is used to identify several linguistic markers that influence the perception of apology videos. In addition to these linguistic markers, videos are analyzed based on speaker type (celebrities, online influencers, private individuals, and brands) and format (long-form pre-recorded videos, short social media clips, and traditional live media statements). A survey measures audience reactions, including emotions elicited, perceived sincerity, and perceived effectiveness. A qualitative analysis then compares apology strategies to these audience perceptions in order to identify patterns.
In this paper I will be discussing the relation between Japanese manga and anime, and the changes from the transition from manga to anime due to censorship laws and changes within post-WWII Japan. Continuing, I will discuss what these laws and changes within Japan are meant to accomplish and what their application/results could have on their media as a whole. Next, I will be discussing what changes are made to media when exported to other countries to adhere to their redactive laws. The definition of censorship that I will be using for this paper is: “Places where media that has been changed to limit the themes, concepts, or actions that are deemed unsensible or unwanted by a large, usually government, body.” This definition is meant to include things that are commonplace such as blurring or black boxes, or even censorship that’s more transformative via cutting out parts of original material completely.This research will make people aware of how media can be changed to convey a certain culture's beliefs on what is “appropriate” for a certain group of people. To take it to a more extreme level, this research will also convey how strict/effective censorship can be at a non-concerning level- not censoring certain content to prevent learning about certain information. And how potentially concerning censorship could be put in place with similar laws. And finally how censorship reflects a culture as a whole.
The purpose of this research is to explore the increasing threats of censorship in libraries, the laws supporting or opposing censorship, and the impact of censorship on librarians through the use of language and rhetoric. Through examining the current political climate surrounding libraries, censorshipm and diversity, I hope to emphasize how libraries can become involved in the promotion and protection of intellectual freedom and democracy by advocacy, policy making, and popular mobilization (i.e. solidarity with each other). The primary method of research is comparing legislative texts, national advocacy organizations, and case studies. Restrictive and protective approaches to intellectual freedom were compared using Idaho HB710, Alabama HB385, California AB1825, and Vermont Act 150 legislative documents. Idaho and Alabama bills were used for their definition of “harmful materials” and for procedural aspects of criminal charges as examples of state policies restricting free inquiry; California and Vermont bills were used as examples of states protecting intellectual freedom. The primary conclusion is that libraries cannot afford to be censored in order to provide equal access to information and to promote the democratic principles they serve. Through lobbying for protective policies, raising public awareness, forming legal relationships, and obtaining continued federal support, libraries will be able to stand up against these pressures and restate their commitment of delivering needed services to all members of society.
I will be examining the history of Disney and Nintendo, how they have helped construct the childhoods of Japanese and Americans alike, and how they have helped the two countries heal from the second World War.Disney first took off around the start of WWII when they released Snow White and The Seven Dwarves in 1937. During the American occupation of Japan in the 1950's, as their movies flooded into the country, they helped to create a new, thriving animation and entertainment industry. Following WWII, Nintendo found growing success in this new entertainment landscape after a striking a partnership with Disney in 1958 to produce playing cards. Come the 1970s and 80s, they took the world by storm with revolutionary gaming systems. Come today, Disney and Nintendo are two of the biggest companies in the world. Disney is responsible for a sizable amount of popular animated movies and champions theme parks globally. Nintendo has pioneered the video game market and has greatly influenced positive public perception on gaming. Though both companies market towards children and families, they’ve found large fan bases with adults.
In media, or what we consume for entertainment, like movies, music, books, etc.... a motif is a form of repetition in some form. Whether that be a song, song title, a theme, or literally anything else, these motifs act as a way for one piece of media to connect to another. There are certain psychological effects that come with these motifs as well, like a sudden noise in a scary movie is associated with fear, or a happy go-lucky tune is associated with being happy. In video games, there are certain sounds that are synonymous with good things like a bell ringing or an upbeat tune. Instruments can also be included in this, with pianos or violins being associated with sadder songs or drums and electric guitars with heavy metal, head banger music. Symbols can also be a staple of motifs, like the symbol of death or God/heaven. Even if you don’t notice it, motifs are everywhere, and if you listen or look closely, you can notice them.