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[META] The censorship problems faced by anime and manga fans

For fans of manga, anime, and other Japanese media, pointing and laughing at inaccurate mass media portrayals of Japanese pop culture has been something of a sport for decades. A few weeks ago, however, things took a slightly more serious turn.

The ball got rolling when early in June, the Japanese House of Representatives approved a long-overdue law banning the possession of child pornography. Up to now, creating and distributing child pornography was as forbidden in Japan as anywhere else, but “simple possession” had not yet been criminalized. The new law applies only to “real” child pornography and leaves alone completely fictional depictions of underage characters in sexual situations in manga, anime and other media. This exception came about after vocal protests from manga publishers, creators, fans and free speech rights activists. The story was widely reported in non-Japanese media. However, most of these reports focused on handwringing about Japan’s “failure” to clamp down on sexually explicit manga. Most shared was a CNN article filled with outrage about how the new law supposedly permits Japanese bookstores to fill their shelves with shocking cartoon porn about children. (more…)

Issue 14 of Transformative Works and Cultures is out!

Congratulations to the editors and writers! Links to all articles below. As usual, we’ll be posting some good quotes from these in the coming days, and you’re very welcome to submit your own.

Editorial

Spreadable fandom - TWC Editor

Theory

Metaphors we read by: People, process, and fan fiction - Juli J. Parrish

Sub*culture: Exploring the dynamics of a networked public - Simon Lindgren

Praxis

A Japanese media pilgrimage to a Tasmanian bakery - Craig Norris

Trans-cult-ural fandom: Desire, technology and the transformation of fan subjectivities in the Japanese female fandom of Hong Kong stars - Lori Hitchcock Morimoto

Fannish discourse communities and the construction of gender in “The X-Files” - Emily Regan Wills

Capital, dialogue, and community engagement: “My Little Pony—Friendship Is Magic” understood as an alternate reality game - Kevin Veale

Symposium

So bad it’s good: The “kuso” aesthetic in “Troll 2” - Whitney Phillips

Translation, interpretation, fan fiction: A continuum of meaning production - Shannon K. Farley

Fan/dom: People, practices, and networks - Katherine E. Morrissey

Fandom, public, commons - Mel Stanfill

Review

“Spreadable media: Creating value and meaning in a networked culture,” by Henry Jenkins, Sam Ford, and Joshua Green - Melissa A. Click

“Reclaiming fair use,” by Patricia Aufderheide and Peter Jaszi - Josh Johnson

“Genre, reception, and adaption in the ‘Twilight’ series,” edited by Anne Morey- Amanda Georgeanne Retartha

[QUOTE] From Alisa Freedman, Train Man and the Gender Politics of Japanese ‘Otaku’ Culture: The Rise of New Media, Nerd Heroes and Consumer Communities

Female otaku have received more media attention (N: in Japan) since around the time of the Train Man phenomenon, but, rather than being embroiled in discussions about the family, they have most often been showcased as a creative force of consumers and producers of Japan’s flourishing manga and anime industries and as brave pioneer members of fandoms generally dominated by men. Although positive, these reports present female otaku as anomalies rather than role models and reveal aspects of gender segregation in otaku culture.

Alisa Freedman, Train Man and the Gender Politics of Japanese ‘Otaku’ Culture: The Rise of New Media, Nerd Heroes and Consumer Communities

[QUOTE] From Mizuko Ito, Fandom Unbound, loc. 246-63

Even as otaku culture is recuperated by elites and the mainstream, and as the terms “anime” and “manga” have become part of a common international lexicon, otaku culture and practice have retained their subcultural credibility. In Japan, much of manga and anime is associated with mainstream consumption; otaku must therefore differentiate themselves from ippanjin (regular people) through a proliferating set of niche genres, alternative readings, and derivative works. In the United States, the subcultural cred of anime and manga is buttressed by their status as foreign “cult media.” This stance of U.S. fans is not grounded, however, in a simplistic exoticism. Susan Napier suggests that “rather than the traditional Orientalist construction of the West empowering itself by oppressing or patronizing the Eastern Other, these fans gain agency through discovering and then identifying with a society that they clearly recognize as having both universal and culturally specific aspects” (Napier 2007, 189). She describes how U.S. fans most often explain their interests in terms of the works’ “thematic complexity and three-dimensional characterization” rather than as an interest in Japan per se (Napier 2007, 177).

Put differently, the international appeal of otaku culture is grounded precisely in its ability to resist totalizing global narratives such as nationalism. The long-running and intricate narrative forms of popular Japanese media represent a platform or, in Hiroki Azuma’s terms, a database of referents that are highly amenable to recombination and customization by fans and gamers (see Chapter 2). We can see this in the stunning diversity of doujinshi derived from the same manga series (see Chapters 5 and 9) and in the activities of young Pokémon or Yu-Gi-Oh! card game players who design their own decks out of the nearly infinite set of possibilities on offer through a growing pantheon of monsters (Buckingham and Sefton-Green 2004; Ito 2007; Sefton-Green 2004; Willett 2004). While certain female fans might look to Gundam for source material to tell stories of erotic trysts between the male characters, other fans geek out over building and customizing models of the giant robots.

Mizuko Ito, Fandom Unbound, loc. 246-63

[QUOTE] From Thomas Lamarre, Introduction to Mechademia 6: User Enhanced

in the wake of government policies in Japan promoting Akihabara as a tourist destination and championing otaku culture as a new national paradigm for economic prosperity, some otaku were quick to point out that the prosperity of otaku culture was built by otaku, not by government policy makers or corporations. It was otaku prosperity, and otaku wanted not only credit for it but also their share of it. Such a response returns to and deflates the mass deception theory. It

demonstrates not only the increased significance of user activity but also an increasing awareness on the part of consumers about their role in the generation of value in the context of commodity-worlds. As such, even as user enhancement results in value-added commodities, the value of those com modities, taking the form of commodity-worlds prolonged both by producers and consumers, is not solely the property of corporations. And the questions of “To whom does a commodity-world belong?” and “Who belongs to it?” are becoming a site for the construction and contestation of social paradigms.

Thomas Lamarre, Introduction to Mechademia 6: User Enhanced

[QUOTE] From Patrick Galbraith and Thomas Lamarre, Otakuology: a Dialogue, p362

Scholars working on Japanese popular culture are only distinguished by the quantity of their publications and the novelty of their topics, which conditions a preference for niche subjects, which are analyzed by applying simplified superstructures. The result is a tendency toward exoticizing and essentializing. This tendency often reflects or even reproduces sensationalist journalism about Japan. This is very clear in the context of otaku. Definitions are set up on the basis of “otaku” in Japan, but often with little or no contact with these imagined others, and there is a critical lack of engagement with experts in Japan. Thus discussions of otaku repeat assumptions about unique, even bizarre habits and practices. And such assumptions go unquestioned, because Japanese uniqueness is the last remaining rationale for continued study of Japan itself. Japan appears as the quintessential “non-Western” example.

Patrick Galbraith and Thomas Lamarre, Otakuology: a Dialogue, p362

[QUOTE] From Akiko Hori, On the response (or lack thereof) of Japanese fans to criticism that yaoi is antigay discrimination

In the middle of the 1980s, fannish dōjinshi based on the manga Captain Tsubasa exploded in popularity, and yaoi dōjinshi circles proliferated accordingly. This caused dōjinshi conventions to grow as well, to the point that commercial manga magazines could no longer ignore the existence of the major dōjinshi circles. These major circles consisted of woman creators who, although amateurs, had often amassed large fan followings of their own. Publishers reasoned that they could save themselves the effort of cultivating new artists if they let these popular fan creators publish in commercial magazines. They began to scout popular yaoi fan creators, and commercial manga magazines that focused solely on boys’ love were launched one after the other. With the availability of yaoi in regular bookstores, a massive expansion of yaoi fandom ensued. However, a less desirable consequence of yaoi’s commercialization was that a hobby that had previously been underground was now thrust into the public eye.

Akiko Hori, On the response (or lack thereof) of Japanese fans to criticism that yaoi is antigay discrimination

[QUOTE] From Ba Zi, 9c. Fair Use and the Translation Stranglehold

I’d like to draw your attention back to an image I had used in another context, namely about boys/girls and the assumptions about/representations of in manga, and talk with y’all a little about Zolo. Now, you have to bear in mind that my first encounter with One Piece was a non-licensed translation dub of the TV anime. After that, I began to regularly follow the series while living in Japan, so I mostly read it in the weekly Shōnen Jump‘s I would dig out of garbage cans and recycle piles on Tuesdays (for the trash cans) and Wednesdays (for the recycling piles). At no point was it ever unclear to me that ゾロ was a take on the Johnston McCulley character Don Diego de la Vega, aka Zorro. I was a huge fan of the 50s Zorro television show that ran on syndicated TV when I was growing up. There was no mistaking: ゾロ was Zorro.

Fast forward a few years, and I am picking out the books for my “What is Manga?” class, for which I decide to use Oda’s One Piece as representative of the shōnen demographic. A few days before class, I sat down to read the licensed translation, so as to refresh my memory, and I come across the follow anachronism: Zolo. After a few minutes of obligatory “wat”s, I finally came around and tried to think why it was they would have done this. When One Piece was scanlated, the name was at least translated as Zoro, so the similarity would be apparent. Was this an attempt to bring back Rolo’s, which, while delicious, I don’t see flying off shelves nowadays awash in candies more flashy marketing than chocolate and caramel? It was actually just before–or perhaps even in the midst of–the class in which we discussed One Piece that I realized there was a very simple reason why you would translate ゾロ as Zolo: licensing. Zorro, like Mickey and Donald and Superman and Kitty-chan, is a diligently guarded media commodity, so, while one might conceivably be able to get away with aping Zorro in Japan, it would be much harder to get away with this in the US and the larger English language market, where Zorro media are still being produced to this day.

Ba Zi, 9c. Fair Use and the Translation Stranglehold

[QUOTE] From Midori Suzuki, The possibilities of research on “fujoshi” in Japan

In the new millennium, the word fujoshi has traveled beyond fannish circles and has come into general use in Japanese popular media, reflecting the fact that fujoshi are no longer necessarily an underground phenomenon. (…)

I will first trace the origins of the word fujoshi and describe how it became established terminology in Japan. Around the start of the year 2000, the word fujoshi was used mainly in online anime and gaming fan communities. Chizuko Ueno (2007) says that the word was first used around the beginning of the 2000s on the online message board 2channel. At that time, fujoshi indicated a girl or woman who proactively read things in a yaoi fashion, discerning romantic relationships between men where such relationships were not originally intended. The kanji characters for fujoshi are pronounced in the same way as a similar character compound that means simply “woman,” but the first character fu (woman) is substituted for a homonym fu (rotten) so that the resulting term, “a woman with rotten thought processes,” becomes a self-deprecating label that such women use to refer to themselves.

Midori Suzuki, The possibilities of research on “fujoshi” in Japan

[QUOTE] From Keiko Nishimura, Where program and fantasy meet: Female fans conversing with character bots in Japan

A fertile imagination and tendency toward fantasy play are characteristic of fujoshi culture (Galbraith 2011). For example, when male otaku (hardcore fans of anime, manga, video games, and so on) from one thread on 2channel, Japan’s largest anonymous bulletin board, invaded a fujoshi thread and criticized the girls and women there as “gross” and “perverted,” the fujoshi responded by playfully projecting their yaoi fantasies onto the male otaku, who were interpreted as uke who wanted attention from (i.e., to be penetrated by) fujoshi performing as seme.

journal.transformativeworks.org/index.php/twc/article/view/457/389

[META] New TWC issue on boys’ love fandom is live

Transformative Works and Cultures has published its twelfth issue, entirely devoted to boys’ love fandom around the globe (full press release). There are some excellent articles on Hetalia, the politics of BL in Germany, character bots on Twitter, BL in China, dojinshi, the origins of the word fujoshi, criticism from Japanese LGBT activists on BL, and more. We’ll be posting some short bits of analysis and good quotes from the articles in the upcoming weeks. Enjoy!

 

Transnational boys’ love fan studies, by Kazumi Nagaike and Katsuhiko Suganuma

Doing Occidentalism in contemporary Japan: Nation anthropomorphism and sexualized parody in Axis Powers Hetalia, by Toshio Miyake

Rotten use patterns: What entertainment theories can do for the study of boys’ love, by Björn-Ole Kamm

Transplanted boys’ love conventions and anti-“shota” polemics in a German manga: Fahr Sindram’s “Losing Neverland”, by Paul M. Malone

Simulation and database society in Japanese role-playing game fandoms: Reading boys’ love dōjinshi online, by Lucy Hannah Glasspool

Reflection on Chinese boys’ love fans: An insider’s view, by Erika Junhui Yi

Where program and fantasy meet: Female fans conversing with character bots in Japan, by Keiko Nishimura

The possibilities of research on fujoshi in Japan, by Midori Suzuki

On the response (or lack thereof) of Japanese fans to criticism that yaoi is antigay discrimination, by Akiko Hori

Book review by Samantha Anne Close of “Mechademia Vol. 6: User Enhanced,” edited by Frenchy Lunning

Book review by Emerald King of “Writing the love of boys: Origins of ‘bishōnen’ culture in modernist Japanese literature,” by Jeffrey Angles

[QUOTE] From Hye-Kyung Lee, Cultural consumer and copyright: a case study of anime fansubbing

Similarly, fansubbing has been regarded as an equivalent for TV. In the anime industry context, the role of TV is crucial in nurturing consumer demand for DVDs. For example, the Japanese anime industry witnesses fans normally testing the anime via TV viewing and then deciding on their purchase of DVDs and Blu-ray DVDs (my interview with two commentators from the Japanese anime industry). Hence, Japanese anime producers have traditionally treated TV broadcasting as a form of advertising. While lamenting the lack of TV coverage of anime in the United States, English fansubbers see their activity as serving as free promotion. Interestingly, this aspect of fansubbing was widely acknowledged by the US anime industry. Until recently, the industry was generally nonchalant towards fansubbing but tended to agree on its viral marketing and market tester aspects.

(…)

Witnessing the expansion of digital fansubbing and the ubiquity of fansubbed anime on the Internet, the industry has broken its silence and begun challenging fansubbing’s legitimacy. It now defines fansubbing as piracy, and asks fans to stop making and using fansubs (Smith 2007).

Crosspost: fanhackers.tumblr.com/post/44211750695/similarly-fansubbing-has-been-regarded-as-an

[QUOTE] From Fan-Yi Lam, Comic Market: How the World’s Biggest Amateur Comic Fair Shaped Japanese Dōjinshi Culture

When the Comic Market was first held, it was one among many well-known dōjinshi conventions such as Manga Communication or Nihon Manga Taikai (Japan Manga Convention), at which all kinds of groups producing manga-and anime-related fanworks could physically gather together in order to share, buy, and sell dōjinshi. Dōjinshi circles, anime fan societies and science fiction school clubs sat side-by-side exchanging dōjinshi and fanzines.

But no fan scene is immune to controversies and imbroglios, and the Japanese dōjinshi scene was no exception. In 1975, a woman who had made critical remarks about the Manga Taikai was excluded from that convention, and subsequently a firestorm of anger among fans produced a movement against the Manga Taikai led by the famous circle Meikyū (Labyrinth), which resulted in the conception of a new alternative convention. On December 21, 1975, the first Comic Market—”a fan event from fans for fans”—was held in Tokyo.

Comike’s underlying vision was of an open and unrestricted dōjinshi fair, offering a marketplace without limitations on content or access. At the time, manga and anime fandom was organized around formal circles (particularly the school clubs that charged membership fees and produced regular group publications), and conventions were gathering places for the groups—rather than that of individual fans. Crucially, and from the beginning, Comike attracted visitors who were not just circle or club members, and who did not necessarily themselves produce fanworks. This innovation created its now massive popularity in Japan and increasingly, with international fans as well. Comike was soon held three times a year, attracting ever-increasing numbers of groups and fans.

Crosspost: fanhackers.tumblr.com/post/43797401104/when-the-comic-market-was-first-held-it-was-one

[META] Rise Up, Pixelated Young Women of the New Age!

I’m in Seoul for the Third Mechademia Conference, which is taking place through Sunday at the Korean Film Archive and at Dongguk University. The theme of the conference is a mouthful: “World Renewal: Counterfactual Histories, Parallel Universes, and Possible Worlds,” but it’s already provided me with lots to think about.

The conference is young, but already several speakers have hastened to report on the death of the otaku as a cultural type, which, if it is true, must mark the passing of an era in terms of the study of subcultures in Japan. Reports of the death of the otaku–now being slandered, in the wake of 3/11, as an aetiolated rich boy consumer, and good riddance–may or may not be greatly exaggerated, but any discussion of “otaku” in which they are taken to be wholly synonymous with “fans” necessarily ignores the existence of female fans worldwide and of fujoshi in Japan in particular, who are certainly doing their thing despite their relative neglect by Japan’s public-academic complex, and by academcis outside Japan too.

A conference about world renewal necessarily invites thoughts about how best to encourage and to sustain social change, and I have to admit that my thoughts about the kinds of isms that haven’t been discussed so far–so far the only ism anyone wants to touch is capitalism–led me to be distinctly uncomfortable at the fact that at least some of the presentations have rehashed the tired old cliche of a bunch of dudes sitting around talking about the messianic potential of (Japanese?) girls, regardless of the conditions of actual girls and women in Japan, Korea, or anywhere else. Juxtaposing Christophe Thouny’s discussion of Kino from Kino no Tabi as a “traveling shojo” with the anti-domestic violence ad I saw on TV last night produces some uncomfortable disjunctures–provided one makes the juxtaposition, of course.

Thomas Lamarre of McGill University was one of the leading organizers for the conference, but can’t be here due to unforeseen circumstances. It seems particularly fitting that he be absent while I invoke his reading of Laputa: Castle in the Sky in The Anime Machine: “Only a girl can save us now.” If there’s one thing that defined the unlamented otaku, it was their idolization, if not outright fetishization, of girl characters in general and the character type that the unrepentant Freudian Saitô Tamaki calls “the battling beauty” in particular. (Similar statements might be made about female media fans and their idolization of white male characters.) The catch, of course, is that a girl can only save us within a story-world that does not (and must not) impinge on the “real” (I use the term advisedly) world outside the story, the world where gender discrimination is a problem for women in virtually every country.

It’s no coincidence that Laputa is the ur-text of the otaku aesthetic mode known as sekaikei (“world-type”), whose foremost practitioner is the fan-turned-directer Shinkai Makoto–his favorite movie is avowedly Laputa, and Marc Steinberg made a compelling presentation about the poverty of the sekaikei vision of the world in which it became clear that the influential 2004 anime Densha Otoko, ostensibly based on real events in which an otaku used the power of the internet message board Ni-channeru to woo a girl he met on a train after helping her avoid harassment, was the beginning of the end of otaku. How could it not be, when Densha’s paramour Hermes gets her name from the expensive brand of the tea set she sends him as an initial thank-you gift? Densha, with the help of Ni-chan, learns to be properly social (and consumerist) and gets the girl in the end, in a decidedly non-otaku fashion.

The real death-blow, however, was struck by the rise of the nichijôkei (“everyday”) aesthetic in anime and other mixed media properties, beginning–significantly–with the openly otaku Lucky Star in 2007 and reaching its triumph with the hit show K-On!, which follows a group of schoolgirls who start their own band in music club. Steinberg argued persuasively that the nichijôkei shows are predominantly shows about girls that are intended to impinge on and interact with the “real” world outside the text, partly through using the sort of layered, intertextual fannish references–and depiction of its female characters as consumers and fans of media–in a way that was formerly considered to be strictly otaku. (I also don’t think it’s a coincidence that disruptive, threatening figures such as otaku, and media fans worldwide, are continuously being depicted as “just” consumers. The truth is that fans are unruly consumers who don’t just sit down and shut up and buy things, and that as consumers who are more than consumers, fans pose a real threat to the existing regimes of capital, copyright, and intellectual property.) In another sign of their intertextual imbrication with the social and actual daily life, nichijôkei shows are notable for inspiring fan pilgrimages to sites featured in the shows themselves, as well as for the alleged “triviality” of their subject matter. Well, as Joanna Russ noted, things like family and life and love are only trivial because male-dominated society tells us they are, and isn’t that one of the handy-dandy ways to suppress women’s writing, and women’s stories?

Nichijôkei shows, in other words, make immanent in the real world the potentiality of their female protagonists’ stories, as opposed to texts like Laputa, in which the transformative potential of their female heroine’s innate mystical connections with whatever is ultimately restricted to the closed system of the story itself. I don’t think it’s a coincidence that K-On! is about girls making music and rocking out together; the other notable recent musical female character, Hatsune Miku, is nothing but immanence verging into the real world, with real and transformative consequences and potential. Miku’s a game-changer, just like Vocaloid software has been, and when she finds her own voice, the world will shake. When the keynote speakers of these kinds of conferences dare to imagine a different kind of alternate world than the future beyond capital that so obsesses most concerned academics, that will be a sign of real social change. In the meantime, otaku are dead; long live fans.

[LINK] Transformative Works and Fan Activism

Frequently when academic journal articles are written about timely research topics, the authors are unable to update their audience regarding more recent developments. In the current issue of Transformative Works and Cultures, guest edited by Henry Jenkins and Sangita Shresthova, Alex Leavitt and I wrote about the Metropolitan Tokyo Youth Ordinance (also known as Bill 156), (“Even a monkey can understand fan activism: Political speech, artistic expression, and a public for the Japanese dôjin community”). The bill could potentially curtail artistic expression in the name of keeping fictional characters under the age of consent (hence the bill’s popular nickname, the “Nonexistent Crimes Bill”) out of “harmful situations.”

In our article we looked at fan activism against the bill, which passed at the end of 2010 and went into effect in summer 2011, after our article had gone to press. Developments since then have been somewhat mixed.

Although creators feared that the highly ambiguous language of the bill would allow government censors virtual impunity, a recent high-profile ruling found that a scene depicting incest between two young characters did not violate the bill’s provisions, because it was subject to previous standards rather than to those introduced by Bill 156. Although this was hailed as a victory, there have also been reports of publishers self-censoring manga content even before the bill’s provisions went into effect, and that manga series have been cancelled outright in response to it. Still, some publishers, like Kadokawa Shoten, have spoken out against Ishihara’s remarks.

From here on, it’s unclear what path fannish activism will and should take. Although 80% of Tokyo residents were reported in early 2011 to oppose the bill soon after its passage, an anticipated boycott of the Tokyo International Anime Fair by manga publishers and the ensuing publicity largely fizzled after the 2011 Tokyo Anime Fest was cancelled due to the March 2011 earthquake. At roughly the same time, a suit alleging that Bill 156 was unconstitutional was denied by the Japanese courts, a decision that has been appealed.

Individual creators, however, have continued to engage in various forms of protest. Akamatsu Ken, the creator of such well-known manga as Negima! and Love Hina and more recently founded of manga download website J-Comi, is now offering the infamously banned-under-Bill-156 comedy manga Oku-sama wa shôgakusei (My wife is an elementary school student) on the premium section of the comic site.

Official concerns about the potentially socially destabilizing power of manga were also evident in the minutes of a meeting of Miyazaki prefecture’s Youth Healthy Development Council last fall, in which members characterized boys’ love and womens’ comics as “dangerous,” saying that “if there are more depictions where women lead [in sexual encounters], it will encourage the tendency toward homosexuality.” These manga would not normally fall under the provisions of Bill 156 in Tokyo, but the idea that fiction can provide a space to explore alternatives–and that imagining alternatives to the status quo are a powerful part of what motivates activism–certainly lies at the heart of the potential of fannish activism, as Jenkins and Shreshthova acknowledge in their introduction. Fandom is fundamentally participatory, and politics increasingly (though it always had) hinges on participation. As Melissa M. Brough and Sangita Shresthova argue in this issue, there is much more work to be done in analyzing these networks and connections; as several articles acknowledge, that participation does not necessarily guarantee success.

Overall, the contents of the Transformative Works and Fan Activism issue tell a story that is broadly similar to the story of Bill 156 and the efforts against it: mixed but hopeful, and suggestive. Regarding fandom’s activist potential, I always think about what Gandalf says about the Ents: when they wake up, they will find that they are strong. What separates devoted fans from those who just casually enjoy something is action, and activism means taking that next step, from consumer engagement with media to civic engagement around it.

–with Alex Leavitt

[META] How much money do doujinshi creators actually make? Some statistics from Comiket

We’ve mentioned before how fanworks are often sold in large quantities in Japan and many other countries, mostly in Asia but also elsewhere. Japan’s doujinshi conventions are probably the most famous examples of “money” markets for fanworks.

How much money do doujinshi creators actually make, though? Does anyone turn a real profit from these fan activities? Let’s check out some statistics. (In other words, this is a data dump post.)

It’s hard to come by any vaguely reliable numbers about doujinshi sales, especially numbers that focus on the situation of individual creators instead of more general market size estimates. Doujinshi creators in Japan do have to pay taxes on any profits they make from doujinshi sales, because these profits count as income from “self-published works”. Otherwise, though, doujinshi exchange is pretty much a shadow economy that goes mostly unrecorded. It’s also a fairly complicated shadow economy, involving sales not just through the thousands of doujinshi conventions that take place every year, but also through mail order, online auctions, and especially doujin shops, physical stores in all major Japanese cities that sell new and second-hand doujinshi.

However, we can get at least a general idea about what a doujinshi artist may earn by checking out the statistics that Comiket has published about its participants. The twice-yearly Comiket is the largest convention for the sale of self-published works in the entire world, and it’s mostly devoted to doujinshi (details in this excellent PDF presentation). Comiket is one of the oldest and most influential of all doujinshi conventions in Japan, and a significant minority of Japanese doujinshi circles seem to sell their works exclusively at Comiket. So, while the data below are only for a single convention, they probably can give a general idea of how many fans can make what kind of money with doujinshi.[1]

The numbers below are from a 2009 survey that was held among circles who were applying to participate in Comiket. A circle is a unit of one or more fans that publish a doujinshi. In the past, making a doujinshi was too difficult and expensive to manage by oneself, but home printing technology and specialized doujinshi printing companies now enable many fans to publish doujinshi by themselves as single-person circles; at Comiket, these single-person circles now a comfortable majority. Circles with two or three members are still fairly common, but more than that is rare (says an older 2003 survey). Keep in mind that all the losses or profits reported for the surveys described below are per circle, not per individual doujinshi-creating fan, so both losses and profits will be shared by multiple people in many cases.

The survey was held among applicants for Comiket 77 and asked them about their earnings through doujinshi sales in one year, presumably 2008 (Note: the first version of this blog incorrectly said it was for one edition of Comiket only). Roughly 33000 circles responded to this survey.[2] The results were reported in December 2011, in the catalog for Comiket 81. Wherever it’s provided in the report, I’ll give separate data for circles with a female representative and with a male representative, a distinction that I expect will be of interest to a lot of people.[3] The number of circles with a female representative (about 21500) was roughly double that of the number of circles with a male representative (about 11500). There is some debate about what percentage of visitors to Comiket are male or female: there’s no registration for visitors, and surveys about the topic contradict each other, with some settling on a majority of male visitors while others report a female majority. In the case of circles, who do register and where reliable data is available, there are clearly more female than male creators participating.

Circles were asked how much money they lost or earned with their sale of doujinshi during one year. Note that the dollar amounts are based on a June 2012 exchange rate, and are only there for clarification.

Lost 50000 yen or more (lost $638-more): male 14%, female 16%
Lost between 0 and 50000 yen (lost $0-$638): male 53%, female 50%
Earned between 0 and 50000 yen (earned $0-$638): male 15%, female 17%
Earned between 50000 and 200000 yen (earned $638-$2553): male 8%, female 10%
Earned more than 200000 yen (earned $2553-more): male 10%, female 6%

The circles who lose money are clearly in the majority, with 67% (male) and 66% (female) in the red. Earnings of less than 50000 yen are probably negligible in a lot of cases: this would barely cover transportation and hotel costs for a circle that has to come from outside of Tokyo. 15% of circles with a male representative and 17% of circles with a female representative reported such limited earnings.

These results emphasize how much doujin fandom is about being fannish, not about making a profit. The vast majority of creators will never get close to earning back even their printing costs, and they know it. When asked about what they liked the most about Comiket, “I can show my work to other people” was the top answer (41,5%), followed by “there’s a festival atmosphere” (21,3%) and “I can meet friends and acquaintances that I normally can’t meet” (13,1). Only 4,2% of circles chose “I can sell a lot of doujinshi there” as Comiket’s primary attraction.

However, there clearly are highly popular circles who do make a lot of money from their fannish activities. At the far end of the scale, between 50000 and 200000 yen could be anything from “covered the price of my Tokyo hotel room” to “covered the rent of my house for a few months”. Over 200000 yen is a handsome amount of money. In total, 18% of circles with a male representative and 15% of circles with a female representative made what I’d call a significant profit of more than 50000 yen. That may not sound like a large group of people, especially compared with the overwhelming percentage who make no profit at all, but a small percentage of 33000 responding circles still represents a large number of creators. Several thousand circles apparently made more than 200000 yen during a single edition of Comiket in 2009.

Evidently, the reason why so many circles end up in the red is because they don’t sell enough doujinshi to make up for the costs involved in creating them. The percentage of circles who reported selling a certain number of doujinshi during one year was as follows:

0-49 sold: 32%
50-99 sold: 20%
100-149 sold: 13%
150-299 sold: 14%
300-499 sold: 9%
500-999 sold: 7%
1000-1499 sold: 3%
1500-2999 sold: 2%
More than 3000 sold: 1%

Responses weren’t presented separately for circles with male and female representatives. However, a previous survey from 2003 indicated that there was very little difference in numbers of doujinshi sold between those two groups of circles.[4]

A third of all circles sold less than fifty doujinshi, and half sold less than a hundred. Given that a single doujinshi tends to cost somewhere between 300 and 600 yen when bought at a convention[5], less than fifty sold won’t get you very far. These data are for the total number of doujinshi sold by every circle, so they don’t show exactly which individual doujinshi sold how much.[6] However, more survey data emphasizes again exactly how influential really succesful circles are. It seems that roughly half of all doujinshi that changed hands during Comiket 76 were made by only 13% of circles, those that sold more than 500 works.

Even if most circles sell few doujinshi and earn nothing or next to nothing, it clearly wouldn’t be correct to characterize all creators in doujin fandom as just recuperating printing costs and absolutely not interested in making money. There have been some widely publicized incidents involving extremely succesful doujinshi creators, for instance one in 2007 about a Prince of Tennis doujinshi creator who neglected to report over 65 million yen in income from doujinshi sales to taxes. There are also circles who get accused by others of being in it for the money instead of out of fannish love for the source work. I’ve also heard several suggestions that these days, there are professional mangaka who prefer to participate in doujinshi conventions because they make more with doujinshi than with their commercially published work. There have always been many professional mangaka who also make doujinshi, so this is nothing new in and of itself, but people making more with doujinshi than with their professional manga sounds like a fairly recent development to me. It’s not surprising, though, given the long decline of the commercial manga market. If a mangaka sells doujinshi, at least they can keep all the profits instead of having to share with publishers, distributors, and so on.

This was a lot of data with little analysis, and again, these are only the numbers for one single convention. There are other ways in which circles sell doujinshi and potentially make money, so this picture is very incomplete. But in any case, it should be obvious that the “non-commercial” nature of the doujinshi market isn’t as clear-cut as all that. (Neither is the “non-commercial” nature of fanworks exchange in English-speaking fan communities, of course.)

Writing this, I wonder what I even mean by “non-commercial”. I think fans everywhere tend to characterize their markets as non-commercial not so much because money is absent, but because the intent to make money is absent. In and of itself, this is a meaningful and valid definition of “non-commercial”. However, it’s not a definition that everybody understands or agrees with.

[1] Off topic, but I’ve always found this interesting: you can also tell Comiket’s dominance from the publication dates of all doujinshi in Japan. Of a hundred Harry Potterdoujinshi I selected for a research project a few years ago, 31 were published in August or December, and virtually none in July or November. This baffled me until I realized that August and December are when Comiket is held, and July and November is when everybody’s scrambling to get their newest work finished before Comiket. Very many circles try to have their new works “premiere” at Comiket, where the pool of potentially interested fellow fans is so large.
[2] 35000 circles participate in every edition of Comiket and around 50000 apply to for one of those 35000 slots, so 33000 respondents is probably a fairly representative number. People could skip questions on the survey, so the number of respondents varied per question. I’ll skip the precise number of respondents for each question to keep the post a bit simpler.
[3] There’s not necessarily any sort of hierarchy inside circles that have more than one member; it’s just that one person needs to act as representative when the circle applies for conventions and such. According to the 2003 survey, about 70% of circles with a female representative consisted of only one person, while 47% of circles with a male representative were actually just one fan. No data seem to be available about the genders of the non-representative circle members.
[4] But just to back that up, here are the numbers from the 2003 survey, which was published in this book.
0-49 sold: male 38,3%, female 34,2%
50-99 sold: male 21%, female 20,9%
100-149 sold: male 12%, female 12,9%
150-299 sold: male 11,2%, female 14,2%
300-499 sold: male 6,4%, female 7,6%
500-999 sold: male 5,5%, female 5,9%
1000-1499 sold: male 2,2%, female 2,1%
more than 1500 sold: male 3,6%, female 2,2%
[5] Prices can be cheaper when a doujinshi is sold second-hand in a doujin shop, or sometimes more expensive in the doujin shop if the work is a classic by a famous artist. They can get a lot more expensive in online auctions, especially for buyers outside of Japan.
[6] Circles usually bring several different titles to Comiket, a mix of old and new work. The 2003 survey showed that three to five new titles per year is a common output for a doujinshi circle, although quite a few circles publish more than that, especially circles with female representatives. Sales figures from one convention are an indicator of popularity, of course, but they don’t give a good indication of the actual number of individual fans who read a particular doujinshi. Second-hand doujinshi are often resold through doujin shops, and like any other print medium, doujinshi are shared among friends, sometimes scanned and distributed over the internet without the knowledge of the circle, and so on.

[META] On regional releases and disrupting international fandoms

Since a few weeks back, some blogosphere hand-wringing has been going on about how Game of Thrones is the most pirated show of 2012. The second season has been downloaded via torrents about 25 million times.

Many people in the discussion are balking at HBO’s refusal to offer legal streaming or downloading options for a wildly popular show that everybody and their dog wants to see. Especially because the news about Game of Thrones‘ “top” position in the torrenting charts comes after months of reports about how HBO thinks digital-only TV viewing is a temporary phenomenon and is determined to keep its content accessible only to cable subscribers. Matthew Inman at The Oatmeal made a much-tweeted comic about he tried to pay to download Game of Thrones through all imaginable means, then gave up and found a torrent.

I had a similar experience, and many of the options Inman mentions aren’t even available to me because I don’t live in the US. As Forbes and a bunch of honest people on Reddit also pointed out, it’s incredibly hard to see Game of Thrones legally if you live in a country where getting hold of HBO is impossible or prohibitively expensive. I haven’t managed to figure out which it is over here in Japan; this provider claims to offer HBO in its $65-a-month cable package, but the channel isn’t in the actual lineup. Since TV was out, my only hope were Amazon or iTunes. Amazon doesn’t have digital downloads of Game of Thrones at all. iTunes teased me with the possibility of buying the first season, until I got to the last step in the purchasing process and was told that my Belgian iTunes account wasn’t allowed to buy this show. At that point, I felt like I was being quite thoroughly mocked.

Now, I haven’t gone on to get Game of Thrones via a torrent. I love the books and what little I’ve seen of the series, but I’m not so fannish about it that I feel a desperate need to watch it together with my US friends. The same goes for The Avengers. About three quarters of all the people I know online are going wild about it. I want to see it, very much, but it won’t be in Japanese cinemas until August.* Maybe I’ll still be fired up about it enough to want to see it on the big screen then, but maybe I’ll just wait until it shows up in iTunes, because my enthusiasm will probably have dampened quite a bit by then.

But while I’m just lukewarm enough about Game of Thrones and The Avengers to wait until they reach me in a legal way, I have used less than legal means to get my hands on certain other shows. I was in the fandoms of those other shows, and not watching the new canon content with my fellows would have made it incredibly hard for me to continue participating in those fandoms. Fans who are really, deeply invested in a show that’s broadcast only overseas aren’t going to get off the internet, let all the initial excitement pass them by, and wait for the DVD to come out in their country months later. That’s not how it works anymore. In my academic writing, I constantly have to remind myself to talk about “English-speaking fans” or “Japanese-speaking fans” when discussing online fandom, because it’s often impossible to draw any national lines. Limiting releases to certain regions of the world at certain times may have been doable in the past. But now that very many fans are on the internet, that sort of commercial strategy is seen as an annoyance that must be dealt with, lest it disrupt the smooth and happy functioning of the fandom. When a new piece of canon comes out, the first order of business is often to get everybody up to speed by spreading around downloads or streams of the new episode for those fans who couldn’t access the “main” broadcast for whatever reason. The content must flow, or the squee can’t commence.

I see just that happening with The Legend of Korra, which I wrote about before. Nickelodeon tries hard to interact closely with Korra fans: there’s an official Tumblr, there was a contest before the premiere that allowed fans to see the first two episodes early, and the network puts up a high-quality stream of every episode a day or so after it’s broadcast. However, those streams are region-locked, as were the contest reward episodes. Non-US fans can participate in the contests, but the fact that they have to be in the US to actually see their prizes is buried somewhere in the rulebook. For all its laudable efforts to connect with fans, Nickelodeon still ignores that many of the truly enthusiastic Korra fans it’s talking to via Facebook and Tumblr are not actually in the US, and that for them, too, the very point of watching media is to watch it together with others and share in the excitement. To be there when “it” happens.

Are people being too demanding? It’s certainly asking a lot for media companies to adapt to a “give everybody everywhere everything now” landscape. This environment is wildly different from what companies are used to, and it’s not surprising that it takes them a long time to find their place in it.

But fans who have those high expectations aren’t spoiled brats or entitled freetards. They just expect their commercial media to behave like the rest of the internet. It takes me only minutes to put a video online in a place where the whole world can see it and share it around. There are reasons why HBO or Nickelodeon don’t do the same, some of them very good reasons, but those reasons simply don’t make sense for internet users who notice that everything except their commercial media content is easily accessible.

After years of waiting for media companies to catch on and get used to YouTube, their failure to distribute things in a way that fits with how the rest of the internet works becomes more and more incomprehensible to their international customers. As Techdirt noted when Fox let “Touch” premiere in about 100 countries at the same time earlier this year, it’s rather mind-boggling that a show (one show!) being released simultaneously across much of the globe is cause for excitement in the year 2012. I understand what’s behind the decision to region-lock online Korra episodes, but that action still seems utterly daft to me. I can’t imagine that anyone at Nickelodeon honestly expected that fans wouldn’t unlock those episodes by any means necessary, so the fact that they locked them in the first place seems just annoying and pointless. People see that fansub groups can make and distribute a high-quality translation of an anime episode only days after it airs in Japan, and on a certain level, it makes no sense to them that commercial overseas anime distributors can’t provide the same speed and quality as a handful of amateurs. Yes, there are some good reasons for those delays, reasons that many internet users often don’t seem to get. But the reason they don’t get it is because they can’t imagine anymore where the problem might possibly lie. No amount of public education of the kind that copyright enforcement-oriented agencies keep clamoring for is going to make this situation look any less absurd to regular people on the internet.

Many have argued that in this day and age, it’s nonsense to release media with any sort of locks on them – among other reasons, because people will easily dodge those locks and learn nothing except that media companies like to annoy them. In the case of media companies trying to connect with international fans and persuade them to watch content legally, it may help if they kept in mind that people on the internet aren’t just a mass of individuals who each might decide start pirating at unpredictable moments for their own personal nefarious reasons. When and why an individual wants to watch a show enough to torrent it has a great deal to do with who they’re watching it with. Today, keeping a show inaccessible to parts of the world often means throwing a wrench (an easily removable but irritating wrench) into the social interactions of the very fans one is trying to court. It seems unrealistic to expect that people will have no problem with international release schedules that disrupt their most important socializing times, for no good reason they can discern.

(*Hollywood movies often seem to come many months late to Japan. I’m not an expert on the Japanese film or cinema business, so I don’t know why this is. My film-oriented colleages at university didn’t know either. Any information would be much appreciated.)

[META] In Search of the Hybrid Economy

In the current issue of Transformative Works and Cultures, my friend Nele Noppe has a piece on Why we should talk about commodifying fan work. In her article, Noppe reviews much current English-language scholarship that considers the possibility of some kind of legal and legitimate “hybrid” fannish economy emerging, and concludes that, while such an economy may very well emerge at some point, for a variety of reasons, it’s not here yet. In particular, Noppe notes that

A final reason why a viable hybrid economy for fan work is unlikely to emerge soon is that many of the fans who would power it may not be prepared to imagine the possibilities, advantages, and disadvantages of such a system. Up to now, fans and fan scholars have rarely even speculated about the potential inherent in linking fan work to commodity culture. … The most important question here is not whether fans will at some point be given the option to commodify and monetize their works, but how the fan community in general will deal with new modes of fannish production emerging alongside the traditional gift economy.

It strikes me, however, that the issue here may not be a question of waiting for new modes of fannish production to emerge, but of recognizing the fact that, in many cases, they already have emerged.

Noppe mentions the example of the Japanese dôjinshi market several times in her piece, quite sensibly in light of the fact that the fannish/”amateur” dôjin production sphere is perhaps the pre-eminent example of a hybrid economy. In Japan, fan-created comic books and, in recent years, animation, video games, and other forms of media have not only been wildly successful in the semi-sequestered fannish economy, but have been picked up by professional companies for further production and wider distribution, going on to launch their creators into fully professional careers and spawning mega-hit transmedia franchises that have defined whole eras in the Japanese contents industry. Moreover, despite a lack of explicitly permissive laws, the line between professional and “amateur” or fannish production in Japanese media is often quite fuzzy: professional creators routinely sell fan works of their own professional media creations, or even actual professionally produced elements of their creation such as production stills, at dôjin (“like-minded”) markets, the largest of which is Comiket in Tokyo.

Although the Japanese contents industry undoubtedly possesses the most highly developed “hybrid” economy in the Laurence Lessig-derived sense that Noppe discusses, there are ample signs that the English-language contents industry is already starting to develop in a similar direction, particularly in the world of book publishing. Multiple professional authors working today in YA and SFF avowedly came out of fandom, whether putting their fan fiction-honed writing skills to work on wholly original works or “filing off the serial numbers” and selling works that were originally fannish as entirely “original” novels and stories. Moreover, while it seems that formerly professional authors were reluctant to discuss their roots in fan fiction, more and more authors (not coincidentally, overwhelmingly female) are not only willing to own their fannish roots, but to “cross streams” and jump back into fandom for exchanges such as Yuletide, among other forms of fannish activity.

At the same time, the rise of ebooks and of high-quality self-publishing operations such as Lulu have made it easier than ever for fans to make their content, whether original or fannish or a hybrid of the two (never, as the above discussion should make clear, very clearly separated in the first place), available to others for free, at cost, or for profit with very little extra effort. These developments are transforming not only fandom, but also the contents industry, leading not only to reactionary legislative efforts such as the Stop Online Piracy Act (SOPA) in the U.S. Congress but also to true innovation in both the fannish and professional contents spheres, some of which Henry Jenkins has discussed in his continuing investigations of professional transmedia storytelling.

So, where is all this going? As a historian, I am professionally allergic to predicting the future, but inasmuch as these developments are happening right now, it seems clear that some kind of rapprochement is in order, not only between fannish and professional content creators, but also between fans and themselves. English-language fandom has historically been highly leery of anything that seems to violate the spirit of the “fannish gift economy,” and with good reason; the non-commercial principles by which fandom has operated are one of the things that set it apart from the mainstream of global cultural economies. But the twenty-first century, for good and for ill, is not the twentieth, and it seems clear that fandom is already in the process of evolving into a different configuration vis-a-vis professionalization and the contents industry. The sooner we recognize that it’s happening, the sooner we can begin to think about and consciously decide how we want to do fandom, and be fans, in light of that fact.

[META] Comiket as a market for fanworks

Guest Post by Nele Noppe:

‘Comiket’ has about the same connotations as ‘El Dorado’ among many fans of Japanese pop culture, both inside and outside the country. This fanworks-centric event is said to be the largest regular public event in Japan, and it’s easily the largest comic convention in the world. The edition I attended this summer, Comiket 80, welcomed about five hundred and forty-thousand visitors, thirty-five thousand fan creators come to sell their works, and a small army of three thousand volunteers there to direct the rivers of people through Tokyo’s flagship Big Sight convention center.

One’s first Comiket is a bit of a rite of passage, and I’d like to celebrate by giving a quick overview of this iconic event for those who may have heard about it as a massive fanworks market but are a little unsure of the details. The sale of paper dojinshi – zines, most often in manga format – is still very much an intrinsic part of fannish life in Japan. Dojinshi shops and dojinshi conventions have only become more popular as online fandom developed. Between forty and ninety large and small dojinshi conventions are held throughout Japan every month; Comiket, which has taken place every August and December since 1975, is only the biggest and most famous.

Socializing is a large part of the Comiket experience, but most visitors come to snap up the latest dojinshi by their favorite creators and discover new artists and fandoms. The fannish move onto the internet only seems to have made Comiket even more of an important showcase event for creators. Fifty-two thousand dojinshi creation teams, or ‘circles’, took part in the lottery that determined who could have half a table for one day at Comiket 80. Circles of two or more people are very common, but technological advances and the rise of support services like specialized dojinshi printing companies have leveled the playing field and made it easier and cheaper for single-person circles to create dojinshi as well.

The scale of circles’ activities and sales varies wildly. A majority of circles report that they sell up to a hundred dojinshi while at Comiket and generally lose money on their fannish activities, but some of the more famous and successful circles sell over a thousand dojinshi during Comiket and earn several hundred thousand yen (one thousand yen is about 1300 US dollars or 970 euros) over the course of a whole year of attending conventions. Dojinshi circles that can actually make a living with their fannish activities are highly exceptional. The general sentiment is that dojinshi should be made out of love for their source works and nothing else, so there’s little tolerance for circles who are perceived as deliberately trying to turn a profit.

Exact numbers about the size of the dojinshi market are hard to come by; it’s very much a shadow economy, untaxed and unregulated. Japanese copyright law forbids the sale of unauthorized derivative works, and most scholars and fans agree that what takes place at Comiket is probably illegal. However, rights holders turn a blind eye to the sale of dojinshi at conventions and in dedicated resale shops because they believe that a flourishing dojinshi scene nurtures up-and-coming artists and serves as free publicity for commercial offerings. There have been a few clashes involving individual dojinshi that media companies considered both too popular and too offensive, but on the whole, there’s a tacit understanding that the fans who buy and sell dojinshi are the industry’s biggest supporters and should be left alone.

At Comiket itself, nothing shows that tacit understanding better than the official presence of about a hundred and fifty companies, ranging from manga publishers to anime production houses to dojinshi resale shops and other fan-oriented companies, like Pixiv, the Japanese equivalent of deviantART. To preserve the fannish atmosphere of Comiket, the company booths are located on a separate floor entirely and have to make their own little catalog. (The official Comiket catalog, which has blurbs about all participating dojinshi circles, puts most phone books to shame.) It’s perfectly possible to attend Comiket for years and see nothing more of the company booths than the signs pointing towards the stairs, and some participants report doing just that.

Comiket’s ever-increasing popularity among both fans and companies has caused some new problems of its own. Some fans feel uncomfortable with the media attention that’s invariably drawn by half a million people converging on Tokyo Big Sight. There are security concerns about overcrowding inside the center, and Comiket is unable to control turnout simply by switching to a Comic Con-like system of advance registration. Participation in the event has always been free of charge with no registration required, and any changes that may lead to some participants being privileged over others will probably be seen as a violation of Comiket’s strong code of egalitarianism.

But Comiket’s biggest headache right now is Bill 156, a recent law that aims to prevent the distribution of explicit material to minors in Tokyo. As soon as it was first proposed, this piece of legislation was widely reviled as a possible source of censorship by manga publishers, fans, mangaka, rights activists, and academics alike. These broad protests succeeded in watering down the proposal significantly, but it still passed, and there’s real concern among fans that it could have an impact not just on commercial manga but on dojinshi culture as well. One Comiket staffer I spoke to urged me to spread the word about Bill 156 among non-Japanese fans, and remind fans around the world to remain vigilant about obvious and non-obvious threats of censorship.

[ADMIN] A Historian Says Hello

There’s a certain propriety to the fact that I’m sitting in an apartment in Kyoto, Japan, as I write this post. Three and a half years ago, on a Fulbright Fellowship to Doshisha University in Kyoto, faced with a lot of free time and nothing in particular with which to fill it other than reading manga, biking around the city, and searching for interesting things on the internet, I fell (back) into fandom, and thence into the Organization for Transformative Works. I didn’t know it then, but that was a transformative moment for me.

But let me back up for a second. Greetings, salutations, and hello! 日本語が話す方に、初めまして!My name is Andrea Horbinski, and I am an academic in training, a historian, and a fan. I’m also a member of the OTW’s International Outreach committee, and I’m very excited to begin blogging for Transformative Works and Cultures‘ Symposium blog!

So, let me give you a bit of an extended self-introduction. At the moment I’m a Ph.D. student in modern Japanese history at the University of California, Berkeley, with hopes of writing a history of manga for my dissertation. Manga, you say? You mean Japanese comics? Yes and yes. Watching anime in high school–are there any Revolutionary Girl Utena or Outlaw Star fans around?–got me into Japanese language classes at St. Olaf College in Minnesota, where I eventually got my degree in both Classics and Asian Studies. My Fulbright Fellowship after college saw me researching hypernationalist manga in Doshisha’s media studies department, and I’m in the history department at Berkeley now, so as you can tell, I’m someone who believes passionately in the virtues of interdisciplinary approaches!

My fannish curriculum vitae, as it were, is also a patchwork. I’ve been watching and reading science fiction and fantasy since about the age of four, but despite putting a few toes into Star Wars fandom when the first of the prequel movies came out, anime was the first thing I self-defined as a fan of, in high school, followed by manga in college. I still think of myself as an anime and manga fan first, but over the past few years I’ve greatly enjoyed expanding my fannish interests beyond anime and manga back into book and media fandoms, and my fannish output beyond AMVs into fanfiction and vids. It would take too long to give you a full list of my abiding fannish obsessions, but I have to mention Star Trek as well as Star Wars, The Lord of the Rings as well as Harry Potter and the Young Wizards, the manga of CLAMP and Urasawa Naoki and Arakawa Hiromu, just to give you a sense of my interests. Some of my current fannish obsessions are CLAMP’s new manga Gate 7, the Narnia books and movies, the Avatar: The Last Airbender television series, Doctor Who and X-Men: First Class, and I’ve been watching the Puella Magi Madoka Magica anime in utter fascination.

For me, the passion of fandom is a necessary part of my academic work, and the insights I’ve gained through fandom into a wealth of topics and issues, including history and writing (about) history, are invaluable. I’ll be writing from Kyoto, where I’m studying classical Japanese, for the rest of the summer before heading back to California for another full year of reading, writing, watching and working. I don’t know what exactly I’ll write about yet, but I’m hoping to give back a little of the enriched perspective I’ve gained here on the blog, and I’m very much looking forward to the conversations that will undoubtedly arise from writing and reading here, both online and in person. So, until then!