Stevie Suan - Anime's Identity
Stevie Suan - Anime's Identity
Stevie Suan - Anime's Identity
Stevie Suan
Acknowledgments 325
Notes 329
Index 353
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Introduction
Anime’s Performance of Identity
Anime’s Identity
To commemorate the one hundredth year of animation in Japan, the
Association of Japanese Animations (AJA) put together a short, retro
spective video titled Anime Next 100—Special Movie made publicly
available online.1 Presented with permission from the producers of
the works shown, the fifteen-minute video features 122 titles, cover-
ing a range of time periods, studios, genres, and materials, from the
1917 short Hanawa Hekonai Meitō no Maki to the 2017 TV production
of Osomatsu-san. The selections include art animation such as Kuri
Yōji’s Human Zoo (1962), Kawamoto Kihachirō’s puppet animation
Oni (1972), and the claymation piece Jōji Namahake (1992), along with
many cel (celluloid) animated films like Akira (1988) and TV series such
as action anime Cowboy Bebop (1998) and idol anime The Idol Master
(2014). In addition to these, the video contains clips from a number
of successful franchises, such as Tetsuwan Atomu (1963), Mobile Suit
Gundam (1979), Dragon Ball (1986), and Puella Magi Madoka Magica
(2013). Interestingly, the video also includes clips from Tekkonkinkreet
(2006), directed by Michael Arias, as well as a clip from Naruto Ship-
pūden (2016) animated by Chinese animator Chengxi Huang, with
both creators working in Japan. However, despite the focus on anima-
tion produced in Japan, other important productions are conspicuously
absent, such as Momotarō: Umi no Shinpei (1945), the longest running
animation Sazae-san (1969–present), the impactful Space Battleship
Yamato (1974), the hit Neon Genesis Evangelion (1995), or any works
by the famous Studio Ghibli. Regardless of these glaring omissions
(which may have been due to problems with permissions), through the
selection of the included clips, the video effectually defines the term
9 1 0
2 Introduction
lar English-language anime news site Anime News Network, the post
ends by inviting readers to comment on the forums, asking, among
other questions, “were you surprised by the inclusion of stop-motion
animation throughout the video?”2 Indeed, the anime productions that
support the global industry and are promoted by Cool Japan may be
commonly described as late-night TV anime in Japan and are globally
considered distinct products from other Japanese commercial or art
animations. It is largely these late-night TV anime productions that are
referred to by the English word “anime” at present.
Thus, even in defining the word in either English or Japanese, mul-
tiple facets of an identity for anime become evident, moving beyond a
single conception of anime as Japanese animation and forcing one to
come into contact with issues that move away from Japan and into the
global. Indeed, anime has maintained global distribution for most of
its history, and with the rise of the internet, anime is easily accessible
all over the world. Even in terms of production, anime is globalized.
So-called Japanese anime have been produced through a transnational
production system for decades, with Tokyo as the major node and affili
ated production studios spread throughout Asia. In recent years, there
has been an increase in the production of anime outside of Japan, some
of which are dubbed in Japanese and broadcast within Japan, as well as
high-level foreign staff working in the industry within Japan. The more
global particularities of anime production, distribution, and consump-
tion complicate the narratives of nation branding, which attempt to
claim anime as a national cultural product and, with it, anime’s identity.
Despite these global dimensions, anime has a history of research
that relates it directly to Japan, specifically research that reads Japan
through anime, further entrenching anime’s identity as Japanese. Be-
cause of the many discourses in and out of academia that link anime
to Japan, anime becomes locally bound: anime’s identity is commonly
thought to be Japanese. Subsequently, anime is about Japan; one exam-
ines anime to learn about Japan, even if indirectly. This meshes well
with the traditional area studies methodology of using a cultural object
to talk about the society of an area in question. Jaqueline Berndt notes
this tendency in Japan studies research in an analysis of how anime
has been explored in academia, where there is a focus on the social
context of anime to explore societal issues in Japan. Focusing on how
anime is mined for sociological readings of Japan, Berndt notes that the
4 Introduction
Macross’s Identity
Before I begin, I would like to provide a concrete example to explore
these issues by examining one of the many long-running franchises of
anime. Among such franchises is the Macross series (1982–present),
which has included several works over the past few decades. The fol-
lowing is a brief description of the history and details of the major it-
erations of the franchise and how it might be utilized to explore some
of the complex dynamics regarding anime’s identity that I will be ex-
amining in this book. In other words, this brief look at Macross will set
the groundwork for the inquiries that will be conducted in the coming
chapters, providing a point of departure to develop another framework
to think through anime’s identity: Macross’s identity problematic as a
microcosm of anime’s own identity problematics.
The first iteration of Macross began with the TV series The Super
Dimension Fortress Macross (1982–83) and was followed by the film
retelling, Macross: Do You Remember Love? (1984). Both were made
during the “anime boom” period of the early 1980s when there was a
sharp increase in the number of anime produced. The story concept
itself came out of Artland and Studio Nue, and production was done
by Tatsunoko Productions along with Big West, Artland, and Star Pro.
Featuring heavy involvement by famed anime creator, producer, and
mecha designer Kawamori Shōji and stunning animation by animator
Itano Ichirō in many of the productions, the Macross franchise has long
been popular inside and outside of Japan.
Let me begin with an overview of the general story from the first
8 Introduction
Macross and how it relates to later series. In the first Macross produc-
tions, the narrative focuses on the young fighter pilot Ichijyō Hikaru and
the love triangle between him, his superior officer Hayase Misa, and the
pop idol Lynn Minmay. This occurs during an invasion of earth from
the Zentradi aliens who suspect that the humans are their creators, the
Protoculture. Utilizing the technology from an alien spacecraft named
the Super Dimension Fortress (SDF-1) Macross, the military organiza-
tion U.N. Spacy defends earth against the Zentradi attacks that occur
on earth and in space. A central part of the franchise’s appeal, these
battles are featured at regular intervals throughout the series, involving
dynamic, fast-paced action sequences of the human-piloted Valkyrie—a
rapidly transforming mecha aircraft—fighting through melee attacks
or massive missile barrages against the giant-sized Zentradi and their
mecha. As the Zentradi try to understand the humans, they become
fascinated with them and their culture, in particular becoming deeply
affected by Minmay’s songs. Ultimately, it is learned that humans and
Zentradi can coexist (and fall in love), but the Zentradi are divided on
whether living with humans counts as coexistence with them or con-
tamination by them, and a large-scale battle takes place. The humans
are eventually victorious, later integrating friendly Zentradi into life on
earth. After much emotional drama, Hikaru decides to be with Misa,
and they leave on a colonization mission beyond earth. In the film ver-
sion, the love triangle drama culminates in a famous final scene involv-
ing a massive space combat sequence where Hikaru, despite choosing
Misa, asks a heartbroken Minmay to sing. Her music is projected out
into space to pacify the enemy Zentradi, producing a visual and aural
spectacle that concludes the war and the film’s narrative.
The popularity of the original series and film, the music, and the
Valkyrie models and toys from the franchise sparked many iterations in
the 1990s. Super Dimensional Fortress Macross II: Lovers Again (OVA:
1992) takes place eighty years after the original series, when another
giant-sized alien race called the Marduk attacks. The use of pop idol
songs to defeat the enemy invaders is still employed by U.N. Spacy,
but the Marduk also use their own female singers who invigorate their
military. Ace fighter pilot Silvie Gena helps the reporter Hibiki Kanzaki
and Ishtar, a rescued Marduk singer, to end the war; their interaction
results in a love triangle and many space battles involving Valkyrie and
Marduk ships. Macross Plus (OVA: 1994–95, film: 1995) takes place
Introduction 9
thirty years after the first series and focuses on human pilot Isamu Alva
Dyson and half-Zentradi pilot Guld Goa Bowman, old friends who now
hate one another, each on the opposing sides of the competition for the
U.N. Spacy prototype of a new Valkyrie. Their rivalry gets more compli-
cated when another mutual friend and romantic interest, Myung Fang
Lone, now the producer of the popular AI entertainer Sharon Apple,
appears on the same planet. Eventually, Sharon Apple captures Myung
and goes to earth, taking over the SDF-1 Macross and the surround-
ing city. Guld and Isamu rush to earth to save Myung and release the
world from the hypnotizing voice of Sharon Apple. Occurring thirty-
five years after the first series, Macross 7 (TV series: 1994–95, film: 1995,
OVA: 1995, 1997–98) largely takes place on a colonizing mission in deep
space, where the fleet and its flagship, the Macross 7, is attacked by an-
other group of aliens called Protodevelin. The majority of the narrative
focuses on the rock band called Fire Bomber, the members of which are
Basara Nekki, Mylene Flare Jenius, Veffidas Feaze, and Ray Lovelock,
who are given specially modified Valkyries by U.N. Spacy to battle the
Protodevelin with their music. The series ends with large-scale space
battles involving music, now customary by this iteration of Macross,
and the romantic entanglement between Basara, Mylene, and ace pilot
Gamlin Kizaki unresolved.
As anime entered another boom period in the late 1990s to early
2000s, Macross Zero (OVA: 2002–4) was produced, a prequel that
features events occurring one year before the first series, when the
prototype for the Valkyrie was just completed. Anti-U.N. forces with
their own Valkyrie-like ships attempt to take alien technology on an
island in the South Pacific. U.N. pilot Shynn Kudo discovers that music
is the key to this alien technology via a romantic entanglement with
the priestess of the Mayan island, Sara Nome, and her younger sister,
Mao Nome, important members of the indigenous tribe that becomes
violently forced into the U.N. and Anti-U.N. conflict. Macross Frontier
(TV series: 2008, films: 2009, 2011) followed a few years later, this series
taking place around ten years after the events of Macross 7 and focus-
ing on the colonial fleet, beginning when the Macross Frontier ship
is suddenly attacked by aliens called Vajra. The series focuses on the
love triangle between ex–Kabuki actor turned fighter pilot Alto Sao-
tome, the famous pop idol Sheryl Nome, and the part Zentradi up-and-
coming idol Ranka Lee as they try to figure out how to calm the Vajra
10 Introduction
attacks through their music. The latest iteration, Macross Delta (TV
series: 2016), is set eight years after Macross Frontier and takes place
in a remote part of the galaxy called the Brisingr Globular Cluster.
The mysterious Var Syndrome—which turns people berserk—has been
wreaking havoc, but it can effectively be calmed by the songs of the idol
group Walküre. The narrative focuses on the newcomers to Walküre
and their military assistance unit, Delta Flight: talented singer Freyja
Wion and ace Valkyrie pilot Hayate Immelman. They form a love trian-
gle with experienced pilot Mirage Farina Jenius as they all work to end
an interplanetary conflict with the Aerial Knights of the Windermere
Kingdom.
Given the breadth and variety of Macross works produced, and the
extended time span across which they were made, from an area studies
(specifically Japan studies) perspective, the initial inclination would be
to view these works as depicting different changes in Japanese society.
With the first series produced during the height of Japan’s Bubble Pe-
riod and the follow-ups made after the bubble burst, throughout Japan’s
“lost decade” and into the 2000s during the widespread acknowledg-
ment of anime’s global spread, this franchise spans an eventful length
of time in contemporary Japanese history. The content of each produc-
tion could be used to examine different elements that reflect Japanese
society at their respective times and chart the shifts occurring. For ex-
ample, one may want to examine the different gender roles employed,
such as the ace female pilots featured in Macross, Macross II, and Delta
or the once onnagata (female impersonator) Kabuki actor Alto and the
construction of his masculinity in Frontier, comparing these charac-
ters to those in other series and connecting them to trends at the time
of production. Or, in a different vein, one may want to examine the
approaches to multiculturalism featured in the narratives. Macross
anime consistently deal with alien invaders, have characters that face
discrimination for their alien heritage, and feature characters who are
visibly not Japanese, as well as those who are multiracial. One could
examine how characters’ depictions in these works reflect changes in
regard to multiculturalism in Japanese society.
From a different angle, one may also want to trace many of the
iconic images that appear in the franchise to their connection with
Japan. Indeed, one of the central parts of the franchise are the trans-
forming robot aircrafts, mecha called Valkyrie. Giant robots, in par-
Introduction 11
ticular those that transform, have long been connected with Japan,
especially its so-called popular culture, and how this robot connects
to that iconography may be a path for exploration. Or one could attend
to the evolution of pop idols, another prominent feature in Macross,
examining how they have evolved over time in the popular imagination
of Japan, specifically in relation to anime and otaku culture. Character
design may also be important to consider, as these characters famously
feature a distinctive version of the highly recognizable anime eyes—
large eyes filled with gleaming reflections of light, often glimmering
to express overflowing emotion. This type of character expression has
become synonymous with anime and, recently, directly associated with
Japanese culture in general.
However, even in these approaches to the iconography, a global di-
mension looms in the background as these images represent Japan to
the world. Furthermore, Macross also has another global element not
yet delineated here. The original Macross series was transformed into
the successful Robotech: The Macross Saga (TV series: 1985) released in
the United States and then distributed elsewhere. Likewise, Macross II
was sold on VHS in 1992 and 1993 in the United States shortly after
its release in Japan, implying that there was an acknowledged demand
abroad. Additionally, the problems of global distribution are also ap-
parent, as court cases in Japan and the United States over the rights
of different Macross series, as well as portions of the franchise (such
as character designs), were caught in a complex series of lawsuits and
countersuits between Tatsunoko Production, Studio Nue, and Big
West in Japan and the American company Harmony Gold. The rights
of different parts of the franchise have moved between companies de-
pending on the rulings, and international distribution claims were an
important part of this dispute, with the nation of the ruling sometimes
taken as effectively void outside of that country.8
There are also global elements involved in the production of the
Macross franchise. In fact, each Macross series had some of its ani-
mation made outside of Japan. The original series, though often seen
as an impactful anime export from Japan, involved the South Korean
company Star Pro in its production. In Macross II, some of the ani-
mation was done in South Korea at the studios Young Woo Pro (key
animation), Hana Pro, and Hanyoung Animation (in-between anima-
tion as well as painting). The most recent series, Macross Delta, has
12 Introduction
and thicker hair strands (Figure I.1b); Macross Frontier features elegant,
elongated limbs reminiscent of shōjo and bishōnen characters, designed
by Ebata Risa and Takahashi Yūichi (Figure I.1c); and following the pop-
ularity of idol group anime, the most recent iteration, Macross Delta,
features designs by Mita Chisato for the idol group Walküre, with
brighter costume colors and distinctive hairstyles (Figure I.1d). Fur-
thermore, the Valkyrie models change each iteration but share simi
lar design concepts, always transforming in the same rapid manner
between fighter mode (as an aircraft), battroid mode (as a humanoid
robot), and GERWALK mode (as an aircraft with arms and legs). In
addition, the dynamic aerial battle sequences of these Valkyrie that
made Macross so famous are no longer animated in cel animation but
rather produced by computer-generated (CG) animation. Despite these
differences in character design style and animation technology used,
later iterations of Macross invite association with each prior instance,
repeating elements that recall earlier productions.
For instance, typically, Macross anime conclude their narrative
with a spectacle-oriented battle sequence involving Valkyrie, beam
cannons, and music performed by idols used to overtake the enemy.
Often the outcome of the final battle will resolve a love triangle, with
one of the characters confessing love for another directly before, after,
or during the battle. This pattern is often repeated, but there are dif-
ferences in execution. For example, the second Macross Frontier film
ends with an extended space battle with direct references to the ending
of Do You Remember Love? in the imagery: the idols’ dancing image is
shown enlarged over the battlefield, a musical performance is staged
on a ship explicitly resembling the SDF-1, and some of the gestures
of the idol Ranka in the early sequences of the battle mirror those of
Minmay. But instead of the Zentradi, it is the Vajra they attack, and
rather than one singer, there are two idols, Ranka and Sheryl, sing-
ing together. The male protagonist finally reaches the last boss among
the massive explosions around him, declining the affections of Ranka
and almost confessing his affections for Sheryl before he is teleported
to another part of the galaxy by the Vajra, concluding the conflict. In
one sequence, just like one in Do You Remember Love?, a fighter pilot
breaks through enemy lines into the largest alien ship and destroys
the leadership, effectively winning the war in a few short and explo-
sive moments—but this time it is not the protagonist (Alto) but a side
a
b
c
The Anime-esque
As touched on above, one of the many problems of classical notions of for-
malism (and genre theory) is what may be called the “selection problem.”9
When producing any theory of either form or a genre, methodologically,
one would take a set of works, examine them, and then produce some
conclusions based on that set. For example, as discussed in this study,
anime employs certain types of character designs and acting, a conclu-
sion based on an examination of several anime from 1995 to 2018. The
next conclusion would be that, if all anime have this property, then any
animation that has that property will be anime. But this definition is
taken from a particular set of texts, and a different selection of texts may
reveal separate, even opposing properties. In other words, while one may
be able to produce reliable information from a certain set, the problem
lies with the criteria for selecting that initial set, which is then itself jus-
tified based on properties determined from that same set.
In order to mitigate this, instead of doing away with sets entirely, I
will engage with them (while dispersing them) through the concept of
the “anime-esque.” Here I am adapting Jaqueline Berndt’s term “manga
esque” for anime. As she describes it, the mangaesque is “what passes
as ‘typically manga’ (or typically anime) among regular media users . . .
in the sense of manga-like or typically manga. . . . [I]t allows to draw at-
tention to practically relevant popular discourses on the one hand and
on the other to critically informed, theoretical reflections on what may,
or may not, be expected from manga (and anime).”10 This can be used
to consider manga-specific practices like panel layouts, common con-
ventionalized facial/bodily expressions, character design styles, narra-
tive content, backgrounds, and world-setting; for anime it also involves
character animation, voice acting styles, and sound designs. There are
also elements that are much harder to recognize for the uninitiated,
such as techniques of animation, styles of movement, narrative struc-
ture, and pacing. Expansive and fluid, the anime-esque encompasses
the many conventionalized elements one could expect from anime, ele
ments that make anime recognizable.
18 Introduction
works chosen here are anime”). The works used in this book have been
selected for didactic reasons, as easy to understand examples of many
of the points I would like to emphasize. Although I focus on those that
fall mainly under the rubric of late-night TV anime, I have tried to take
into account works from a broad range. This includes anime such as the
abovementioned Macross franchise and the highly influential hit, Evan-
gelion (that develops out of, but also deviates from a lineage of similar
robot, SF anime) and those that repeat some of Evangelion’s elements
in the sekaikei genre (anime from around 2001–6), along with more
recently popular works such as the Monogatari series (2009–present)
and Idol Master: Cinderella Girls (2015). I will also refer to computer-
generated anime such as Expelled from Paradise (2014) and Kemono
Friends (2017), openly transnational anime like Shikioriori (2018), and
anime animated outside of Japan such as School Shock (2015).
However, these selections will obviously have their own biases, and
I do not intend for them to represent all anime or all the anime-esque
elements for every group. In fact, I would stress that these are just some
of the properties of a potentially endless number of anime-esque ele-
ments, and I do not see the particular anime-esque elements discussed
here as primary, or essential, to anime. I also want to emphasize that I
do not see these elements as defining anime but rather as having been
enacted often enough to be recognized as anime-esque. The elements I
focus on are not comprehensive, but I would argue that they are perva-
sive in many anime-esque works in animation. Further, I chose works
to examine in detail based on their relevance to global issues of the cur-
rent era. But this does not mean that they are the only relevant anime,
nor should the selected examples stand in for all anime globally. The
resultant analysis, simply put, is just one perspective on the anime-
esque, and there surely are many others.
To recapitulate and bring this all together, I will be conducting an
inquiry into identity and anime—the dynamics of which intersect with
issues of the nation-state (anime defined as Japanese or as representa-
tive of Japan) and issues of form (the anime-esque and how anime is
recognized as such)—and how these overlap in regard to anime as a
globally relevant media. Subsequently, this is a project that analyzes
anime’s aesthetics as an intersection of identity, form, and globaliza-
tion; to investigate anime’s identity, one must examine its form and its
Introduction 21
relation to the local, transnational, and global. It will be form, then, that
will be my point of departure into anime’s aesthetics as a global media.
On Forms
Although there are many definitions and approaches to form, here I
will be drawing heavily on Caroline Levine’s approach. Form, as Levine
describes it, is “an arrangement of elements—an ordering, a patterning,
or shaping.” Providing a purposefully broad meaning, Levine’s forms
may be considered something like shapes; each form can have different
affordances and capacities that both enable and restrict possibilities.13
In this sense, forms “shape what it is possible to think, say, and do in
a given context.”14 Levine’s forms are expansive and widely applicable,
extending the conception of form in media texts to social forms, link-
ing the two together. For Levine, “if the political is a matter of imposing
and enforcing boundaries, temporal patterns, and hierarchies on expe-
rience, then there is no politics without form.”15 Subsequently, forms
found in media can inform, and thus transform, our understanding of
social forms.
Among the forms Levine details are what can be called “bordered-
wholes,” which maintain a boundary that separates an internal and
an external, delineating an inside and an outside and thus affording
conceptions of interiority and exteriority.16 The bordered-whole is a
common form that one can see at play in a variety of phenomena: on
a macroscale in the container model of the nation-state (a domestic
interior and the foreign beyond its borders) or in the microscale of the
modern individual, whose internal self is discrete from the external
world. Another common form is the network, which takes shape when
multiple distinct elements, not necessarily close in proximity, are some-
how connected. More varied than the technologically based societal
networks of Manuel Castells, Levine’s networks include kinship rela-
tions, playlists, and manufacturing processes, all possible in different
configurations.17
Levine thus opens up forms to be applied in new contexts outside
and inside media, allowing one to examine what forms can do and their
potential to be active in the world. Crucial to her conceptualization
of form is her emphasis on “patterns of repetition and difference.”18
22 Introduction
despite leaving out various areas within the nation, works in conjunc-
tion with the bordered-whole to create an image of a unified nation.
While Lamarre’s examples are mainly from Japan, the same dynamic
can occur elsewhere, with national television projects that ultimately
cross the borders they purportedly assert.
Moreover, the network form itself can be seen as having variants:
the network is sometimes decentralized and at other times central-
ized, each option with its own affordances.20 Although Lamarre has
different concerns regarding his examination of television networks
and their dynamics, decentralized networks can be thought of as akin
to the heterarchical “point-to-point” operations he describes whereby
“any point in the network [is] potentially connected to any other point,
and with so many connections being made . . . they allow for innumer-
ably diverse pathways through them.” However, there are also networks
that perform what Lamarre’s terms “one-to-many” operations whereby
something is transmitted from a central source to multiple locations,
with a privileging of the central point.21 These centralized networks
would maintain a single node that organizes all that flows through the
network, with multiple points only intersecting through that node. As
I am reading Lamarre and Levine through one another, both these net-
work dynamics can be considered overlapping, sometimes conflicting,
with one never totally subsuming the other.
As another example of this study’s notion of forms, it is worthwhile
to consider the abovementioned difficulty in defining anime, whereby
two interrelated levels appear. The first level may best be explored by ini-
tially considering the form of the bordered-whole. Utilizing this form,
anime is to be defined concretely, with exact borders as to what is and is
not anime. The deciding factor either falls within a nation-specific level
(the borders of Japan) or a media-specific level (the borders of defining
anime’s stylistics). The geographic boundaries of Japan may initially
appear to be a clearer delimiter, especially as media-specific borders
become murky quickly. Yet, as noted above and detailed later, not all
animation from Japan would count as anime, even in Japan. Hence a
return to the notion of anime as a predefined set of media-specific ele-
ments that are always enacted in the same manner, with anything that
violates those rules being definitively excluded. Again, there is a return
to borders, but these are media specific rather than nation specific.
To linger on the media-specific level of anime, what I am invoking
24 Introduction
Shifting Spatiality
Before engaging the transformations currently occurring through
globalization, it is important to consider what is commonly viewed as
the initial situation that is undergoing change. Although globalization
can be seen as a process that extends back to early humanity—where
groups were always interacting across vast distances—the tendency to
think of globalization as something occurring only at present is far
stronger than the envisioning of an always interconnected world. In-
deed, the dominant conception of globalization takes it to be a recent
26 Introduction
nation and region and moving toward the network form of the trans-
national as it intersects with different peoples, materials, technologies,
and practices across borders. As Tsing points out, it is increasingly hard
to ignore how the world functions beyond received notions of locality,
nation, and region through technologies and media and interactions
with them; some media span far beyond their supposed national and/
or regional origin, spreading across the world.
To bring this more into focus for the study of anime specifically,
Sandra Annett problematizes what she calls the “anime in America”
discourse, where there is “a powerful dialectic of self-Other identity,
operating in different registers in North America and Japan.”34 Build-
ing on Annett’s work, the framing she identifies of the media from a
foreign other (Japan, in this case), inside the boundaries of the self of a
country, can be seen as maintaining the spatiality of the bordered-whole
inter-national, even as the topic of discussion exposes the permeability
of those boundaries. Although research on how anime is engaged with
in various locations certainly is important, it is also imperative to con-
sider, as Annett does, the “movement[s] of media and bodies that [take]
place across multiple sites,” crossing national boundaries and involving
a “simultaneous mutuality and asymmetry of the engagement.” While
Annett concentrates on the distribution and consumption of anime,
the complex transnational movements across borders also apply to ani
me’s production.35
In light of this, it is important to consider that there are multiple
modes of transnationality, regionality, and globality—that is, distinctive
ways to operate across borders, with patterns of crossings, intersections,
and exclusions and specific methods of conceiving of spatial groupings
like regions and of “being global” in a manner that is not totalizing and
evenly distributed. Taking this into account, Annett details how differ-
ent approaches to conceptualizing border-crossing interactions were
compatible with anime’s content, distribution, and consumption over
different time periods. According to Annett, internationalism (border
crossing between supposedly discrete nation-states or, in my terms,
inter-nationalism) was the dominant framework in the early twenti-
eth century for conceptualizing animation’s content and distribution.
This later shifted toward what she calls postnationalism (attempting
disassociation from the national for global export and localization)
in the second half of the twentieth century, which paved the way for
Introduction 31
Media-Form
Before going any further, I would like to clarify some terms that may
get confusing here, namely “style,” “genre,” and “media-form.” To begin
with the word “style,” I am hesitant to pull definitions from neoformal-
ism in film because of its intense focus on the specificity of cinematic
narration. Although the distinctions between animation and cinema
are beyond the scope of this project, temporarily referencing some
neoformalist concepts can be illustrative. At first it may appear that
34 Introduction
in part because how the anime-esque character looks and acts is not
isolated to anime. Indeed, across anime, manga, and games the anime-
esque character is quite prevalent, a highly visible and recognizable fea-
ture that seems to signal Japan (especially abroad), even if the product
has pronounced transnational inflections. It is also important to note
that it is the conventionality of the anime-esque designs and acting that
mark such characters as somehow related to Japan, even as its mode of
existence affords a different spatiality and potential. For the reasons
detailed above, anime-esque characters will be examined through this
book as they intersect with transnationality and embody the nonlinear,
intra-active interplay between material, medium, and convention that
constitutes anime’s media-form.
To further elaborate on this interplay, anime’s conventions are also
performed in CG animation to produce recognizable anime shows and
films, adjusting and creating new technologies to do so. In this case, the
prior anime-esque conventions are shifting materials and methods of
animation to sustain a media product. In this way, a similar distortion
and flexing to what occurred between anime and manga is occurring in
the technology for CG animation, as it is increasingly used to produce
anime. With full 3D CG animation, which has a longer history of pro-
ducing realistic and cinematic imagery (as in Pixar, Disney, and Holly-
wood films), creating standard anime is difficult, often coming across
as stiff and awkward. The past decade has seen many improvements
in producing CG anime, such as Expelled from Paradise, that seem to
attempt a general trajectory toward the established anime-esque con-
ventions of cel animation. In such works, some sense of the anime-
esque is moved toward and against, an execution that has to come to
terms with the technological and material actualities of the tools at
hand. Here it is the anime-esque conventions that are inviting a linkage
between the cel animation of earlier anime and the contemporary “cel
look” of CG anime that affect the enactments in the material; that came
into conflict when anime was CG. This conflict is not easily resolved,
which reveals some specificity to anime that is not necessarily isolated
to the material it is produced in; at the same time there is a grappling
with how exactly to (re)produce the anime-esque from cel animation
in CG animation.
To stay on the struggles of CG anime attempting to (re)produce the
anime-esque, there have even been attempts to reproduce celluloid lim-
Introduction 41
Historical Moment
All the elements included in anime’s media-form are here seen as part
of a particular time period. The historical era that I will specifically be
examining is the late 1990s to the present, with a focus on 1995 to 2018.
I chose these years partly because anime’s economic success inside and
outside of Japan became increasingly apparent in the 1990s, resulting in
government promotion of anime. Moving swiftly from a relatively niche
product for the subculture of otaku in Japan, anime was thrust into the
national limelight from the late 1990s onward as representative of Japa-
nese culture on the global stage. Anime and manga, which until recently
had been seen within Japan as merely childish products, were promoted
as able to bring some degree of economic prosperity to Japan during the
stagnation of “the lost decade” after the economic bubble burst—a major
shift for their image. Such nation branding is part of a larger phenome-
non of cultural commodification that is not isolated to Japan. Cultural
products have become one of the industries through which a nation can
gain a competitive edge in the global economy, with anime and other
otaku media beginning to be featured at the forefront of Japan’s globally
focused nation branding in the early 2000s, culminating in the current
label of Cool Japan. Here the tensions of globalization become readily ap-
parent, as anime has to straddle between a globally popular product that
is also somehow representative of, and claimed by the nation-state of,
Japan. This all coincided with the increase in academic study of anime,
both inside and outside of Japan.
It was also during the late 1990s that the time slot of late-night TV
anime began, further creating a market for the type of anime that
would be globally distributed. Foreign and local demand would also
prompt a steady increase in the number of anime produced year on
year, a peak of anime production that would eclipse production num-
bers of any other prior “anime boom.” This increase in numbers also
produced more repetition of anime-esque conventions, as different
productions aspired to present themselves as an anime media product
locally and globally. Additionally, landmark works such as Evangelion
appeared, which opened up problematics repeatedly engaged with in
44 Introduction
later anime, grappling with issues of individualism under the rising tide
of global neoliberalism.
Here, I will broadly consider neoliberalism as David Harvey defines
it: “a theory of political economic practices that proposes that human
well-being can best be advanced by liberating individual entrepreneur-
ial freedoms and skills within an institutional framework character-
ized by strong private property rights, free markets, and free trade.”
But contrary to a rhetoric of emancipation through noninvolvement of
government, neoliberalism ultimately involves state intervention, often
through deregulation and privatization.61 Such a neoliberal framework
has rapidly spread across the world, and as scholars such as Makoto
Itoh, Tomiko Yoda, and Gabrielle Lukács have detailed, it took various
configurations in Japan during that time.62
Importantly, Harvey notes that neoliberalism dovetails with nation-
alism, where “the neoliberal state is expected to take a back seat and
simply set the stage for market functions, but . . . [also] be activist in
creating a good business climate and to behave as a competitive entity
in global politics.”63 On the macro scale of the world stage, then, each
nation’s exported products are seen as in competition with one another
on a global free market. Such a neoliberal worldview can be seen in Cool
Japan, which aims to sell anime across the world to bring economic
gains back to Japan. But neoliberalism also operates on more micro
scales. The illusion of state nonintervention places the onus on the in-
dividual as the unit of agency and responsibility, dismissing societal
context as entirely external and irrelevant. Following Harvey and Jason
Read, neoliberalism can thus be seen as emphasizing individualism as
the standard grounding for neoliberal structuration of everyday life,
which became all the more visible during that historical moment.64
For these reasons, the transformative time frame of the late 1990s
to the late 2 010s will be the focus of this study. Examining anime from
this period and exploring shifts in the production, promotion, and dy-
namics of anime’s media-form can provide insight into the tensions
of straddling national and global culture. However, by eschewing a
focus exclusively on Japan toward the transnational, anime’s media-
form can be seen as enmeshed in an environment Arjun Appadurai
describes as consisting of multiple flows of media, people, capital, tech-
nologies, and ideas across national borders, intersecting at different
points, overlapping and colliding, linking to areas that are not always
Introduction 45
Performance/Performativity
To conceptualize anime as a media-form in this historical moment
of globalization, several issues need to be accounted for, among them
medium, materiality, and conventionality’s repetition and diversity.
This is where performance and performativity theory become useful,
as they are well equipped to deal with many of these points. The great
advantage of this theory is the play between performance and perfor-
mativity. In performance studies, influential theorists such as Richard
Schechner reflect on the nature of acting and acts in the dynamics of
the performing arts broadly conceived, building on innovations by so-
cial scientists like Victor Turner and Erving Goffman, to move away
from conceptions of the theater’s exclusivity to the stage, using it in-
stead to examine the “real world.”66 For Schechner, all performance
is “restored behavior” coming from a variety of sources, reenacted in
various combinations in all manner of contexts.67 Here performance is
a heuristic lens for examining the world, taking into consideration the
context of acts, actors, actions, and how they interrelate. In sum, there
is an important emphasis here on not only individual actions but also
46 Introduction
9 61 0
62 Anime’s Local–Global Tensions
from companies in Japan for a limited time. The newest official means
of distribution, through streaming services like Crunchyroll or Netflix,
takes this one step further, where customers do not even own the physi
cal media and merely pay for regular access outside of Japan.
There is always, then, the concern that focusing on a foreign market
will cause anime to leave behind its “home” market of Japan and focus
on a larger one, or on a number of other markets. Indeed, since 2014
the market share for anime in Japan has begun to decline, but foreign
markets have been increasing at a remarkably rapid rate.20 This is even
more troubling if one of the selling points of anime is its “Japaneseness”
and popularity in foreign markets makes it somehow “less Japanese,”
a recent cause for concern as there has been a lot of publicized foreign
interest in funding and producing anime in the past decade. For in-
stance, Sudo Tadashi tries to dispel these fears when discussing the re-
cent influx of money from the People’s Republic of China in the anime
business, stating that China’s investment is merely the newest addition
to a longer history of foreign investment and that as long as anime is
made in Japan, it will be difficult to separate it from the context of
Japan’s culture.21 That such concerns are raised at all, however, reveals
that much depends on anime being seen as a Japanese product, so Cool
Japan must continually engage in practices of defining anime as Japa-
nese, of claiming anime as Japanese, to assuage this anxiety. In order to
explore how anime is defined in relation to Japan, let me take a closer
look at the dynamics of defining anime and, afterward, how that relates
to the events produced by Cool Japan.
Defining Anime
When anime is defined, a set of borders tends to be applied to what is
and is not anime. This practice of applying boundaries mirrors that
of the formal practice of the nation, with its own discrete boundaries
and presumed unity. Both nation-states and definitions (in the classical
sense) operate through the form of the bordered-whole. Indeed, the
act of defining takes on a national component with anime, as it usually
relies on Japan for its definition, which is often something like “a style
of Japanese commercial animation.” However, I have no intention of re-
defining anime here; rather, I wish to consider how the historical shifts
70 Anime’s Local–Global Tensions
The point I would like to stress here is that many different defi-
nitions of anime outside and inside of Japan need to be reconciled if
anime is to be a Japanese cultural commodity on a global scale. Due
to the drive to make anime as Japanese animation a global product, if
what the word “anime” signifies is different inside and outside of Japan,
there will be a conflict, as the country cannot sell the wrong product.
What is needed, then, is a redefining of anime within Japan (a process
that is continually occurring) that matches the global conception of
the word. This is what Zoltan Kacsuk contends is already occurring in
Japan with manga, and a similar (re)negotiation of what anime refers to
within Japan is currently underway.33 In fact, Tsugata states that with
the onset of Cool Japan that accompanied the widespread introduction
of the English word “anime,” anime, with its definition as “commer-
cial animation made in Japan” finally began to be widely understood as
separate from animēshon, a difference that, as stated prior, had already
started in the 1980s by the subculture of anime fans.34
To be clear, I am not arguing that anime has completely changed its
meaning within Japan, shortening its semantic range from commercial
animation in general to just “Japanese late-night animation.” Rather, a
subtle and slow negotiation is occurring, where anime is taking on its
English connotations as a type of animation from Japan, even within
Japan. This definition, with its emphasis on the nation as point of origin,
is openly embraced by (if not substantiated by) Cool Japan. Prior to the
1990s, anime was considered too vulgar and childish to be representa-
tive of Japan, and as Kukhee Choo explains, the Japanese government
only started to take notice of anime due to its explosive popularity out-
side of Japan, promoting it as “official” Japanese culture with the hopes
of it bringing in revenue to the nation. While this might be seen as a
formal acceptance of sorts of the previously stigmatized media of the
subculture of otaku, the negative associations of otaku and their media
of choice do not necessarily vanish. Furthermore, following Choo’s as-
sertions, the nationalization of this social stratum’s media is a shift that
is enabled by a series of globalization processes, processes that involve
an internal–external dynamic.35
As Choo describes, the “global consumption of Japanese culture
through the Contents industry is fundamentally linked to the yearning
for a Japanese lifestyle that can only be satiated through the consump-
tion of anything that is associated with preconceived notions of what is
74 Anime’s Local–Global Tensions
local).42 The logic of mukokuseki was that not every anime features
easily visible Japanese cultural markers, making them somewhat “cul-
turally odorless.” In particular, it has often been noted that anime’s
characters do not representationally look ethnically Japanese and thus
were supposedly easy to identify with by people of other nations and
cultures. But if one follows this logic to say that, broadly, anime is cul-
turally odorless and its characters do not look stereotypically Japanese,
then what is supposed to signal that the characters are Japanese and
direct the audience toward Japan? A contradiction arises whereby
something supposedly nationless must in fact be national, or at the
minimum point to that nation.
As visual culture scholar Omar Yusef Baker states, a fundamental
problem in mukokuseki discourse is its failure to account for the ab-
sence of blackness, both cultural and chromatic, in its assertion of the
stereotypical manga or anime character’s cultural odorlessness. This
failure implies that, although anime character designs may not be read
in a precise indexical relationship to perceived stereotypical Japanese
physiognomic characteristics, a preponderance of light skin and hair
tones, along with the pejorative caricatures or sheer absence of other
ethnic markers, suggests a closer association with a fair global north
than a dark global south. For Baker, anime characters are thus neither
neutral nor emptied of cultural coordinates. While the design of the
stereotypical anime character may often and easily be read as Japanese,
white, neither, or both, it is rarely and less easily read as Black; this dif-
ference is commonly ignored in discussions of the representational am-
biguity and supposedly nationless appeal of anime character design.43
In a somewhat different but related vein, Alexander Zahlten points
out that while characters do not necessarily start out as having a na-
tional ascription, they can become recognizably nationalized and
sometimes even renationalized. Zahlten gives the example of South
Koreans who “ ‘falsely’ assumed that the anime they watched as chil-
dren were Korean,” only to realize later that they were actually “from
Japan.”44 Although Zahlten is discussing an earlier period than the 2000s
under consideration here, as he asserts, this evinces both how anime’s
characters have a certain relationship to Japan and how this relation-
ship was and is different in each locale at different times. Such factors
reveal the inconsistencies of the mukokuseki logic of the global spread
of a nationless anime.
78 Anime’s Local–Global Tensions
tional element. Like Kabuki and Noh and the many other art forms that
were groomed to be representative of Japan’s national culture, anime
is well on its way to becoming a national cultural media-form through
the efforts of Cool Japan.
AnimeJapan
While anime’s media-form is bound to change as new works are made
at a rapid pace and trends move in and out of favor, Cool Japan already
anticipates that change: a claim to media-form has future and past
productions already built into it, as it presumes a sense of uniformity
despite a variety of works. But this also means that consistent (anxious)
arbitration over what is accepted as anime-esque and how it relates to
Japan is required, which involves negotiation. Anime and manga are
often infamous, especially outside of Japan, for displaying taboo, overly
sexualized, and violent imagery, affecting the associations of the media.
Attempts at censorship like the 2010 Tokyo Metropolitan Ordinance
Regarding the Healthy Development of Youths (Tōkyō-to Seishōnen no
Kenzen na Ikusei ni Kansuru Jōrei or “Youth Ordinance Bill”), calling
for regulations of the sale of “obscene images,” are already attempting
to control what is now an emblem of the state, trying to “clean” anime
and manga, grooming them to be acceptable national culture.
Part of how Cool Japan mediates these negotiations and creates its
strong connection between anime and Japan is by discourse production
through events, both locally and globally. This can be seen in one of the
most prominent anime related events in Tokyo, the annual AnimeJapan.
Starting in 2002 as the Tokyo International Anime Fair (TAF), it was
originally organized by the Tokyo Metropolitan Government in coop-
eration with the anime industry. TAF was later surrounded by contro-
versy in 2011 regarding manga industry heavyweights (which own the
rights to many anime) that pulled out in revolt against the attempt to
halt the sales of pornographic manga in convenience stores connected
to the Youth Ordinance Bill.48 These companies created the event
Anime Contents Expo that competed with TAF until the two events
were merged and rebranded as AnimeJapan in 2014. AnimeJapan is
partly organized by the Association of Japanese Animations (AJA), in-
volving several larger publishing houses like Kadokawa in conjunction
Figure 1.1. Promotion for AnimeJapan.
Anime’s Local–Global Tensions 81
in Japan. Emon, which has Japanese, South Korean (they have a studio
there as well), and Chinese staff is not the only transnational anime
company that operates in Japan. Polygon studios, which specializes in
CG animation and also produces work contracted from companies out-
side of Japan, employs a staff that is approximately 20 percent foreign
within Japan,52 and Satelight has a French team of designers on staff
in Tokyo. How do these transnational elements of the anime industry
place within the inter-national?
Thiam Huat Kam contends that, with the establishment of Japan
as the locus of operations, IP, the real source for profit, can be secured
within Japan, so the flow of capital will then move through or be active
within Japan.53 Indeed, with foreign investors like Tencent establishing
studios and offices in Japan to produce “authentic” anime, and the new
U.S.-based giants of entertainment like Netflix and Amazon purchas-
ing licenses and funding productions in Japan and globally, it currently
appears that Japan is central to the anime industry. From this perspec-
tive, Cool Japan is also successful, capturing transnational flows and
wrangling them toward Japan.
However, not all transnational issues can be grappled with via the
inter-national framework. To return to distribution, the institutional-
ized frameworks of national and regional markets are not necessarily
the most accurate ways to approach anime’s distribution. Popularity and
sales will not line up uniformly across a nation or a traditionally defined
region. For example, Sudo cites a 2015 survey by the Hakudo Institute of
Life and Living titled “Global Habit” that shows that anime and manga
are the most popular comics and animation in Hong Kong, Taipei,
Shanghai, Guangzhou, Seoul, Singapore, Jakarta, Manila, and Ho Chi
Minh, with high popularity in Beijing and Bangkok as well. Compared
to South Asian cities and U.S. cities like New York, which have much
lower sales numbers, anime is far more popular in East and Southeast
Asia, enough so that these markets could be reliable sources of income
for the anime business. But Sudo emphasizes that these are not nations
but cities, which disrupts the nation-focused market structure, as the
rest of the nation is left out in favor of more precise locations.54
While it may appear that Asia can be seen as a broad target market,
Nissim Otmazgin notes the inconsistencies in that approach: many
of the places where anime-related media mix goods are available are
84 Anime’s Local–Global Tensions
marketed as mainly made in Japan, does the anime still somehow count
as ultimately Japanese in the cultural sense?
These works are increasingly common. Two recent examples are
Tower of God (2020) and God of High School (2020), both based on dif-
ferent Webtoon comics from South Korea, which, like manhwa from
South Korea and manhua from China, already feature many mangaesque
and/or anime-esque character designs, paneling, narrative structures,
tropes, and pacing. One would have to do some intense maneuvering
to squeeze these productions into the inter-national framework. There-
fore, perhaps it would be more beneficial to consider how the inter-
national framework itself forces us to designate a nationality to media
and to work toward alternative approaches to such increasingly com-
mon productions. In other words, it is an effect of the inter-national
framework that forces us into an either/or situation for such anime
(they are either “Japanese anime” or “Korean anime” or not) rather than
more fully engaging with their complex, multilayered transnationality.
Such issues point to both the inadequacies of the inter-national sys-
tem to deal with how to conceptualize these transnational flows and
the effectiveness of that very same system to capture capital within
its borders—or rather, to guide capital’s flow toward it—with foreign
companies aiming to produce anime in Japan for global distribution,
attempting to authenticate their product through its relation to Japan.
As the demand for anime grows outside of Japan, the internal and ex-
ternal increasingly cohabit one another, as the local is emphasized via
the global even though the local is itself already global. However, this
dynamic is difficult to contend with. For instance, it is often asserted
that anime’s global success is in spite of the anime industry’s focus on
the Japanese market, which is not necessarily always the case. But this
observation obscures that the local is a selling point for media globally
and that the local has global inflections. Not only is there transnational
investment and labor involved in Japan, but anime’s media-form itself
utilizes conventions, some from other media cultures, that are familiar
enough to global viewers to sustain its consumption long-term.
This leads to the limits of the inter-national and its utilization of
bordered-wholes to engage with the variety of transnational inter
actions. What is at stake in conceptualizing anime as a media-form
is deeply connected to nationhood—defining anime is related to bor-
ders and to producing a bordered-whole that resembles the form of
86 Anime’s Local–Global Tensions
9 87 0
88 Anime’s Dispersed Production
also not uncommon. However, the central studios are generally seen in
the popular discourse as the main producers of the anime, though it is
often acknowledged that work is shared among a few studios. There-
fore, crediting a work to one studio produces a hierarchy, where this
main studio is seen as the creative source of the anime. This is despite
the massive reliance on outsourcing, which is not only used to cut costs
but also due to a lack of an available skilled labor force, both domesti-
cally and transnationally.
That said, the need for fast, reliable, cost-saving methods is one of
the circumstances that produced the anime aesthetic in its beginnings
in the 1960s, and it is this production culture that continues to this
day. Instead of focusing on selling the animated product itself, anime
are often designed to be central products in a media mix, referring
the viewer to manga, games, figurines, and a whole range of other
products—a practice that dates back to at least the early days of anime
production with the TV adaptation of Tezuka Osamu’s manga Tetsu-
wan Atomu in 1963. As Marc Steinberg details, a crucial component
of anime production thus became the transmedia relationship to the
media mix. Indeed, the very business model of the industry itself is his-
torically tied to the media mix: by drastically underselling the original
production to TV broadcasters, Tezuka set the precedent for a business
plan that, with the notable exception of theatrical release anime, tends
toward a low price for the anime itself, with the profits recuperated in
the sale of merchandise. Cost-cutting techniques then became impor-
tant, and Tezuka and his team at Mushi Productions began to experi-
ment with a style of limited animation production using fewer frames,
adapting heavily from the successful manga that Atomu was based on,
and relating to other products in the media mix. Therefore, repetitive
facial expressions and characters, a jerkiness in the movements due to
the limited animation, and a connection to the manga, toys, and other
merchandise became standard in anime from that point onward.13
With this in mind, contemporary anime production, if seen as a
hierarchy, often begins with the production committee (seisaku iinkai)
that funds the anime and its media mix, which became the norm in
the 1990s. Because of the large amount of capital needed to fund an
anime series, these production committees are assembled from many
different industries, running the gamut from publishers and distrib-
uters to toy manufacturers and advertising agencies, distributing the
Anime’s Dispersed Production 93
initial investment needed between them. But it is not always the case
that the primary animation studio is even on the committee or has
much control. In fact, the producer and director tend to work based
on the committee’s decisions and regularly in relation to producers of
other major products in the media mix, such as manga publishers or
toy manufacturers. In this sense, even domestically, anime studios can
be seen as outsourced labor for the production committee.
Each committee for each anime is different (and is increasingly trans-
national itself), and the information on how much funding is provided
by each member of a committee is difficult to come by. However, it is
clear that production committees are related directly to the rights hold-
ers, often composed of the representatives of the companies or people
who own the intellectual property and can authorize various types of
commercial products from the show, such as character goods and music.
The profits made from such products usually go to those rights holders,
which are not necessarily the studios themselves. Even if studios are the
rights holders, most of them must give up a majority of the profits to
the other committee members. Thus, the depressingly meager pay and
lengthy hours of the animators of anime is, as Matsunaga points out, in
part due to the business structure of the industry.14 The central studio is
usually contracted by the production committee and paid a set amount
for production, so even if the franchise becomes a hit, animators—many
of whom are freelance contractors not stably employed by a studio—do
not get compensated accordingly, as anime is only one segment of a
larger media ecosystem of an intellectual property (IP).
In recent years, when publicizing a new anime production, in addi
tion to the primary animation studio, the positions that are shown
prominently are the author(s) of the source work (usually a manga, light
novel, or game), the director, the scriptwriter, the character designer
(who may also be an animator, though this is not usually publicized),
the musical director or composer, and finally the voice actors. These
positions are considered at the top of the hierarchy of production. This
list is usually populated by entirely Japanese names, save for the all-
inclusive name of the animation studio, which can include a large staff
under the moniker. It is important to note that if it is not the director
who receives central prominence, it is the abovementioned grouping
of people that is widely recognized as wielding a significant amount
of agency in anime’s system of production, even though it makes up
94 Anime’s Dispersed Production
only a small fraction of the staff needed to produce an anime. After all,
these staff perform the majority of the directing of labor and of craft-
ing the major elements that are repeatedly used in the final product
(e.g., character designs), and much of this labor is done within Japan.
Interestingly, this selection of positions, in particular character de-
signer, scriptwriter, and music composer, also highlights elements that
are seen as shifting between the media that make up anime’s media
mix: the characters must resemble one another between the anime,
manga, light novel, and games despite the different mediums they are
performed in; the story must either differ or be consistent to some de-
gree; and the music is itself another product to be sold.
But this popularized hierarchy, while an integral part of the pro-
duction process and the flow of money, should not always dictate how
the final product of anime is viewed. While the central animation stu-
dio is prominently displayed in these advertising materials, the many
freelancers and smaller studios that work on the animation are sim-
ply subsumed. It implies that the central studio will produce a brand
of animation, but generally ignores those who produce the animated
images unless the viewer actively seeks out that information. Therefore,
it is worth investigating anime’s production system of animation in de-
tail, and Shirobako provides a good case study to examine.
Shirobako
What makes Shirobako relatively unique in the TV anime world is how
it brings the dispersal of agency in animation production to the fore-
ground. There are precursors to Shirobako, such as Otaku no Video
(1991), which details the transformation of a college student into an
otaku who then creates two otaku media companies, and Bakuman
(2010), a series about an aspiring manga creator and his relationship
with the anime industry. However, Shirobako focuses almost entirely
on the anime industry, exploring the finer details of anime produc-
tion itself. Centering around the production assistant and adminis-
trator Miyamori Aoi, Shirobako follows her role at the fictional anime
studio Musashino Animation and includes various characters heavily
inspired by those in similar roles in the real-life anime industry. In
the background, Miyamori’s four friends from her hometown have also
joined the anime industry in different roles (2D key animator, 3D an-
Anime’s Dispersed Production 95
Negotiated Decisions
Let me start with the production hierarchy, which, as noted before, is
often conceived of with the directors and top-level producers at the
top of the chain of command. Even if this is expanded, anime is often
seen as a creative industry in which animators, writers, designers, voice
actors, and musicians get much of the spotlight and credit for a pro-
duction. However, Shirobako consistently undermines this conception:
instead of a director, an administrator takes center stage and is shown
as integral to the anime production process, part and parcel of this
creative industry. This is evident in the position of the protagonist,
Miyamori, who performs the role of “desk,” a production assistant who
organizes and relays information and materials between animators and
top-level staff but also works toward solving problems that have tangi-
ble effects on the final product of the animation.
However, the administrators are not the only positions whose ac-
tions are shown to affect the final product. A whole slew of roles is
featured, such as general managers, animators, subcontractors, free-
lancers, colorists, editors, sound engineers, publishing executives, and
manga authors. Indeed, there are so many characters that names and
position titles are often inserted next to the characters in every episode,
something rarely done with such frequency in anime. Furthermore,
many of the characters move into different positions between the first
and second TV anime produced at Musashino, showing how each pro-
duction can be executed differently despite including most of the same
people.
It is also important to address the gendering of these positions. The
casting of many female administrators, animators, and other so-called
below-the-line staff brings into focus the gender disparities in the ac-
tual industry. In fact, as Diane Wei Lewis has noted, the division of
labor in the anime industry has a long history of relying on women to
perform the important work of tracing, inking, cleaning up, and color-
ing (shiage).15 Such gendering continues to this day; although women
make up approximately 40 percent of the industry, there are still rela-
tively few female above-the-line staff, such as directors (notable excep-
tions being Yamamoto Sayo, Okada Mari, Utsumi Hiroko, and Yamada
Naoko).16 These gendered divisions are evident in the key characters in
Anime’s Dispersed Production 97
the anime, as the four people in Miyamori’s friend group are all young
women in junior positions, whereas all the top-level staff are male.
Because of the large group of people involved, the complex hier
archies of production, and the diversity of technical, administrative,
and financial expertise necessary for the successful planning and im-
plementation of a production, the series has plenty of points of conflict
when nothing runs smoothly. Many of the conflicts featured disrupt
the conception of the singular vision of a director, with multiple agents
involved. These include supposedly minor roles such as production as-
sistants sitting in on and influencing important meetings with top-level
producers, as well as the enforcement of conducting the labor itself.
In episode 5, for example, the “desk” for the first TV anime (Exodus!),
Yutaka Honda, comically forces the director to work by locking him in
a cage to finish the storyboards, showing how the director is the one
who produces the storyboard, but the enforcement of the actual enact-
ment of labor is left to other staff.
These conflicts also involve nonhuman actors. The specific materi-
als or sequences that display their use or malfunction often receive
close-up shots: first and foremost, the cels, papers, pencils, and com-
puters used to make the animation; likewise, there are cars (and their
drivers) that can deliver goods at the speed necessary. But nonhuman
actors can also cause chaos, such as when the servers that transfer
data unexpectedly go down. Among this variety, particularly impor-
tant nonhuman actors are storyboards. It may initially be tempting to
label a storyboard’s creator as an authorial agent since a storyboard is
an adaptation of a script that will be used as a central reference point
by the animators and editors for the rest of the episode. Although it is
not uncommon for directors to produce multiple storyboards across a
series, it is not always the director working on them. Sometimes it will
be the episode director or another member of the higher-level staff,
and the storyboard is then finalized in meetings with many members.17
That said, while credit should not be denied to storyboard creators, the
storyboard itself also becomes an agential actor, as it guides much of
the production from that point onward.
As Condry notes, while a storyboard is filled with details and instruc-
tions from its author(s), it can nevertheless have multiple interpreta-
tions.18 Such issues are worked out in meetings, but are also left up to
those with the skills to interpret and produce a refined section of the
98 Anime’s Dispersed Production
out ways to integrate the toys into the anime itself.23 In some senses,
the toys themselves are part of the decision process, as they need to be
worked around and with to be featured logically in the anime’s imagery
and narrative.
While there are no toys in the Shirobako narrative, it still promi-
nently displays the importance of external companies and executives
in anime production. Although the contract for The Third Aerial Girls
Squad comes from the company that publishes the manga, this is a bit
of an oversimplification of the actualities of anime production, as it
is really a production committee that contracts an anime studio. De-
spite this discrepancy, the interaction with the publishing company—
presumably a stand-in for the production committee—produces
engaging drama and displays some of the realities of how dispersed
agency operates in anime production, even at the top of the chain of
command. For example, the importance of voice actors is highlighted,
especially in episode 14, when producers and talent agents, as well as
the uninterested representative of the publishing company that owns
the rights to Aerial Girls Squad, argue over how different variables are
considered when casting for the anime, such as the voice actors’ roles
as idols or their current fan following, as well as their actual capacity to
play a given role. The inclusion of the representative from the publisher
highlights not only their importance in the hierarchy of production,
but also the role of the anime as part of a larger media mix, where the
anime is one product among many with a different capacity to draw
in fans. Voice actors are one of these avenues—an aural component to
anime that is not present in manga.
The difficulties of such a production hierarchy are revealed through-
out the series. For example, in episode 13, when the character designer
is changed, the producers worry that the publisher may be displeased
and thus revoke the contract, as it may have chosen the studio based
on the staff from the previous production. There are also crucial mo-
ments when the publishing company executives and/or the author of
the manga step in to reject the work produced by the anime studio. This
includes forcing changes to character design in episode 16 even though
Musashino was well into the production process based on the earlier
designs. Such influences become extreme in episode 23 when, due to
poor communication between the publishing company’s representa-
Anime’s Dispersed Production 101
tive and Musashino, the manga author rejects the storyboard by the
anime studio for the ending of the series, which would continue past
the manga’s current narrative developments. Though they received a
preliminary agreement from the manager of the manga author at the
publisher and proceeded quite far in the production (including the
voice acting), they are rudely requested to redo the final episode. On
top of this, the publisher does not allow Musashino’s staff to meet with
the manga author directly.
Such instances display the actual authority of the publisher (here
read as a stand-in for the production committee) over even the top-level
producers and director of the anime. In this way, Shirobako establishes
a chain of capacity for decision-making, with the publisher/production
committee at the top, followed by the director and producers. However,
this is always complicated by the actual processes of production. Epi
sode directors, animation supervisors, and the animators themselves
all make important decisions, and the production assistants solve vari-
ous problems and make suggestions—or force higher-ups to work. This
all results in tangible effects in the final product, examples of which I
will examine below. Therefore, Shirobako provides an account of anime
production in which there are layers of decisions upon decisions and
the assertion of agency at multiple levels within the chain of command.
Every action adds (or subtracts), adjusts, and transforms the results
seen in the final product. Shirobako makes apparent the shifts that
occur due to each actor (human and nonhuman) in the production pro-
cess, each having an effect on the final images and sounds. It displays
the struggles behind each frame and the labor behind the animation,
producing a multilayered take on anime production.
Anime’s Media-Form
Before going further, let me reiterate what I mean by media-form. Con-
cisely, anime’s media-form is the interplay between medium, material,
and the repeated conventions seen in anime, that is, what makes anime
recognizable as such. In particular, anime’s conventions are myriad,
from the character designs to the voice acting styles, from the narra-
tives to the character expressions and animation techniques used. These
conventionalized elements become what is expected out of anime as a
particular media product, and new anime tend to repeat those elements
(even in new materials) in order to relate to earlier works and meet, and
ultimately reproduce, those expectations. This performance of the anime
media-form is the subject of the drama of Shirobako, and it is what makes
Shirobako itself recognizable as an anime. What this means, then, is that
anime’s media-form is another agent at play here that is constraining and
structuring the production process, restricting the staff within certain
boundaries while also giving them a point of departure.
Let me provide an example. In episode 12, the top-level p roducers
and administrators discuss an important scene at the climax of the Exo
Anime’s Dispersed Production 105
dus! series. They argue over the feasibility of producing the scene the
director wanted involving a herd of horses. Animating such a scene
would be complex and difficult to produce in terms of the technical
skill of the animators, as well as the time it would take to produce it.
One of the producers suggests either doing the scene in 3D (which
would be difficult because the 3D animators are already overbooked)
or adjusting the storyboard to pan over the horses and not show their
legs moving. This is harshly objected to by the managing production
assistant Honda. He argues that this is a climactic sequence and cannot
have shoddy animation sequences, insisting on the importance of the
climax for the success of the series itself. Indeed, even Shirobako fol-
lows the patterns they discuss in the show: the episodes at the climax,
in particular, episode 23, feature complex, action-oriented sequences
as the director sneaks into the publisher’s office building, comically
performing fighting game–like martial-arts moves to defeat a string of
“bosses” (the executives and managers at the publisher) who try to keep
him from meeting the manga author.
In the conflict for how to animate the horse scene, there are mul-
tiple forces at play that drive the decision-making process: the time,
staff, and budgetary restrictions, but also the expected structure of
the anime series, an expectation built from previous anime, which
demands complex and exciting animated sequences to ensure the
success of the series. The director is working toward the latter while
the producers must provide a solution for the former. Ultimately, it is
Miyamori who delivers a viable solution that satisfies both require-
ments, a solution that is itself from a famous animator who is entirely
outside of the company—that is, using the in-house veteran animator
Sugie Shigeru to animate the horses. However, even this final animated
sequence is achieved only through a team effort. Due to the time re-
straints, Sugie (who usually works on children’s animation) must draw
rough sketches that are then to be cleaned up by other lead animators.
In fact, the two animation supervisors actively volunteer to do this job,
as they want to learn from his techniques and participate in this part
of the production. Here, the multiple layers of laborers’ work that go
into a single animation sequence is portrayed (key animation, cleanup,
and, in other sequences, coloring and then editing) along with the im-
portance of building on the expectations from anime performances in
the production process.
106 Anime’s Dispersed Production
Shirobako shows how the animators, as well as other staff, were and
still are fans of anime, active consumers who have devoted themselves
to its production. This feedback loop of consumer and fan to producer
and animator, in which consumed anime informs produced anime, is
further emphasized in sequences where the animators observe them-
selves, other characters, or creatures to animate them by this refer-
ence. Because the show’s mode of address is in anime’s media-form, the
characters are observing the anime world to (re)produce anime—it is
Transnationality
While Shirobako depicts a generally positive view of freelancing through
the almost mentor-like role that the freelance animator Segawa Misato
plays for Miyamori, the series provides a less favorable view of sub-
contracting. This is done through sequences involving a subcontractor
called Studio Titanic, portrayed as a run-down office with sloppy or-
ganization and poor production quality. What the series leaves out is
the large-scale reliance on such subcontractors and freelancers in the
industry and how transnational this work actually is.
Indeed, this is true of Shirobako itself. The series is produced by the
Japanese studio P.A. Works and Warner Entertainment Japan (a sub-
sidiary of the U.S. company). Beyond the funding, there is other foreign
labor involved in the production as well. This includes work such as fin-
ishing animation (usually the coloring), which was partly outsourced
to YABES, a studio in South Korea, and Toei Animation Philippines.
Key animation was also done in South Korea. For example, YABES and
Hanil Animation studios there created some of the key animation for
episode 13. Some of the backgrounds in episode 3 were done by Studio
Suu, with Vietnamese names credited at the end of the episode. Rong
Hong and Jung-Duk Seo did episode 21’s animation directing, presum-
ably in Japan but possibly in South Korea or China. As for episode di-
rectors, along with Suganuma Fumihiko (episodes 7, 13, and 15) and
Kurakawa Hideaki (episodes 12, 16, and 22), Jong Heo directed multiple
episodes (episodes 3, 8, 17, and 24). Heo also did storyboarding for epi-
sodes 3, 8, 10, 17, 23, and 24. This means that some of the key sequences
that were analyzed above, specifically in episodes 3 (the facial expres-
sions) and 23 (the differences between manga and anime; the complex
“boss fights”), are partially due to the labor of Heo, who worked as epi
sode director and/or on the storyboard. Thus, there is an important
dispersal of agency that is transnational, not only in the animation but
also in other levels of production, contributing to the labor in ways that
reflect in the final anime product.
Because much of this information is gleamed from the credits, it
is difficult to determine exactly which sequences were done by which
animators, and other than using the studio name, it is difficult to place
whether the labor took place inside or outside of Japan. That aside, one
can see that the dispersal of agency is not confined within the borders
Anime’s Dispersed Production 113
Geographies of Production
In the first chapter, I examined the tendency to rely on the inter-
national framework when conceptualizing anime’s globality. Anime is
seen as made in Japan, which makes anime’s identity one of Japanese
animation; anime is from Japan even if it has a global presence. How-
ever, as shown in the previous chapter, anime production involves a
complex network of actors and a dispersal of agency that gets further
complicated as it occurs across national boundaries. Indeed, anime’s
animation has long been outsourced to different parts of Asia. This
fact has often been stated in a challenge to the status quo of “anime
is Japanese animation,” disrupting readings of cultural determinism
produced through Cool Japan and other discursive productions. While
this is a productive stance that exposes the intricate nature of the issue
at hand, little work has been done to inquire into what type of trans
nationality results from such a production process and how that may
be conceptualized.
This dynamic needs to be accounted for in more detail, especially
when considered beyond a single anime and seen as a general pattern
for anime production. Anime’s production cuts across and through the
boundaries of the nation, making anime more than simply a Japanese
export. The context of anime’s production and subsequent distribution
is fundamentally transnational. In consideration of this, an alternative
approach to anime is needed, one that acknowledges the long history
of anime production within Japan and the many talented people there
who were instrumental in developing and producing anime while still
accounting for the transnational production, as well as distribution and
consumption, that has also had a lasting effect on anime.
This transnational view makes the internal and external as defined
by the inter-national become thoroughly blurred, where local can no
9 117 0
118 Anime’s Media Heterotopia
Transnational Development
Although the focus of this chapter will be on anime’s transnational
production, it should be stressed that there are many more trans
national elements involved in anime’s media-form. As Choi empha-
sizes, the qualifications for transnationality should not be limited to
the production of a work. Further, Choi asserts that what may be trans-
national at one point in time can be nationalized at another: “As the
national internalizes and implicates the transnational, what once was
transnational could later be claimed as a bona fide national; what once
were ‘foreign’ can now be exalted as defining features of the national
via the intervention of historical amnesia. . . . Any object/event/practice
can be considered either national or transnational/foreign, depending
on how far back the timeline is stretched.”15 With this in mind, before
beginning the larger exploration of anime’s transnational production, it
may be useful to briefly detail how the development of anime’s media-
form is itself transnational so as to avoid any overly simplistic notions
of anime’s origin as Japanese. What follows is not meant to be a com-
prehensive transnational history of anime but rather an illustration of
how anime, even in Japan, is always already transnational. Therefore, if
anime’s media-form itself can be seen as having a more transnational
development, then even as the production of anime outside of Japan is
examined, anime is in fact transnational all the way down.
Although the usual point of departure for anime proper’s history is
Tetsuwan Atomu in 1963, if one wants to trace anime’s history earlier
than that, there are still transnational components. For instance, Hori
Hikari provides a compelling description of a complex transnational
dynamic in her history of animation’s development in Japan in the first
Anime’s Media Heterotopia 123
animations, Sandra Annett makes the case that these works were actu-
ally conceived of and consumed through an inter-national framework
since so much of the content was structured through a nation-oriented
worldview of interactions between distinct countries.19 Therefore, even
propaganda like Sacred Sailors, which easily fits into national frame-
works, has a production history that is far more complex: an influx of
elements from outside of the nation converged into and through the
local media sphere within Japan, resulting in the final media product.
Ōtsuka Eiji traces a similar degree of hybridization occurring during
the war period. Wary of nationalism in the promotion of anime and
manga, Ōtsuka constructs a history of anime and manga aesthetics
that is enmeshed in the context of imperialist Japan. Although Ōtsu-
ka’s work may be seen as constituting a history of anime and manga
as from Japan, it nevertheless exposes anime and manga converging
with outside influences, specifically Sergei Eisenstein’s montage the-
ory (from Russia), which influenced wartime animations, and Disney’s
character designs and production systems. Ōtsuka asserts that the
character designs common in manga and anime were in fact devel-
oped from Disney’s approaches. For Ōtsuka, these cartoonish designs
appear in stark contrast to the sharp, mechanical lines of technological
objects and military vehicles—a mode of drawing that is in part related
to the promotion of a scientific realism in draftsmanship by the impe-
rial government. This all coalesced within Japan under conditions of
fascism, which enforced a type of technical drawing for the mecha
nized elements (e.g., airplanes or tanks) and buildings in manga and
animation, whereas characters took on the cartoonish designs popu-
larized by Disney. This new amalgam became common in anime as
well as manga and became the point of departure from which anime
continued to evolve after the war. In this sense, what Ōtsuka sees as the
beginning of anime’s media-form stems from multiple transnational
flows that coalesced within Japan before extending outward once more.
Therefore, the beginnings of anime’s aesthetics were transnational and
part of its trajectory toward the global. Ōtsuka even states that the
“form of expression combining Disney and Eisenstein cannot but reach
throughout the world.”20
To remain on the importance of Disney, in the opening chapter of
Anime’s Media Mix, Steinberg stresses both Disney’s influence on and
distinction from Tezuka Osamu’s business strategy, character design
Anime’s Media Heterotopia 125
For example, Annett details the global appeal of Cowboy Bebop (1998),
which she reads as reflexively representing a “world of borderless post-
national flows in which characters collide and then drift apart again.”28
Indeed, one can see a borderless world presented not only in the narra-
tive but also in the utilization of various conventions stemming from a
diverse range of media cultures: Cowboy Bebop displays a blatant famil-
iarity with Hollywood Film Noir, Hong Kong’s kung-f u cinema, and the
multimedia genre of cyberpunk, mixing and enacting them with the
anime media-form. Cyberpunk as a genre itself may be another case-
in-point for transnational development of media in general. As Rayna
Denison details, art-house anime like Ghost in the Shell (1995) were
crucial to the conception of the genre and were themselves filled with
transnational elements. Indeed, she concludes in unequivocal terms
that her “examination points not to a shift toward transnationalism
in anime, but to the idea that anime has always been transnational.”29
Here I have just skimmed the surface of some of the visual and
narrative elements of anime’s media-form and their transnational his-
tory. Throughout anime’s history and in multiple areas of its media-
form, even in Japan, the transnational is at play, with technologies and
techniques flowing from multiple sources coming together and being
adjusted in the context of a local subculture and its commercial pro-
duction. I would like to highlight that the transnational is even at play
in areas that initially appear rooted in the national. Taking these trans-
national histories into account may help to, in Lamarre’s words, un-
dermine “the ideal of national sovereignty, in which flat, homogeneous
nationness appears to come first and only subsequently becomes inter-
nally fissured and ruptured by various forms of social segmentation.”30
With this in mind, anime’s development can be seen as fundamen-
tally hybrid. Hybridity, however, is difficult to parse, as it is traditionally
mistaken as a simplistic equation whereby a convergence of elements
from two or more disparate sources (so often related to locale and more
often nation) results in something described to be half of each source,
the two sources put together, or an entirely new, third thing. But hy-
bridity is a confusing dynamic, appearing simultaneously as (1) leaning
toward one source and/or (2) the other source, (3) maintaining some-
what even degrees of recognizability and/or relation to each source,
(4) discontinuing any relation and recognizability to either source, and/
or (5) becoming something entirely different from the two sources. This
128 Anime’s Media Heterotopia
is to say that hybrid objects can be seen as the same or similar as one
source, the other source, both, neither, and as something distinct, all at
once. This is itself an oversimplification, as I am only considering two
sources when in fact it is common to have many more, as is the case
with anime broadly. Moreover, the hybrid object itself may become a
source for further hybridity, with all sources being inevitably hybrid.
All these dynamics are operating in tandem and in tension, linking
disparate sources, sometimes emphasizing one over another, even as
the hybrid object becomes something distinct from either. Therefore,
hybridity can be seen as what Michel Foucault describes as heterotopic:
“capable of juxtaposing in a single real place several spaces, several sites
that are in themselves incompatible.”31
But because all these hybridizing processes are happening within
Japan, they can all too easily slip into the national, becoming Japanese
in the classical sense, making the transnational become national. As
Choi explains, something hybrid starts to be seen as part of a national
culture largely as a matter of selection, segmenting only a certain time
and place along the hybrid object’s history. This is not to say that these
transformations in Japan shouldn’t be focused on; highlighting a par-
ticular period and context is an effective and indispensable method
of examining media. Rather, as the abovementioned scholars make
clear, it is important to emphasize that, even in instances where locally
spurred innovations occur, what may initially appear to be exclusive
to Japan is always already filled with transnational flows. Indeed, it is
“within nationalized space where traces and energies of transnational-
ity are acutely sensed.”32 It is also important to contend with the lin-
guistic limitations, whereby the hybridizing process described above
is centered in Japan, making any description slip back into national
categories, as the statement itself includes Japan.
Whether the above process of border-crossing flows and hybridi
zations makes these elements Japanese or not is beside the point, as that
very question leads back into the inter-national. Instead, the focus here
is on the transnational, where the nation itself has not entirely receded
but the emphasis is on the crossing. Therefore, the aim is to acknowl-
edge Japan as important without denying that anime is the product
of transnational flows. In this case, it is possible to see Japan as the
locus of much of the innovation, media mixing, matching, and evo-
Anime’s Media Heterotopia 129
Korea at studios DR Movie and Busan DR. For Macross 7 (TV series:
1994–95, film: 1995, OVA: 1995, 1997–98), Studio 4°C, Ashi Productions,
Artland, and others are credited with the production, which also in-
volved Big West and Studio Nue, all located in Japan. But, once more,
the in-between animation includes the South Korean Kyesung Produc-
tion Inc. (for thirty-eight episodes), as well as companies in China such
as Shanghai Hongqiao Animation (eleven episodes), Shanghai Rain-
bow (twenty-six episodes), and Shin Woo animation (thirty-eight epi-
sodes). As for Macross Zero (OVA: 2002–4), the production is credited
to Studio Nue and the animation to Satelight in Tokyo. Some of the key
animation was also credited to South Korean studios JM Animation
and Tin House, with many names appearing in Hangul script in the
credits of the episodes.
The credits for the second most recent production, Macross Fron-
tier (TV series: 2008, films: 2009, 2011), include Satelight, Big West,
Studio Nue, and Bandai Visual, with key animation by Satelight. The
TV series had South Korean animation director Yong Sik Kim on for
three episodes and some South Korean staff at the studio My Bell Ani
mation working on second key animation and other animation pro-
cesses, along with some foreign staff at Satelight in Tokyo and Japanese
staff at Satelight Osaka Studio. Background art was done largely by the
company Biho, which has a studio in Vietnam, and many of their Viet-
namese names are shown in the credits. There were even participants
working on some episodes from the Philippine studio KMU Manila
Studio and the PRC studio Zizidongman. The CG design was also done
with some South Korean staff and many Japanese staff. To give an ex-
ample from one of the films, Seong Ho Park worked on some of the key
animation of Macross Frontier: The False Songstress (2009). The newest
iteration, Macross Delta (TV series: 2016), includes mechanical design
by Stanislas Brunet and art design by Thomas Romain and Vincent
Nghiemm. There are also in-between animation credits for Toei Ani-
mation Philippines studio and Xuyang Animation in China. As these
inexhaustive details show, even the Macross franchise has been trans-
nationally made for decades.
These long-standing relationships between Japanese anime produc-
tions and studios outside of Japan have led to business practices that
are shared throughout the network and that do not necessarily adhere
to national boundaries. Kenta Yamamoto, who has conducted an ex-
Anime’s Media Heterotopia 133
They might design their facilities to look more like those of their
Japanese clients, use transactional sheets for production or em-
ploy Japanese speakers in the studio. These studios were able to
connect with Japanese partners and also to transact with other
studios located nearby, but using the same Japanese customs.
Although not all of the managers at these studios have neces-
sarily worked in Japan, they are familiar with the Japanese rules
of business. . . . Some animation studios do not explicitly record
contract details so that they can ensure flexibility of their con-
tracts’ contents. This is an example of a characteristic custom
among Japanese-style animation studios.45
But these shifts in business practices do not only originate from Japan
and then spread to other countries. Hao Ling Li, representative director
of the studio Emon in Tokyo, stated (or advertised) in an interview that,
in contrast to Japanese studios, Emon offers its staff full employment
benefits in Japan.46
I should note that business is not necessarily the exclusive bottom
line here. Yamamoto details how trust is important in maintaining in-
dustry relations and is built over many years of goodwill among multiple
parties. Such interpersonal networks occur throughout the animation
industry, which relies heavily on freelancers, but they take on a differ-
ent dimension when they occur transnationally. Yamamoto explains
that groupings of studios coordinate group shipments of the animation
materials that head overseas to ensure timely returns, increasing local
solidarity. Moreover, Yamamoto points out that some of the studios in
South Korea that fill contracts for Japan only fill orders for Japanese stu-
dios instead of Western clients, which other studios serve exclusively.47
In fact, “some Seoul studios continue to make unprofitable transactions
with Japanese studios because they feel they owe the Japanese studios
while others take great care not to steal Japanese studios that are cli-
ents of other studios.” These long-standing business relations “cement
134 Anime’s Media Heterotopia
Heterotopic Images
Approaching anime as a national cultural product, exclusively repre-
sentative of Japan, produces an oversimplified, decorous conception of
the media-form that ignores the transnational complexity of the pro-
duction process. When understanding this network of production, it
must be acknowledged that one anime animation sequence may be
merging the multiple locales of each part’s production into the cohesive
images that make up the sequence. For example, episode 6 of Macross
Frontier had storyboarding, key animation, CG, and compositing done
at various studios in Japan (often Satelight), but the labor also included
second key animation work by studio Daejin in South Korea, set direct-
ing from Frenchman Stanislas Brunet in Japan, animation and finishing
work by KMU Manila Studio in the Philippines and ShangJie Anima-
tion and Zizidongman in China, and backgrounds by Biho in Japan and
Vietnam. Therefore, while the specifics of which images come from
where are not often explicated, that particular episode contains parts
from different national locales of production composited together.
From this perspective, the anime industry outsourcing animation
throughout Asia can be seen as part of a transnational performance,
but one that tends to flow through Japan. Therefore, anime’s transna-
tionally produced images are what Hye Jean Chung, building on Fou-
cault’s ideas, calls a “media heterotopia”:
(In)visible Performances
With this in mind, the animators outside and inside of Japan have
the anime media-form’s conventions imposed upon them but should
also be acknowledged as the agents of their execution, utilizers of a
particular set of skills. Indeed, not just anyone can produce anime’s
animation; it must be performed in accordance with the conventions
of anime. Any anime production must include people trained to pro-
duce this particular type of animation, enacting the methods and tech-
niques that constitute anime performance. But that also means that
there may be varying degrees of successful performance, something
Anime’s Media Heterotopia 137
cally the early 2000s, fans would find examples of bad animation in
anime, often blaming it on the cost cutting of outsourcing to studios
outside of Japan.59 For instance, one famous example of derided anima-
tion is an entirely round cabbage cut in a scene in episode 3 of Yoake
Mae Yori Ruri Iro Na (Crescent Love,2006), which appears to have
actually been animated in Japan. A similar situation occurred in late
2018 with the series My Sister, My Writer, where many fans on twitter
speculated that the poor quality of the animation was due to outsourc-
ing, both to subpar companies in Japan and to overseas studios.60 Such
reactions to poor performance reaffirm the authenticity and presumed
superior quality of Japanese animators.
But because of the widespread use of overseas labor and foreign
workers in Japan, outsourced work has actually always been visible but
simply went unnoticed due to its successful performances, effectively
becoming invisible as it is misjudged as Japanese. In this way, the ma-
jority of the time, the outsourced work’s invisibility is the mark of the
felicity of its performance; it is seen but goes unremarked, passing as
anime proper. The felicity of anime’s animation performances by those
outside of Japan actually hides the tensions of anime’s transnationality:
if anime is supposed to be Japanese, and the animation is performed
in line with its conventions, then there is no incongruity. The smooth
execution of anime’s conventions in each part of the animation-image,
and its compositing into a single frame, allows one to gloss over the
complexities and colonial histories of hierarchies that enabled the un-
evenness for outsourcing to occur under Japanese direction. But poor
performances, or what is seen as low-quality work, are disparaged, and
once more the authority and authenticity of Japanese producers is rein-
stated. In consideration of this, performing anime in a felicitous man-
ner can be seen as disrupting this authenticity, as the animators actively
participate in a uniform layer in the image, in effect proving that anime
is an imitable media-form that they too can perform—that the anime-
esque is not exclusive to Japan, as it was always performed felicitously
by those outside of Japan.
Moreover, to fully consider anime as performative would also in-
volve making visible the conventions that maintain its recognizable
identity. This is where outsourcing and the so-called uncreative physi
cal labor of animators become important, as these actions are what
sustain the conventions necessary to identify anime at all. If overseas
140 Anime’s Media Heterotopia
Transnational Hierarchies
However, even if these animators are credited or their labor acknowl-
edged, the hierarchy of production still looms large over them. The low
status of animation is evident in the financial structure of the industry
itself, with animators, particularly cleanup and in-between animators,
making low salaries, working long hours, and having low job security,
even within Japan. As noted above, Emon’s president even remarked on
this fact in a Japanese interview, stating that his studio would provide
better benefits and a steady position.61 While some popular animators,
after many years of steady demand for their work, have made it to the
top of the hierarchy of animators or transitioned to directors and can
sometimes have quite high salaries (Tsugata puts it at about ¥10 million
or US$88,248 per year), many lower ranking and younger animators are
not paid well.62
The average animator’s salary in Japan is around ¥3.3 million
(US$30,052), but second key animators make as little as ¥1.127 mil-
lion (US$10,263) per year.63 This amounts to approximately ¥275,000
(US$2,504) and ¥93,916 (US$855) per month, respectively. Yamamoto
Anime’s Media Heterotopia 141
is marketed, the institutions that facilitate its global circulation, the fan
activities that inform many of its trends, the methods of organization
of its production, the language of its voice acting, the locus of many of
its media-form hybrid developments and interaction with the media
mix, and much of the imagery used in the content. At the same time,
anime is inextricably linked to the places outside of Japan involved in
its production through the labor and materials composited in the final
product, along with the transnational flows that invoked the innova-
tions of its media-form. This is a regionality that is difficult to grasp
from the inter-national framework where anime must be placed into
the established category of nation-state (Japan). Nor does it match up
with received notions of region (Asia or East Asia) that were born from
the form of the bordered-whole. Instead, stemming from the form of
the network, this regionality’s shape is nebulous and constantly flowing
but also has contours and exclusions, as it operates according to general
patterns (for example, animators generally only work in urban centers
in East and Southeast Asia).
On a geographic level, then, anime’s production network maintains
an ambivalence to established categories such as nation or supra
national geographic regions such as East Asia; internal and external
become blurred and certain areas are left out, but the network main-
tains a center of power and hierarchies. The regionality of anime is a
network across Asia rather than a single locale, with most of the links
being the major cities of outsourced production (Shanghai, Beijing,
Seoul, Manila, and Ho Chi Minh) to the central node of Tokyo. Trans-
national works such as those from studio Emon in Tokyo, rather than
outsourcing from Japan to the periphery, create a movement of capi-
tal and talent into Japan through contracts and subcontracts and by
performing anime’s media-form. There are also many foreign workers
in Japan producing anime in high-ranking positions, working on di-
rection, key animation, and designs. How they fit into the hierarchies
discussed above is itself another complex issue.
are made in disparate places both inside and outside of Japan, result-
ing in final products whose unities and tensions are provided by those
very conventions, each layer of a composited image forced into a single
frame. Instead of oversimplifying the production process and erasing its
tensions, one alternative way to grapple with this complexity is through
the form of the network: the relations between objects, materials, and
people across great distances that are connected in the production pro-
cess of anime. Each anime is its own network of relations, a different
combination of people and places and things that result in a heterotopic
image. Just like the heterotopic image of the animation frame, each
anime production becomes the singular point where all these places
interconnect. It leaves out large swaths of people and places that we
would usually attribute to the interconnection of these places. Many
anime productions are not necessarily exclusively from Japan as much
as they are from a temporary network of people and objects connected
across multiple places.
Such a geography is difficult to conceive of from the bordered-whole
framework because internal and external are so intertwined. But such
interconnectivity does not mean that there is a harmony here, for the
network is complex, and the hierarchies of production are still preva-
lent, with different degrees of agency enacted. As Condry notes,
With this in mind, production networks, then, are a way to analyze not
only anime but also how anime has sustained itself and grown over
time. In this sense, to examine anime, we must work through networks,
otherwise the transnational material actualities of anime will continue
to clash with the imposed bordered-wholes of the inter-national.
148 Anime’s Media Heterotopia
Anime’s Citationality
Anime’s Brand
In the previous chapters, I analyzed the geographic components of
anime’s identity—how anime’s globality is conceptualized through its
relation to Japan and how its transnational production disrupts nation-
branded narratives of anime as Japanese animation, instead operating
as a centralized, networked region of sorts. However, I noted that this
centralized production network was caught in tension with the more
decentralized network afforded through the very processes of anime’s
performativity. To explore these dynamics, in this chapter I will turn
my attention to the mechanics through which anime sustains itself as
a particular type of animation.
Despite how anime differs from many other types of animation, per-
haps most famously from Disney’s animation, the distinction between
animation as a medium and anime as a particular type of animation
is not always made clear in the academic literature, even in works that
thoroughly explore anime’s medium specificity. For example, the divi-
sion between animation and anime is not fully articulated in Lamarre’s
groundbreaking work The Anime Machine. Lamarre explores how the
material limits of anime’s animation both constrain and enable the
potentials of movement in animation. He also examines the limited
animation often employed in anime, exploring the aesthetics, creative
potentials, and implications of working with and through the material
limitations of cel animation. Yet, in the process, anime becomes repre-
sentative of animation as a medium: the terminology used is the “anime
machine” despite the book being a media theory of animation in gen-
eral, as its subtitle asserts. In some ways, this is one of Lamarre’s argu-
ments: animation studies can be justifiably based on anime due to its
global prominence instead of being particularized and culturalized as
Japanese animation.1 At the same time, such a statement is predicated
9 151 0
152 Anime’s Citationality
on the notion that there are some differences between anime and other
types of animation, otherwise there would be no need to comment on
anime’s capacity to stand in for all animation. With this in mind, to
further refine my line of inquiry into anime’s identity, I will consider
not only the medium specifics of anime explored by Lamarre but also
the other limitations that produce anime’s sense of uniformity and dis-
tinct performance of animation.
These limitations are in part discursive (as detailed in chapter 1),
but they are also in the media-form, involving texts, production, and
consumption. Indeed, there is a likeness shared across many anime that
is partly due to the imposition of the category of anime, creating a cycle
of reinforcement that sells anime as anime, establishing additional sty-
listic boundaries. Anime is often wrapped in reproachful discourses of
sameness, yet it is quite diverse in terms of visual styles, genres, nar-
ratives, voice acting, and animation techniques. Still, there are evident
similarities among many of these works, enough that audiences can see
and hear resemblances and notice recurring patterns. A larger sense of
correspondence appears, going beyond individual studios and series,
inviting associations of individual anime with other anime.
As detailed prior, it is possible to identify common points that could
be labeled as prevalent in anime, recognizably anime-esque elements
that are intimately associated with the medium due to their frequent
repetition. This repetition of conventionalized elements keeps anime
recognizable, distinguishable from other media. It is because of anime’s
recognizability that anime sells itself as a specific category of media,
both inside and outside of Japan. In this regard, it is hard for creators to
drastically deviate from anime’s conventions, as anime, and the global
anime industry, has created a system whereby anime (re)presents itself
through its repetition of conventions. With this in mind, anime can be
seen as operating almost like a brand in and of itself, part of a larger
phenomenon where brands maintain their own unified and recogniz-
able identities to keep themselves visible and easily identifiable. Such
branding is evident in many places. For example, multibillion-dollar
businesses in the global electronics industry like Apple organize
around annual incremental updates, and brands like Louis Vuitton
consistently repeat patterns in similarly shaped products. We live in an
age where drastic departure from the distinctions that make a brand
recognizable is eschewed in favor of incremental variation. Anime,
Anime’s Citationality 153
Voice (2016), a dramatic film about a delinquent boy and his relation-
ship with a deaf girl, and Violet Evergarden (2018), a steampunk se-
ries. Yet in visual style, with precise line work in the character designs
featuring large eyes with detailed depictions of light, intricate back-
grounds, lighter color palettes, and blurred layers that reproduce the
bokeh effect of elements out of focus, these works all maintain the now
recognizable characteristic style of Kyoto Animation.
Shaft also has its own characteristic visual style, which tends to pre
sent open, spacious, urban backgrounds that appear abstract and empty,
with many untextured colors, as in the work for the Monogatari series
and Mekaku City Actors (2014). Shaft is also infamous for utilizing a
strange head tilt gesture in almost all its productions, where charac-
ters arch their neck backward in a move impossible for humans to do,
something even seen in works that do not exclusively feature its char-
acteristic backdrops, such as Arakawa under the Bridge (2010). Finally,
and most famously, there is Studio Ghibli, which emphasizes complex
narratives that feature ecologically oriented themes, a vague relation to
local and European folklore, strong female leads, lush, painterly back-
drops, and a particular style of character design. With more globular
head shapes and less intricate eyes, the characters’ irises are often col-
ored brown in contrast to the flamboyant colors used in TV anime
eyes. Famed director Miyazaki Hayao, in fact, actively tries to distance
himself from TV anime like that produced by Kyoto Animation and
Shaft, going so far as to call his works “manga films” in opposition to
such works.3
All these studios try to consistently produce a recognizable style for
their brands, which becomes part of their marketing and differentiates
them from other production studios. However, as shown in the previ-
ous chapters, anime production is often partially outsourced and in-
volves many freelancers. With the notable exceptions of Studio Ghibli
and, to a much lesser extent Kyoto Animation (both trying to keep their
production as in-house as much as possible but do regularly rely on
other studios and freelancers), this means that non-studio producers
must emulate the hiring studio’s style in their productions, producing
a tension between the diversity of workers both inside and outside of
the studio and the repetition of the style. Furthermore, in each pro-
duction, studios must carefully tread the line between reproducing the
recognizable characteristics of their branded style while avoiding re-
Anime’s Citationality 155
Figure 4.1. Expelled from Paradise (a) deftly performing the anime-esque
in CG; Aku no Hana (b) performing away from the anime-esque in roto-
scope animation.
mecha in each of the anime in the popular franchise Macross over its
thirty-year span (Figure 4.2), it is apparent that they are all designed
around the transforming Valkyrie model introduced in M across: Super
Dimensional Fortress (1982), which itself cites a long history of mecha
designs. Putting this history aside for ease of explanation, all the Valky-
ries share many structural similarities, such as small heads, long legs
with vents on top, and compact, triangular torsos. However, they differ
in the shape and contours of their heads, legs, and pointed torsos. To
be more specific, the lowest section of the Valkyries’ torsos end in a
point except on VF-25, but VF-25 and YF-19 share a similarly protrud-
ing chest. Another difference is the number of antennae on the Valky-
rie, which changes as the Macross timeline develops. The first iteration
of the Valkyrie design, VF-1 (1982) has two antennae, as does VF-2
(Macross II, 1992). But starting with VF-11 (Macross 7, 1994) until YF-19
(Macross Plus, 1995), the Valkyrie only have one antenna. This trend
continues in the design of VF-0, a prototype Valkyrie developed in a
Anime’s Citationality 165
prequel to the first series in 2002 (Macross Zero). Yet, in our historical
line, the next Macross anime, Macross Frontier in 2007, had the VF-25
with two antennae, returning to the first Macross Valkyrie style, VF-1.
In terms of the Macross timeline, although the design should have
trended toward the single antenna, the VF-25 design reached backward
to an earlier instance. While such small differences may appear almost
insignificant to non-mecha enthusiasts, I am providing this example to
highlight how the citation of different models does not move linearly
in a set direction even in mecha design. Instead, there are constant
references to both contemporary and earlier trends throughout anime’s
media-form discourse. Yet the mecha designs maintain a structural
similarity and are recognizable as Valkyrie mecha from Macross and
not mecha from another franchise.
In this manner, the models themselves are not static but are con-
stantly in flux; they are not concretely defined by a set of borders but are
internally dynamic through their citation of structural models. Each
performance facilitates a shift in the structural models (as illustrated
in the bottom level of Figure 4.2), which are themselves interpretations
that are selectively enacted. For another example of these dynamics,
one can examine character design styles as they have changed over
time. For example, anime often showcase clothing styles and hairstyles
that reflect the time they were created in. Differences in coloration also
become apparent as the shift to digital coloring in the early 2 000s pro-
vided sharper colors; for an example, compare the coloring in the origi-
nal 1990s Evangelion series and films to the New Evangelion films in the
mid-2000s. In short, certain character design styles gain momentum
over time through their repetition and become structural models for
further (re)performances; others fall out of favor.
A recognition of this difference in style is performed in Monogatari
Second Season’s (2013) openings of episodes 20–22, where the back-
ground animation and character design shift between the styles of
the late 1 980s to the early 1 990s, which are shown in brighter colors
with a different eye shape and reflections of light (Figure 4.3b), and the
contemporary moment, with a separate palette, eye shape, and poses
(Figure 4.3a). The difference in character designs of the same character
(Senjōgahara), background animations, and music (which also seems
like it is from the earlier era), placed side by side for comparison, ex-
poses the performative nature of anime-esque character designs by
166 Anime’s Citationality
Figure 4.3. Contrasting and linking the design styles of the 2010s (a) to the
late 1980s and early 1990s (b) through different versions of Senjōgahara in
Monogatari Second Season episode 20.
highlighting their differences from previous eras and how easily they
can be cited, locating the work in its temporal distance from prior per-
formances but also linking it to them through this citational act. More-
over, the stark difference between these two character designs placed in
juxtaposition further enhances the distinctiveness of Monogatari Sec-
ond Season, and the whole Monogatari series, a performance that nego-
Anime’s Citationality 167
tiates the work’s particular identity as anime and as distinct from, but
linked to, other anime. For another example, there are brief images in
Macross Delta (2016, episode 5) of previous Macross series characters
in their now dated design styles (in particular pointed shoulder pads on
their flight suit, aviator glasses, and a multitude of thin strands of hair
without slivers of light—a character design style popular in the 1980s
and ’90s), once more linking the newest Macross to earlier instances
but also highlighting its difference from them.
Lastly, I would like to briefly comment on the infamous anime eyes:
eyes that are overtly large, filled with bulbous reflections of light, some-
times appearing like shimmering water, often with ostentatious colors
like red or bright green, conventionally made to glimmer to express
overflowing emotion. Their exact history is difficult to trace, with large
eyes featured in Betty Boop and Bambi; Momotarō in the World War
II animation Momotaro, Sacred Sailors had somewhat similar eyes as
well, and large eyes have been regularly featured in TV anime since
Tetsuwan Atomu. Even employed in animations that attempt to parody
anime,18 they are perhaps the most widely recognized and remarked on
anime-esque element. To limit myself to the period of focus (the 1990s
to the present), anime-esque eyes are performed in character designs
across genres and studios, constantly displaying that recognizable,
characteristic anime look. But this does not mean there is only unity
here. Indeed, there is a startlingly wide variation of anime-esque eyes:
for example, the sharp, reflective eyes of Eru in Hyōka (2013, Figure
4.4a) versus the magenta flower shape in the green eyes of Nia from
Tengen Toppa Gurren Lagann (2007, Figure 4.4b). The similarities in
their general size and shape make them easily relatable to one another,
but their specificity is displayed in their distinct performances.
However, such eyes are not the defining component of anime-esque
characters. Rather, they are one part of a number of anime-esque ele-
ments that work in conjunction with one another, from which even a
specific character designer’s style can be discerned, further producing
a connection to works from different studios and eras. For instance,
the designs of the first Macross series in the 1980s were made by Miki
moto Haruhiko, who has a predilection for eyes with large, luminous
white reflections and soft lighting, something that was difficult to per-
form with the budget and cel animation at the time. Recently, in the
anime Kabaneri of the Iron Fortress (2016), Mikimoto was tasked with
a
b
c
d
Figure 4.4. Variation in anime-esque eyes, as with Eru from Hyōka (a),
Nia from Tengen Toppa Gurren Lagann (b), Ayame from Kabaneri of
the Iron Fortress (c), and Minmay from The Super Dimension Fortress
Macross (d).
170 Anime’s Citationality
Re-performance, Convergence
If repetition appears primary here it is because doing anime is a cita
tional act. Therefore, diversity is subsumed within repetition, produc-
ing what Lamarre might describe as a difficulty “in distinguishing
between invention and reproduction, at a historical moment where it
is difficult to tell them apart.”19 In the terminology used here, reproduc-
tion can be seen as minor variation enacted over departure from trend,
a process that is frequently operating in brands, similar to those found
in anime. Lamarre asserts that there is “a stunning array of patterns of
serialization, which are designed to build controls onto divergence, to
encourage divergent paths of animetic force into those patterns that
allow for greater returns.”20 While Lamarre generally describes seriali
zation in terms of circulation of commodities—into genres or move-
ment from anime to games, figurines, manga, and so on—stretching
the term, there is another pattern of serialization in anime: the series
of performances that enable the doing of anime.
If anime itself operates like a brand, then Lamarre’s statement on the
Ghibli brand can be extrapolated to apply to anime in general: “when
animetism that enables a critique of modernity at the level of per-
ception becomes a paradigm, actualized in a pattern of serialization,
it enters into a theater of operations, becoming caught in securing the
brand’s perimeters.”21 Miyazaki’s critiques of anime aside, on the scale
Anime’s Citationality 171
acts as a limit to the force of the animation, when repeated in the re-
performances of the Itano circus, the potential divergence in the act
of animation is (re)folded back in the citational act of reiteration, and
thus this tension between divergence and convergence continues. On
a larger scale, the cycle of convergence and divergence of the missiles
mirrors the tensions anime itself enacts in each performative iteration.
The system of conventions of anime’s media-form structures anime
productions along particular paths yet allows for a degree of movement
within them before extending outwardly toward the interactive rela-
tionship with the viewer, limiting the potentials through which anime
maintains its uniform aesthetics but continuing to produce diversity
and change over time.
b
c
d
Figure 4.5. Re-performances of the divergent and convergent movements
of projectiles (Itano circus), animated by Itano Ichirō (a, Macross Plus,
hand-drawn key animation), and by others, in 3D CG (b, Macross Fron-
tier: The False Songstress; c, Expelled from Paradise, which involved
Itano), and hand-drawn key animation by Se Joon Kim (d, Mobile Suit
Gundam AGE).
176 Anime’s Citationality
Macross Frontier and Delta) and still others may be in between. In this
respect, it is not a matter of concretely determining whether an an-
imation is anime or not. Rather, anime-esque performance becomes
a matter of degree in terms of fidelity to and density of citations and
participation in discourse (what is cited and with what frequency).
On a larger scale than character designs and transformations, anime
in general is a constant (re)performance of different structural models
that are mixed and matched, the products of which become anime’s
media-form discourse that are then cited and re-performed in a dif-
ferent combination or fade into the sidelines. These are the mechanics
of how anime operates as a system of conventionalized elements, ever-
shifting but maintaining a sense of uniformity in its diverse aesthetics
through citational performances of various structural models. Anime
then becomes a network of performances rather than a set of works.
This network can be expanded or contracted depending on how one
views the anime-esque and will have a cluster of shows that are seen
as the most anime-esque or anime proper and fade away into perfor-
mances that are less and less anime-esque. This view may provide a
different map of anime, one of gradations, unstable and dissimilar in
different locales and times. What is considered anime-esque is an act
of interpretation and can differ from one location to another—not only
for consumers but also for producers.
This account allows for a reconceptualization of anime not as a
bordered-whole but as a network. Except, unlike the centralized net-
work of anime’s transnational production, this one is decentralized,
engaging the point-to-point operations as each anime connects to oth-
ers via its citations. Harder to be grounded in some concrete origin or
contained within national boundaries, these citational operations con-
sequently have transnational inflections. For instance, when an anime
cites an anime-esque element that is presumably from Japan, it is actu-
ally citing something transnational. Not only was anime’s development
transnational, but the anime-esque models themselves were sustained
by the repetition enabled by transnational labor; furthermore, specifi-
cally cited images may have actually been animated outside of Japan or
by foreign animators.
At the same time, this decentralized network of citational perfor-
mance is in a tense relationship with the centralized network of anime’s
transnational production, where most anime flow through Japan in
178 Anime’s Citationality
Anime’s Creativity
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180 Anime’s Creativity
the box’, ‘coming from left field’, etc.—which links to the aesthetic of
the ‘revaluation of all values’, ‘the shock of the new’ and the agonistic
struggle with the existing order which characterizes the modernist and
avant-garde traditions.”3 Such an understanding of creativity is deeply
connected to the largely Western notion of the individual artist, whose
interiority is externalized and can ideally induce substantial challenges
to the social world.4 In other words, modern notions of creativity valo-
rize an artistic output of distinctiveness that may conflict with the regi
mented, repetitive, and predictable outcomes presumed in industry.
As Neale details in regard to genre, much of this valorization of
the individual artist comes from a long-standing modern (Western)
tradition of art with a clear hierarchy of “ ‘authentic’ authorial expres-
sion” against the “formulaic, stereotypical, artistically anonymous, and
therefore artistically worthless” genre.5 Neale emphasizes a history of
genre where “to be ‘generic’ is to be predictable and cliched; within
that ideology, literature and art generally has to be free, creative, indi-
vidual.”6 With this historical development, “repetitive patterns, ingre-
dients and formulae are now perceived . . . as the law of the market . . .
principally associated with an industrial, commercial and mechani-
cally based art.”7 This explicitly positions the positive uniqueness of
“high art” in contradistinction from the droll, repetitive, conventional
fodder of “popular culture/low art.” Opposed to an embrace of repeti-
tion and trend, such conceptions of creativity emphasize novelty that is
predicated on a distinction from that which was prior—a stark depar-
ture from previous trends.
In their deconstruction of creativity, Rehn and De Cock see such
a view as a “dominant neo-liberal, market-focused ideology of ‘creativ-
ity’ as a well-behaved category and phenomenon.”8 In this, there is an
assumption that something novel and unique is implicitly superior to
that which came before, which is stale and represents a reluctance to
progress.9 Rehn and De Cock interrogate this conception of creativity,
asking:
ignore how departure from trend can be a powerful tool for inciting
liberatory and beneficial modes of thought and perception. However, it
is also worth exploring how one may conceive of a creativity of copying,
specifically in regard to anime across Asia, and how this may inform
or impede a conception of regionality, of “something coming into com-
mon” as Lamarre puts it.26 To do so will require a reconsideration of
how to engage with the dynamics of copying and creativity in anime
production across Asia.
b
Figure 5.1. The trope of the protagonist sitting by the window (a) with a
similar structural layout of a classroom (b) used in anime set in Japanese
schools, re-performed in School Shock.
him and gazes out onto the dirt soccer field below. He sees Ruri in his
school’s uniform, implying that she will be a transfer student to his
school. It is not only the scene reminiscing about the traumatic events,
or the character designs, or the inclusion of a mysterious transfer stu-
dent that I want to highlight here. It is also the placement of Son’s seat
and the general layout of the school that is noteworthy. For a narrative
Anime’s Creativity 187
supposedly set in China, the design and placement of the seating are
strikingly similar to stereotypical images of Japanese schools in anime
(Figure 5.1). In fact, the seat placement follows a widely known trope in
anime: the main character is almost always seated by the window
with the blackboard in front (evinced by Chinese and English internet
memes of this “godly seat” of the protagonist).
How does one read such a scene, supposedly set in China, that is so
closely related to imagery associated with Japan? It is clear that on mul-
tiple levels the above work, part of a growing number of productions, is
reproducing recognizable anime conventions that are supposedly from
Japan. But, as already stressed in earlier chapters, this act of repetition
is not outside of the norm, even in Japan. Indeed, anime’s recognizabil-
ity implies that there is a degree of repetition already invoked in anime
supposedly made in Japan. Yet when this occurs outside of Japan, the
reaction to such work is quite adverse.
Therefore, when approaching anime made outside of Japan like
School Shock, attention should be paid to how they cite anime-esque
elements (as all anime do). Many do not appear to drastically devi-
ate from the conventions of mainstream anime. One may see such a
conservative performance of anime-esque conventions as an asser-
tion of anime identity. In other words, too radical and flamboyant a
performance would risk estranging them from the media category of
anime. Because the prevailing conception of anime’s identity is anime
as Japanese animation, works openly acknowledging their production
outside of Japan are already on shaky ground. Therefore, they must rely
on an extreme conservatism in their performance of the anime-esque
to highlight their identity as anime products. Because of this, they fea-
ture characters designs, facial and bodily gestures, narrative tropes,
and limited animation techniques, among other components, regularly
found in so-called Japanese anime. In this sense, they are operating
under the same performative processes as anime proper, which usually
translates to Japanese-made anime. But as I have shown, most anime
in general are made in a transnational system, so it is hard to argue a
nationalized authenticity or a strict inside and outside to anime proper.
This does not mean, however, that all anime productions are per-
formed felicitously. Indeed, many anime, inside and outside of Japan, are
not popular beyond their smaller fan groups and are received as relatively
minor productions. Therefore, interesting deviations or developments
188 Anime’s Creativity
b
c
d
Figure 5.2. Innovations on the character design element of animal ears:
bunny ears (a, Nashetania, Rokka no yūsha), a variation on the popular
cat ears (b, Serval, Kemono Friends); crests (c, Rockhopper Penguin,
Kemono Friends); and antennae (d, Ruri, School Shock).
192 Anime’s Creativity
has occurred for decades, often in parts of Asia where Japanese man-
agement could be seen as reinscribing a history of oppression. While
the conventions of anime are externally imposed on all performers,
many animators in these areas experience a different relationship to
this imposition. This makes the performance of the anime media-form
outside of Japan difficult not only because of accusations of imitation
but also because of a complex political history. While I have stressed
the positive potentials of the creativity of copying—that is, the genera-
tive capacity of repetition to produce familiarity and affinity as well as
minor change—I must also acknowledge the oppressive connotations
that such practices entail: restraint and an enforcement of limits, some-
times with the threat of violence.
For example, in the context of the Korean peninsula—where there
is a history of brutally forced labor under Japanese colonial rule, the
attempted evisceration of Korean culture and language, and the com-
pulsory acquisition of Japanese cultural practices and language—the
imposition of the anime-esque (seen as Japanese) may have connota-
tions of copying over, of copying as a technique of erasure. Indeed, as
stated in chapter 3, the iterability of anime-esque conventions both en-
ables and masks anime’s transnationality. Therefore, the complexities
of the politics of creator and copier of media-form can be overlaid onto
the regional politics of East Asia, with justifiable tensions that arise
from these dynamics.
Indeed, the dominance of the anime-esque in animation has be-
come more and more visible. Over the past few years there has been an
increase in the number of anime open about their production outside
of Japan, advertised as such even in Japan. Due to their anime-esque
narratives, settings, and characters, Tze-Yue G. Hu notes that “even
the affective aspects of these works carry a déjà vu feeling that reminds
the audience of previously shown anime feature films.”37 Hu also ac-
knowledges that the history of outsourcing in Asia has left animators
with entrenched patterns, often making anime appear to be the stan-
dard to be achieved, with some creators unapologetic about measuring
their work against anime-esque designs.38
While Chloé Paberz observes a similar adherence to established
anime and manga patterns, she also details how creative workers in
South Korea often take great pride in their work that engages with the
visual conventions of media seen as coming from Japan. Importantly,
194 Anime’s Creativity
form, are of similar production quality, and are open about their trans-
nationality or production outside of Japan. Many of these works, like
School Shock or Spirit Pact, display a blatant connection to the particu
larities that anime is globally famous for, evincing aesthetics that are
often directly associated with Japan.44 Initially, the common practice
of labeling them “Chinese anime” may appear to mitigate exclusivity
by allowing for distinction and difference. However, as Zoltan Kacsuk
details in regard to manga made outside of Japan, adding the country of
origin as an adjective or denoting a broader grouping like “non-Japanese
anime” effectively indicates that those animations are somehow dif-
ferent from anime proper, which is presumed to always come from
Japan. Subsequently, such labels actually highlight the centrality and
authority of Japan as the locus of anime proper, as the unmarked word
“anime” still connotes an origin in Japan and invites a comparison be-
tween the two. That said, I must also recognize, as Kacsuk does, that
any terminological choice will unavoidably privilege one position over
another.45 With all that in mind, here I will be reluctantly using “Chi-
nese anime” for illustrative purposes only, with the aim to reveal the
intricacies of these power dynamics in order to move beyond them. As
a placeholder, the term can help expose how, despite the recognizable
performances of anime’s media-form, if one defines anime in exclusive
relation to Japan, then Chinese anime do not qualify as anime proper.
Indeed, because of anime’s image as Japanese, anime made outside
of Japan generally receive extra scrutiny and are often derided as imi-
tations. In this sense, from the inter-national perspective, one might
say that Chinese anime appear to be a mimicry of the Japanese media-
form, mimicry here used in a manner that builds on Homi Bhabha’s
conceptualization. Bhabha refers to the explicitly colonial imposition
of cultural modes on the colonized, observing how the resulting acts of
mimicry constitute a resemblance that is recognizable but denigrated
by the colonizer in an assertion of dominance: “almost the same, but
not quite.”46 Thus, mimicry can be seen as revealing performances with
the same or similar stylistic elements but with one looked down on as
lesser due to the power relations at play between performer (colonized)
and imposed performance model (colonizer), producing an intelligi-
ble but distant Other for the colonizer in the almost-but-not-quite
performer (the colonized). Yet in the process, the supposed sanctity
and exclusivity of the performance model becomes suspect, as the
196 Anime’s Creativity
repetition reveals the model’s imitability, calling into question the sup-
posedly grounded, unified authority by which the mimicry is judged as
a poor imitation.
As Kacsuk notes of manga, because authentic anime are seen as Japa
nese, Chinese anime are forced to stick closely to established anime-
esque patterns, as any deviations from or innovations on what are
seen as a Japanese media-form are “perceived as leading away from
manga [or anime] and not enriching it.”47 Thus, even exacting perfor-
mances in/of Chinese anime can appear to be mimicry of authentic
Japanese anime, imitations of an original performance model from
Japan. But by seeing anime as a media-form, anime becomes ambiva-
lent to nation—it is performative, repeatable elsewhere, and, as such, it
exposes Cool Japan’s anxious need to continually claim it as Japanese;
otherwise, the focus on anime as media-form would too strongly reveal
its imitability. Indeed, consistently produced events like AnimeJapan
exhibit this anxiety, as they must be repeated to continually ground
and delimit the anime-esque as Japanese.
With this in mind, works like Balala Fairies (2008)—which may at
first appear to be a copy of magical girl anime associated with Japan like
Princess Precure (2004)—or Dragon Lancer (2015)—which may appear
like an imitation of children’s robot anime Gyrozeter (2012)—are not
Chinese knockoffs of Japanese originals but are actually continuing a
practice of similar productions to sell toys with the synergy from the
media-form of anime, a media mix practice that is abundant in Japan.
The Precure franchise itself has a multitude of similar shows and prod-
ucts, and Gyrozeter is one of a long line of similar products that date
back to the early days of robot anime’s integration with the toy market
in Japan in the 1970s.
With this approach to anime’s creativity, where repetition and cita-
tion are the norm even inside of Japan, how can the transnational labor
involved in anime production be considered? Used as invisible labor,
overseas workers developed the skills needed to produce anime from
years of animating the very anime that they are accused of mimick-
ing. Choo explains that, due to the long history of Japanese companies
subcontracting with South Korean studios, when regarding the South
Korean animations in the 1970s and 1980s often seen as knockoffs, “it
may be difficult to categorize South Korean animation as plagiaristic
products because the companies were created to reproduce (or copy)
Anime’s Creativity 197
While Choo emphasizes that this may slip into nationalism, she hints
that other potentials are at play here as well. Indeed, because the anime-
esque is so closely associated with Japan, such performances receive
negative receptions, as they run counter to established conceptions of
creativity, ownership of culture, and cultural appropriation, implicitly
challenging the norms of national ownership of a cultural product.
For instance, when productions appear to have no Japanese staff and
are not dubbed into Japanese, like Noblesse (2015)—produced in South
Korea—or Tōng Líng Fēi (2016)—produced in the China but involving
South Korean companies—they may at first be treated like imitations
of a Japanese cultural product. However, these are works that are pro-
duced in much the same way as the animation production that had
already been done there, sometimes for decades, but under contract
198 Anime’s Creativity
Anime’s Actors
9 203 0
204 Anime’s Actors
I would like to note that this should not be taken as an Asian (tradi-
tional theater) versus Western (method acting) comparison but merely
as an exploration of diverse approaches to performance that actualize
in differing ways, of which there may be more than discussed here. It
should also be stressed that Crafton does not see a hierarchy among
figurative and embodied performance.12 Nor does Crafton actually see
these different approaches as two opposite poles. Rather, they can be
considered connected, where both modes can be performed in vary-
ing degrees13 and where one tendency can be implicated in the other.
However, as this study aims to build on Crafton’s conceptualization
of animation performance—deviating from his approach since Craf-
ton does not consider in detail the types of selfhood constituted by
embodied and figurative acting, their relationships to modernity, or
anthropocentrism—to better examine these two modes, I will begin
by analyzing them in their extremes before exploring their mutual im-
plication. In addition, I will examine anime as a type of animation that
inclines toward figurative acting and compare it to Disney’s works, as
they are emblematic of embodied acting.
These two types of performance can be seen as producing differing
tenets in their enactments. Each follows a separate approach to crea
tivity. Embodied performance maintains the modern conception of
creativity in the sense of uniqueness and originality, stemming from
the internal and moving outward as it tries to distinguish one bodily
performance from another through individual distinctions. Figurative
performance, on the other hand, conceives of creativity in the sense of
creating, as the citation of codes allows for a relatively stable system
to draw from for production, calling into question the denigration of
copying and valorization of originality. In addition, embodied acting
presumes a relation to reality that hides the inherent construction of its
“naturalness.” This presumption, however, does not necessarily exist in
figurative acting, which is facilitated by reiterable performance models.
Moreover, each extremity presupposes a specific understanding of
what a character and its selfhood should be in the very techniques of
its enactment. In this sense, these acting modes may be seen as what
Foucault called “technologies of the self” in the performances in and
of animation, with each extreme enacting a different “way of being,”
exemplifying a certain conception of selfhood through the very opera
tions of its expression.14 Embodied acting performs the modern con-
Anime’s Actors 207
Embodied Performance
Put succinctly, embodied performance in animation is when the indi-
vidualized qualities of the character are actualized in and as movement,
where “animators perform movement to perform emotion.”15 Embod-
ied animation performance meshes well with the smooth continuity of
movement employed in full animation, a steady stream that can imbue
movement with affective tinges. Embodied performance can produce
unique gestures that express emotion in abstract ways, for example in
the strange contortions seen in many modern dance performances.
In animation, this manner of embodied performance plays with ani-
mation’s “plasmatic,” amorphous capabilities, like those famously de-
scribed by Sergei Eisenstein. An exaggerated example of this can be
found in the non-figural synesthetic section “Meet the Soundtrack” in
Fantasia (1940). However, although the potential for embodied perfor-
mance to shift to a more amorphous movement is always present, there
is a different, more common tendency that is engaged with, especially
in many contemporary commercial animations, including other Dis-
ney productions.
This type of embodied acting, which tends to be quite anthropo-
centric, will be the focus of this section. Animations that employ such
embodied performances present themselves as attempting to imitate
the subtle movements of everyday life and presume a sense of natural-
ness in the reproduction of those gestures—with nonhuman characters
acting in the same manner as humans. Interestingly, as Crafton notes,
Walt Disney made significant attempts to integrate stage and film act-
ing of the Stanislavskian lineage (later called “method acting”) into his
animation, with many of his animators going through acting lessons
and observing and drawing human actors and animals.16 A good actor
of this type works by drawing from internalized real-life experiences
that are externalized in performance, not only in dialogue but also
208 Anime’s Actors
Figurative Performance
In the above section I examined the extreme performance of anthropo-
centric embodied acting in animation, but here I will examine the ex-
treme of figurative acting, specifically in commercial TV anime. Now,
to say that figurative expressions are prevalent in anime is almost an
understatement. Figurative expressions are not only rounded, shocked
eyes and nervously shaking bodies but also character poses, ways of
walking, running, and eating, and a huge range of other actions. From
static facial expressions to complex movements, to a large degree, figu-
rative acting is anime acting, with recognizably anime-esque elements
regularly performed.
Let me provide an example from a scene at the end of episode 5 of
Macross Frontier (Figure 6.1). The entire sequence is made up of char-
acters performing conventional codes in their interactions with one
another. The three protagonists in a love triangle (Alto, caught between
his lineage as a Kabuki actor and his dream to be an ace pilot; Sheryl,
the prideful and strong-willed popular pop idol; and Ranka, an inex-
perienced and bashful up-and-coming idol) inadvertently meet at the
end of a day out for Alto and Sheryl. After Sheryl states her gratitude
for the pleasant day together, Alto is surprised at her appreciation, re-
marking that it is rare for her to offer thanks. Sheryl responds with a
quip that it is indeed precious, so he should be grateful. Here, her eyes
are closed, and her face is tilted downward, a common expression for
haughtiness (6.1a). She immediately switches to the codified expression
for softer laughter, her closed eyes turning upward to slight arches, and
her eyebrows making a similar shift (6.1b) as she remarks that she can
return back to her ship reassured. Somewhat shocked by Sheryl’s com-
ment, Alto opens his eyes larger, then tilts his head in a lighter display
of friendliness. Sheryl then tells him she will give him tickets to her
farewell concert (6.1c). When Alto promises to find her lost earring (the
reason for their outing), Sheryl performs the expression for overflowing
emotion: glimmering eyes (6.1d). She closes her eyes briefly (a common
pattern in such sequences), assuring him with a small smile that she’ll
Anime’s Actors 213
be waiting before suddenly kissing him on the cheek (6.1e). To this, the
stunned Alto’s upper cheeks turn lightly pink in embarrassment (6.1e).
Watching from a distance, Ranka is taken aback, and she responds with
her own enactment of the glimmering eyes expression (6.1f). Sheryl,
satisfied with her actions, walks daintily away (6.1g) while Alto, still
affected by her actions, turns to watch her leave, bringing his hand to
the cheek she kissed. A close-up shows his expression softening as he
tilts his head and shoulders to show his acceptance of the event (6.1h).
Finally, Sheryl slowly waves as she walks away, another regular gesture
for dramatic, emotionally charged exits.
These facial expressions and gestures, and the sequence they are
performed in, are not unique to those characters but rather are codi
fied, preestablished before the characters enacted them. Many such
codes are well-known clichés of anime’s conventions, including arched
eyes for happiness and glimmering eyes for overflowing emotion, which
are so common that they are a stereotype for the way anime charac-
ters express themselves. In fact, Sheryl and Ranka both perform the
same expression (glimmering eyes) in this scene. The commonality of
such codified expressions occurs not only between characters but also
across different works from different studios. For example, the codified
expression of placing a hand on a cheek that has been kissed can be
seen in episode 20 of Death Note (2006–7), when Misa kisses the char-
acter L. The situation and facial expression are not exactly the same as
in the scene described above, but the gesture itself is one regularly per-
formed in situations when a character unexpectedly kisses another on
the cheek. A softening facial expression is also commonly performed
to express a sudden endearment to another character, making the per
formance of Alto’s reaction to Sheryl’s kiss a combination of two dif-
ferent expressions.
The point here is that anime relies heavily on character types whose
actions are often codified to display their personalities, usually in fa-
cial and bodily movements that are figurative codes. Two characters,
human or nonhuman, can run the same way, walk the same way, and
even smile the same way. For example, though mainly for children,
this sharing across species can often be seen in works like Pokémon,
where the main character and his or her companion creature both
smile with arched eyes. This extends to certain robots (mecha usually
do not emote) and all other manner of nonhumans who perform with
the same facial expressions as the humans in the narratives do.
a
c
d
f
216 Anime’s Actors
h
Figure 6.1. Each expression in this scene from Macross Frontier episode 5
is a performance of a figurative acting code.
b
c
d
e
Figure 6.2. A comedic scene with figurative acting affording sharp shifts
of emotional registers through limited animation in Full Metal Panic?
Fumoffu, episode 2.
Anime’s Actors 223
the girls that his reason for choosing her is because of her smile. Such a
statement would imply that there is something special or unique in her
smile. As the episode goes on, another girl asks why he approached her,
and the response is the same: because of her smile. In the second epi-
sode, a third girl indirectly asks why she was selected, and he responds,
once more, that it was her smile. This may appear patronizing, but as
anime characters, a strange problematic arises: they all perform the
same figurative expression for smile, so what makes these three girls’
renditions so special?
In the final scenes of the second episode, the three main characters
lament that their PR photoshoots did not go well, stating that it was
hard to act normal (futsū). A new strategy is suggested, and the three
are given a ball to toss around to ease the tension. As they pass the ball
to one another, their personalities appear as they each perform differ-
ent figurative expressions in reaction to this new activity. They begin to
smile and laugh, two of them performing the same smile while the last
girl lets out a hesitant smile. When they joke about how they were cho-
sen for their smiles, they realize that the producer said the same thing
to each of them, and they all suddenly laugh in unison, with two of
them performing the same expression at once.
Mutual Implication
Thus far, I have been examining the extremities of these two types
of performance to highlight their differences. Lingering on these ex-
tremes, embodied acting’s individual-characters and figurative act-
ing’s particular-characters may initially appear to coincide with Ito
Go’s well-known division of kyara and kyarakutā, and it is worth not-
ing some basic points of overlap and divergence here.38 For Ito, kyara
are seen as proto-kyarakutā, which have an abstract lifelike sense to
them; kyarakutā, on the other hand, give the impression of rounded-
out characters with personality, sometimes appearing “human-like.” In
this sense, kyarakutā are similar to the anthropocentric conception of
individual-characters.
Anime’s Actors 229
b
Figure 6.4. The performance of the anime-esque smile with arched eyes
is the same for Sheryl (a, Macross Frontier) and Mei (b, My Neighbor
Totoro), but the actual performance of the expression differs in their
execution in movement.
slightly tilts her head as her smile begins to form. Mei’s design is typical
of Ghibli, with the shape and size of her head and eyes different from TV
anime. The slow pace and angle of her shoulder movement engenders a
sense of purity and childlike innocence that is a revelation of her charac-
ter. But, upon closer inspection, her head and eyes reveal a similarity to
Anime’s Actors 233
Anime’s (Anti)Individualism
9 239 0
240 Anime’s (Anti)Individualism
that can depict the introspection that is found at the end of Evangelion.
However, the fact that Evangelion, as an anime, was able to produce
such introspection, and that there are sekaikei anime after Evangelion,
implies that it may be more productive to see post-Evangelion works in
terms of the media mix and how these other media were able to work
with similar anime-esque conventions. These different media often
perform similar anime-esque elements and thus produce the image of
inter-relatability. While the present discussion will focus on anime, it
is crucial to underscore that much of this discussion can apply to these
other media as well. They can comment on and share the same issues
due to their long history of interaction with one another, mutual adap-
tation from one medium to another, shared database of conventional
models for citation, and active effort to (re)perform these models in
their respective mediums in a manner that makes them all easy to rec-
ognize and associate as part of the same media ecology.
With this in mind, instead of discussing a grouping of different otaku
media, I will be examining the three productions most commonly cited
as paradigmatic sekaikei: the anime Hoshi no Koe (or Voices of a Distant
Star, 2002), the light novel series Iriya no Sora, UFO no Natsu (or Iriya,
2001–3), and the manga Saishū heiki kanojo (or Saikano, 2000–2001).
The narratives of each of these works feature a weaponized schoolgirl
(the robot pilot Mika in Voices, the mecha pilot Iriya in Iriya, and Chise,
whose body itself is a weapon, in Saikano), an adolescent male pro
tagonist who is romantically involved with the schoolgirl (Noboru, also
depicted as an adult, in Voices; Asaba in Iriya; and Shūji in Saikano),
and a world-setting where there is a war, the cause and enemy of which
is never fully divulged. Despite their initial iterations in different me-
diums, the latter two works received anime adaptions, Saikano as a
thirteen-episode TV series in 2002 and Iriya as a six-episode OVA
in 2005. This means that these works were part of a media mix and,
furthermore, that even in 2005 the paradigmatic sekaikei work Iriya
was still relevant enough to warrant an adaptation into an anime. This
chapter will focus on the anime versions of these works.
by a pioneer spirit.’ ”13 Such neoliberal attitudes in the 1990s, which fo-
cused on individual choice, responsibility, creativity, and competitive-
ness, can be seen as feeding into the early 2000s, intensified by the
Koizumi administration.
Under neoliberalism, people are compelled to think of society in
terms of the individual, of personal responsibility, where regulation
becomes seen as a negative, external force upon the individual’s free-
dom. Such an emphasis on illusory autonomy at all cost builds from the
form of the bordered-whole, denying the importance of the external
social realities that shape the self, one of the common criticisms of neo-
liberalism. At the same time, as mentioned in the last chapter, under
neoliberalism, the individual is moved between constantly shifting
lifestyle trends, constantly assembling and disassembling citations via
consumption to produce a legible self. In other words, there is a clash
between the rhetoric of individualism (a bordered-whole selfhood) and
the actualities of performing selfhood through a network of points of
external elements. Such discourses about neoliberal ideals of individual
entrepreneurism and competitiveness were espoused locally and glob-
ally. Therefore, sekaikei’s astute focus on individuals and their micro
relationships can be seen as engaging with conceptions of individual-
ism and the disparity between the rhetoric and the actualities of life.
As a side note, I do not want to give the impression that these anime
are actively politically engaged but rather highlight that the discourse of
individualism is so pervasive that it is difficult to get away from, even in
supposedly escapist entertainment like anime and other otaku media.
Indeed, Maejima notes that there is an excess of self-reflexivity and
questions of the self in the context of otaku culture from 1995 through
to the first decade of the 2000s, and sekaikei are intimately tied to such
inquiries. Maejima even asserts that while sekaikei may have changed
over time, their focus on the problematics of the self (watashi) did not.14
But as sekaikei re-perform elements of Evangelion, I would like to begin
with the seminal series that helped spark this turn toward the self.
The position of the User then maps only very incompletely onto
any one individual body. . . . The neoliberal subject position
makes absurd demands on people as Users, as Quantified Selves,
as SysAdmins of their own psyche, and from this, paranoia
and narcissism are two symptoms of the same disposition, two
functions of the same mask. For one, the mask works to plural
ize identity according to the subjective demands of the User
position as composite alloy; and for another, it defends against
those same demands on behalf of the illusory integrity of a self-
identity fracturing around its existential core.16
sudden, rapid switching between codes is not only the norm but the
basis of figurative acting’s operations, meaning that the particularity of
the character can become different at any moment, as long as the codes
she performs differ from her usual patterns.
Such a performance would appear to be a violation of Rei’s character
if seen in the modern sense of a self-contained and internally consis-
tent individual. Such alarming border-crossing violations of external
and internal in the sense of the individual, and the anarchic suscep-
tibility of particular-characters to continually take on external codes
and abruptly change, are directly visualized in the film ending. For in-
stance, a gigantic Rei turns into Kaoru (Figure 7.1a), then back into Rei;
later, Rei’s face appears on the mass-produced Evas (Figure 7.1b). Even
character design is shown as interchangeable—the last images of Asuka
show her in the same type of bandages that Rei famously wore early in
the series. In these ways, Evangelion seems to try to work through the
problematics of selfhood, struggling with the concept of the individual
versus the potential of figurative acting’s particularity.
Consequently, much of the emotional and psychological tension of
Evangelion settles on issues of boundaries, of bordered-wholes, of keep-
ing the somatic borders of the body. The bodies of Shinji and Rei merge,
Rei and Kaoru split in half—even the alternative universe where Rei
is a completely changed character plays with such boundaries. These
boundaries can be easily crossed, as they function differently in figu-
rative acting, where the codes that make up a character are both inside
and outside of them, nonpersonal, existing in multiple places at once.
Evangelion struggles with trying to squeeze the codes into an individ-
ual, resulting in the tensions of the narrative.
Ultimately Evangelion seems to settle on an uneasy acknowledgment
of these apparently irreconcilable types of selfhood. Shinji struggles
with the process of becoming an individual, and the necessity of others
appears in both endings. For instance, in the TV series, as Christopher
Howard notes, “Shinji is finally able to come to the terms of meaning-
less existence not through some transcendental role as ‘world savior,’
but as an autonomous individual able to make his own decision. It is
also clear, however, that this autonomy must be in conjunction with
others as evident in the way his defeat of the Human Instrumentality
Project sees Shinji miraculously surrounded by an applauding cast of
characters from the series.”18
Anime’s (Anti)Individualism 249
b
Figure 7.1. A gigantic Kaoru turned back into Rei (a); Rei’s face emerging
on mass-produced Eva units (b) in The End of Evangelion.
Deconstructing Individualism
As Maejima writes, post-Evangelion works, especially in textual for-
mats, became an “otaku literature” (otaku no bungaku) with an empha-
sis on introspection and interiority.19 It is important to note the term
“literature” used here, and not only because of the textual elements
of the media (light novels and visual novels) that followed—although
this is what Maejima emphasizes. Evangelion may be seen as spawning
such experiments in textual media because it aspired to “literariness.”
Although literariness can include the avant-garde, it is often associ-
ated with a modern characterization that performs the same type of
selfhood as embodied acting: an individual with internally consistent
motives that are inner driven and specific to that person, expressed
externally to the outside world. In modern literature, readers often get
personalized views of this interiority through first-person narration or
are privy to internal motives from third-person narration. Such tech-
niques are often used to great effect when characters think one thing
and do another, showing the divide between internal and external. This
problematic of the internal and external, of thinking about identity via
the bordered-whole despite anime’s figurative acting tendencies, is an
ideal vehicle for examining questions of individualism and its clash
with other ways of performing selfhood. This approach is reiterated
in the sekaikei works that followed Evangelion and are examined here.
As Maejima notes, the word sekaikei itself began with connotations
of an intense first-person narrative, but the word soon came to mean a
story featuring a self-conscious, introspective male protagonist and his
relationship with another, often female character. One of the oft-cited
fundamental elements of sekaikei is the micro relationship of kimi to
boku. This may be read as a relationship that explores the idea of the
252 Anime’s (Anti)Individualism
nection to others.”21 With this in mind, one may say that Butler starts
from the form of bordered-whole individuals and deconstructs it, ex-
posing that the Self and Other are mutually implicated in one another
and that there is in fact a shared interconnection between people, be-
tween the “I” and “you.”
This process can be mapped onto the narrative of the sekaikei anime
Saikano. The series focuses on the ebb and flow of the relationship be-
tween the kimi to boku protagonists of Chise (kimi) and Shūji (boku), as
well as their respective oscillations between crisis and solidified iden-
tity. The series begins with Shūji as Chise’s reluctant boyfriend. He gains
affection for her, but after he has an affair with an older ex-girlfriend
(Fuyumi), they split up. The two characters stress over their physical
separation and mutual decision to break up while they still hold strong
romantic feelings for one another. The characters go through many
adolescent experiences as they try to think through their emotions and
come to terms with one another. However, the drama of their inabil-
ity to be together is predicated not only on a typical romantic “will
they, won’t they” rhythm but also on the intense ethical difficulties
and psychological stressors brought about by war and Chise’s role as
the major weapon in that war. Their micro-level personal relationships
have consequences for the more macro scale of the war since Chise is
“the ultimate weapon” and her performance as such is connected to
her relationship with Shūji. But the war itself also affects the micro
relationship of kimi to boku, of them individually and as a couple. Their
separate experiences begin to mirror one another: Chise has a romantic
encounter with Fuyumi’s husband and later comforts him romantically
as he dies a blood-soaked death, and Shūji has a similar experience with
his classmate Akemi at the end of her life. Each traumatic experience
involves a crisis of self and a later resolution of that crisis. This is often
directly performed with Chise momentarily becoming another person-
ality, that of the weapon she both is and has inside her.
As the series progresses, the back and forth of the romantic rela-
tionship between Chise and Shūji culminates in their reunion amid
the intensification of the war, the two running away together and, for
a short period, living as husband and wife. As the series reaches its
conclusion, Chise has the most intense lapse of personality yet, forget-
ting who Shūji is. The weapon part of her finally takes full possession
of her personality even as she cries in response to Shūji’s words, as if
254 Anime’s (Anti)Individualism
she knows him but is not fully present. In these moments, she is both
Chise and not Chise, as if her body retains elements of her previous self,
though her speech and her actions are very different—an imbrication
of the chaotic potentials of figurative acting, akin to Rei in Evangelion.
Chise’s body even falls apart, her arm separating from her and then
reattaching, showing how, like in Evangelion, somatic boundaries are
not permanent. Shūji still accepts her, embracing Chise sexually as she
shifts between different personalities, fully accepting her capacity to
violate the bounds of individualism. In this sense, Shūji openly affirms
such a selfhood. Something similar also occurs in Iriya with Asaba’s ac-
ceptance of the similarly mentally confused weaponized female char-
acter Iriya, whose design is blatantly reminiscent of Rei.
When the war reaches its close and the world is destroyed, Saikano
concludes with Shūji against a white background, alone in the darkness
at the end of the world, imagining a still pristine world where he and
Chise are together. The white background, abstract ending, and visions
of alternative lives inside one’s mind and heart are direct references
to Evangelion. At the end, it is revealed that Chise is actually inside
of Shūji.22
In short, the Saikano series follows two distinct characters that,
through the rhythmic movements of the series, sustain and then doubt
a sense of selfhood, grow close, then fall apart, and then grow close
again until their relationship culminates in a mutual understanding
where Chise is literally inside of Shūji. In this manner, similar to But-
ler’s exposure of the mutual implication of the “you” in the “I,” there
is an exposure of the fault lines of the bordered-whole individual. In
fact, the final image is the two characters kissing, literally combining
the two together as divided but linked (Figure 7.2b). In this manner,
Saikano attempts to reconcile the composite particularity of selfhood
produced by anime’s figurative acting with bordered-whole, individ-
ual selfhood. Furthermore, the (re)performance of Evangelion’s inter
personal relationships that structurally and physically reorganize the
entire world results in creating another space where only two charac-
ters are left together. But this is not necessarily a happy ending and,
indeed, is a bittersweet conclusion, especially as this is supposedly the
end of the world. I would argue that the acceptance of this type of self in
the midst of a global crisis at the end of these anime’s narratives reveals
how tense this reconciliation is.
Anime’s (Anti)Individualism 255
b
Figure 7.2. The first and last episodes of Saikano have similar structures,
exemplified by the last images of episode 1 (a) and episode 13 (b) showing
the characters embracing, merged into one figure, on a bright backdrop
after a destructive battle.
Global Anxieties
There is another dimension to anime’s shifts in the mid-1990s to the
end of the first decade of the 2000s that is not often acknowledged
in academic engagements: global expansion. This period was crucial
because in the late 1 990s anime’s global popularity became impossi-
ble to ignore. Pokémon (1997–present) and Sailor Moon (1992–97) were
globally popular, and works like Dragon Ball Z (1989–96) and Gundam
Wing (1995–96) were gaining prominence and recognition outside of
Japan. Furthermore, although not TV anime, Ghost in the Shell (1995)
became an internationally renowned art-house SF classic, Princess
Mononoke (1997) was globally successful, and Spirited Away (2001) at-
tained Best Animated Feature at the Academy Awards in 2003, a rec-
ognition of anime by the more globally dominant media industry of
Hollywood. All this spurred a sudden spike in demand for anime, both
locally and globally, causing anime’s production numbers to increase.
During this period of increased production, many of the anime
made were attempting to emulate Evangelion’s profitability. In this
sense, as Maejima asserts, the time period between 1995 to the mid-
2000s saw many experiments that sought to either produce high-
quality young-adult series (Escaflowne, 1996; Cowboy Bebop, 1998) or
follow Evangelion’s more experimental elements in the latter half.24
What occurred was an explosion of creativity as many anime tried
to imitate the success of Evangelion, either in remaking it (Gasaraki,
1998–99; Dual! Parallel Trouble Adventure, 1999; RahXephon, 2002) or
following its high concept themes (Revolutionary Girl Utena, 1997; Se-
rial Experiments Lain, 1998). On the other hand, production numbers
increased so rapidly that there were also many works that were not very
successful. In this sense, anime at this time were engaging with the
problematic of anime’s performance of identity, directly embellishing
the problem of the anime-esque, deciding whether it was somewhat
like Evangelion’s latter section (experimental) or a compelling drama
of high production quality. Both approaches engage with the issue of
repetition but perform it in different directions, struggling to figure out
which models to perform.
258 Anime’s (Anti)Individualism
world itself, which also allows for imagining the reverse: the macro
affecting the micro.
Sekaikei latched onto these tensions between the micro and macro.
As works that engage with Evangelion by repeating select elements, it
is interesting that they tend to have repetitive narrative structures. For
example, the structure of the first and last episodes of both Iriya and
Saikano are similar. Iriya’s first and last episode end with Asaba and
the weapon-piloting Iriya trapped in a military area where Asaba must
release Iriya to the military; Saikano’s first and last episodes end with
Chise fighting a difficult battle and imagery of the couple embracing
with a light backdrop, as in Figure 7.2. Both Iriya and Saikano feel far
flatter than Evangelion because of their lack of abstract imagery, opt-
ing instead for austere imagery and movement into the character it-
self, especially in Saikano. In Saikano’s final episode, while the scale of
the conflict has risen to its highest progression (the final battle for the
fate of the whole world), everything flattens into the main character
of Shūji, the fate of the world left ambiguous. This ending seems to
have dismal but opposing views on the individual’s capacity to affect
the global: the all-powerful Chise has the potential to invoke large-
scale but destructive change, whereas Shūji feels powerless.
The war for the world also takes its toll on the psyche of both kimi to
boku characters in Iriya. Like in Saikano, the characters in Iriya wield
a difficult type of power: both female characters are capable of mas-
sive destruction, and the romantic crises of these female characters are
directly related to their relationships with the male character, giving
him an extraordinarily key role in the global conflict despite his lack
of physical or military strength. This is even brought to the foreground
of the narrative when the military tells Asaba that they used him to
manipulate and motivate Iriya to continue to fight as the sole pilot for
the powerful weapon to defend earth.
With that in mind, I would suggest that micro–macro tensions can
also be read as engaging with the dynamics of anime as local/micro
(Japanese) on the global/macro stage. Kimi to boku and sekai no owari
became intimately linked in relation to the crisis of anime becoming
less about the local subcultural market and more about other global
markets—or rather, the tension caused between anime as Japanese
and anime as global. Otaku products suddenly shifted from a derided
subcultural niche within Japan to representing Japan globally. Such
262 Anime’s (Anti)Individualism
After Sekaikei
The discourses on neoliberalism and its connections to globalization
and emphasis on individualism are far-reaching, and sekaikei’s success
both in Japan and globally may be seen as a testament to its engagement
with such issues. As Jason Read asserts, “neoliberal power works by
dispersing bodies and individuals through privatization and isolation,”
and “it is not just an ideology that can be refused and debunked, but is
an intimate part of how our lives and subjectivities are structured.”35 In
consideration of this, sekaikei can be read as resisting the demands of
neoliberal individualism because they detail the intimate mechanics of
the very performance of self, which relates to others through repetition.
As detailed in the previous chapter, individualism under neoliber-
alism appears to be enacted by the mechanisms of figurative acting in
lifestyle performance. Similarly, sekaikei do not exclude the individual
even as they embrace figurative acting, as may be seen in their tendency
to pull into themselves. This has traditionally been read as hiding from
the world, and Uno reads it as a delusional attempt to escape neoliber-
alism. But the depressive tone, bittersweet notes of “pulling into one-
self,” and complete world destruction the characters attempt to avoid
seem to address the complexities of the self under neoliberalism quite
aptly, for neoliberalism is implacable in its insistence on there being no
alternative to individualism. Thus, pulling into oneself is an engage-
ment with the only thing possible in a society of individuals: your own
self. This brings individualism to its radical conclusion, which appears
to be isolation. In addition, the bleakness of the narratives displays a
comprehension of the totalization of neoliberal selfhood: there is no
other world left. At the same time, while characters appear isolated,
they regularly reveal the necessity of others in their figurative acting.
In this way, pulling into oneself is an acknowledgment of needing to
attend to the intimate operations of constituting selfhood: moving into
the individual Self only to find Others already there.
Although it is supposedly the progenitor of sekaikei, the Evangelion
franchise itself marked a shift in sekaikei as it moved out of trend by
the end of the first decade of the 2000s via an increased reliance on
typical modes of figurative acting. One can see this shift, as Maejima
notes, in the differences between the original series and the New Evan-
gelion films that began in 2007. For example, in the original Evangelion
266 Anime’s (Anti)Individualism
series, there is a scene of Rei smiling at the end of episode 6, where her
expression looks strange and awkward. It provides the impression that
she is uncomfortable smiling, showing a momentary lapse into individ-
ualized, embodied expression. However, in the same scene in the New
Evangelion film (2007), the smile appears to be a refined performance
of a standard figurative expression from anime. It is not an embodied
expression but a citation from anime’s now more solidified structural
models. In another example, in the second New Evangelion film (2009),
when Eva-01 goes berserk, instead of displaying the primal savagery of
the Eva through embodied performance as in episode 19 of the original
series, Eva-01 performs figurative movements for a robot battle, going
so far as to perform the famous “atomic punch” where the forearm is
shot like a missile, which dates back to 1970s super-robot anime. This
performance of the atomic punch is a very specific iteration but a cita-
tional performance nonetheless, not the individualized, primal move-
ments of the berserk Eva from the original series.
This shift toward a more open acceptance of figurative acting may
have happened because anime’s identity crisis became subdued toward
the end of the early 2000s. With the peak of anime production occur-
ring in 2006, then dropping only to rise once more in the years after-
ward, anime’s identity became further solidified as the repetitions and
citations increased, providing more of a sedimentary force to later it-
erations. Therefore, the figurative acting codes became stronger struc-
tural models, harder to deviate from, even for the New Evangelion. This
movement toward codified figurative performances in the New Evan-
gelion films may also be seen as the anime’s engagement with different
issues from what spawned sekaikei.
In Maejima’s view, as the term sekaikei spread out from otaku dis-
courses into more theoretical discussions that addressed society at large,
and as the genre moved across media and discourses and became in-
creasingly repeated, it lost its dynamism. For Maejima, sekaikei was
the result of discourses about sekaikei that examined the impact of
the original Evangelion and its emphasis on self-reflection. An over-
abundance of definitions led to works engaging with those definitions,
which then led to further discourses on using and defining sekaikei.
The embellishing of the questions of sekaikei became hardened, so-
lidified into a genre, a model that was difficult to deviate from. In this
study’s terms, the repetition of its elements made it a more forceful
Anime’s (Anti)Individualism 267
structural model for further citation. The “end of sekaikei,” for Maejima,
would occur toward the end of the 2000s and into the next decade,
when elements of sekaikei then spawned other genres and tendencies
that, on their own, engaged with issues in different ways or dealt with
separate issues entirely.36
While Uno sees a new intensity of neoliberalism with Koizumi’s re-
gime in the early 2000s that resulted in different subcultural genres,
one may see these as a different set of work-throughs for the prob-
lematics of the time. The “decisiveness-ism” of survival-t ype anime like
Death Note (where characters must be active or they will be killed)
may also be seen, as Uno argues, as another variation on the issues
of individualism explored by Evangelion. However, these shows go in
a different direction than sekaikei and do not interrogate individual-
ist selfhood with such focus but rather follow through with its con-
sequences. By the time Cool Japan became solidified at the end of the
2000s, anime was already widely acknowledged as a “Japanese cultural
product gone global,” and the problems of the individual (otaku sub
culture) and the world (anime as a global media) were eschewed in
favor of works that focused on survival narratives directly emphasizing
individuals and their competitive capacity or works that tied anime to
a location in Japan (anime pilgrimages) instead of the ambiguities, the
successes and failures, of Evangelion’s approach to addressing selfhood
and micro–macro conflicts.
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9 8 0
Anime’s Dislocation
Place-Focused Anime
Among the successors to sekaikei anime are works that featured and
sometimes focused on actual locations in Japan, displaying depictions
of those real places instead of fictional settings that generally resemble
places in Japan. Though there were previous examples of place-focused
anime, these recent works participated in a boom of “sacred pilgrim-
ages” (seichijunrei) around the late 2000s. For example, there are a few
locations in Saitama for such place-focused tourism that were featured
in the hit Lucky Star (2007). For Maejima, this is a backlash against the
first-person self-reflexivity of sekaikei and the limits of the abstracted
kimi to boku and sekai no owari structure, resulting in a focus on the
details of particular places.1 One may also read this movement as con-
nected to anime’s move toward representing Japan and Japanese cul-
ture both locally and globally. Subsequently, some of the problematics
of sekaikei in relation to the individual and the global, and/or the na-
tional and the global, become resolved in favor of creating a yearning
for an indexical relation of anime’s world-settings to actual locations
in Japan.
Place-focused anime continue to be popular in Japan, having devel-
oped into a whole industry around tourism to areas that were used as
the basis for backgrounds within anime productions.2 The popularity
and prevalence of anime tourism are not isolated to Japan, as there are
places around the world that have been either featured in or used as the
basis for a setting in a popular anime. This includes Jiufen in Taiwan,
which is rumored to be one of the places that inspired the backgrounds
in Ghibli’s Spirited Away, and New York City, the setting for the anime
and manga Banana Fish (2018). But there is no denying that many, if not
the majority, of places for anime tourism are located in Japan. Many are
less than famous, almost ordinary places like street corners, railroad
9 269 0
270 Anime’s Dislocation
on the spot instead of motion in space.”10 Therefore, the actor (or tech-
nology user) is overlaid with a multitude of temporal and spatial coordi
nates, producing dislocation. Thus, it is not so much the literal question
Where am I? that is considered by users but rather the problematic the
question opens up (of how and where to situate oneself) that is impor-
tant to consider in this historical moment. With this in mind, one may
view the performers and their performances of anime’s media-form
as engaging with the difficulty of becoming concretely situated in the
current era, especially in consideration of the transnational flows of
globalization.
Theatricality
I would like to pause for a moment to explore the more classical (that
is, modern) notion of the actor that Virilio describes in the quandary
Who am I? and how this relates to a certain conception of theater and,
subsequently, modern spatiality. For these purposes, I will initially turn
to the work of William Egginton, who sees the manifestation of a type
of spatiality as integral to the transition to modernity and the subse-
quent development of the individual and nation-state in Europe. For
Egginton, this occurs through shifting dynamics of theatrical perfor-
mance and the specific demarcation of the space of the stage, the actor,
and the viewer. A discreet division is created for the space of represen-
tation (the stage and actors) and individuals (viewers), where the actor
performs in a separate space from that of the viewer. This fundamental
shift in spatiality further affords a way to theatrically identify with the
larger nation-state as a whole:
Translating this into the terms used here, modern spatiality can be
seen as afforded by the form of the bordered-whole: the space of repre-
sentation that enables modern (individual) subject formation dividing
viewer from stage and actor and allowing for an imaginary identifica-
tion via this division—a formal configuration that, on a larger scale,
even affords the discrete boundaries of nation-states.
This is a fundamentally modern mode of existence, which Egginton
insists is still at play in our era. Indeed, as shown in other chapters, the
nation-state and individualism continue to intertwine, especially in re-
lation to creative industries like anime on the global stage. At the same
time, I would suggest that anime’s performance of media-form points
toward a different type of spatiality, that of the abovementioned dislo-
cation that disrupts those clear spatial divisions and instead embodies
the tensions of contemporary globalization. This only becomes clear
by paying attention to the interplay between the medium of animation
and the conventionality of anime’s performances.
With this goal in mind, I will start with an exploration of a different
conception of theatricality, this time Samuel Weber’s description of
the medium of theater.12 Weber is concerned with conceptualizing the
medium of theater, where he observes a great unease about space and
time. Indeed, the idea of medium as “between” or “middle” is itself an
invocation of locating an event spatially and temporally.13 For Weber,
the idea of theater as medium finds a particularly important articu
lation in staging and acting. According to Weber, stages are always in
their current locale and off somewhere else, but they are also stages
in the temporal sense of moving toward something else, localizations
that are always haunted by earlier instances, other stages. To be staged
(i.e., to be performed onstage, to enact in the locale par excellence of
the medium of theater) implies a connection to other instances and an
uneasy relationship to reality.14
Acting takes on a similar disjointedness in regard to space and
time. For Weber, acting is very different from action, which connotes
a completeness that acting supposedly only imitates. Instead, acting
“is intrinsically open and indeterminable, determinable only with re-
276 Anime’s Dislocation
spect to the space-time of its enunciation.”15 In this sense, one may see
the embodied performance long dominant in the modern tradition,
with its thrust toward naturalism and enactment of individualism, as a
strategy to hide this type of theatricality, to give the illusion of a singu-
lar real and grounded event that originates from the individual. Figura-
tive acting, however, sustains itself via reiteration, with the same code
sometimes being performed by two different actors in the same vicinity
at the same moment, highlighting the repeatability and interrelations
Weber describes as theatrical.
In sum, staging and acting, crucial components of what may be
considered the medium of theater, are divided between but linked to
the here and now and some other space and time. Thus Weber’s theat
ricality is not necessarily isolated to the physical material of a stage or
actor but rather invokes the problematics of the self-identical and the
multiple in the singular. Theatricality as medium insists on a tension
involving repetition that plays itself out in each performance. Weber’s
description of theatricality becomes “that which challenges the ‘self’ of
self-presence and self-identity by reduplicating it in a seductive move-
ment that never seems to come full circle.”16 In this sense Weber’s theat-
ricality deals with spatiality and its relation to reality: the unease about
the stability of staging and acting in their spatiotemporal location.
As discussed in prior chapters, there is a similar tension in the itera
tions of anime-esque elements, such as character designs and expressions,
that must reference prior designs and expressions to be recognizable but
cannot be redundant or too distorted and thus unsellable. In this man-
ner, every anime keeps itself in a taut and tense relationship with prior
anime, citing earlier instances while keeping some specificity in its cur-
rent instantiation. One may describe anime performance as theatrical in
the sense that Weber defines it, as a constant tension between situated
enactment and its continual dislocation to other times and places.
In consideration of this, to return to Virilio’s observations on the
shift in the actor’s questions under globalization—from Who am I? to
Where am I?—the tensions underpinning this transition can be com-
prehended via the abovementioned notions of theatricality. Egginton’s
conception of projected identification via spatial organization (Who
am I?) is in a tense relationship with Weber’s ideas of the continual
displacement of the self-identical in each iteration (Where am I?). These
Anime’s Dislocation 277
Producing Places
While above I have focused on dislocation in the performance in ani-
mation, it is worthwhile to extend this discussion to the performance of
animation as well. Up until now I have been engaged with a conception
of (dis)location in terms of spatiality (a structured mode of conceiving
of space), but I would now like to turn to the mechanics of anime’s
enactment of place-focused productions to detail how place operates
in regard to anime. Here, the constitution of place can be seen as a per-
formance that engages with theatricality in the two ways conceptual-
ized by Egginton and Weber. On the one hand, the production of place
resembles Egginton’s theatricality—where there is a projection on de-
marcated space for representation—because anime tends to be seen as
representing Japan, which is afforded by the spatiality of the bordered-
whole and subsequently the nation-state. Place becomes self-evident,
with strict internal and external boundaries. On the other hand, the
enactment of place can be seen as similar to Doreen Massey’s concep-
tion of a “global sense of place.” For Massey, place is more than a static
Anime’s Dislocation 281
b
c
d
Figure 8.1. Anime-esque conventional codes for smiling (b, c) and direct
depictions of Shanghai (a, d) from Shanghai Koi in Shikioriori.
290 Anime’s Dislocation
Dislocating Differently
For much of this book, I have paid more attention to the tendency of
anime’s transnationality to engage with its relation to Japan, whereby
the anime-esque signals Japan, even when outside of it in works like
Shikioriori, which actively attempts to authenticate itself via its produc-
tion in Japan. In this manner, despite Shikioriori’s open transnationality
and overt depiction of Chinese cities, it still centralizes Japan in its
anime performance. Here, however, I would like to examine an anime
performance that seems to embrace other patterns of spatiality, em-
phasizing the potentials of a decentralized network. While central-
ized and decentralized networks tend to coincide, it is worthwhile to
explore another example of anime’s performance of media-form that
tends toward a more heterarchical sense of dislocation: the 2017 anime
King’s Avatar (Quánzhí Gāoshǒu; Masutā obu sukiru zenshokukōte).
Before introducing the series, it is relevant to note that King’s Ava
tar is open about its transnationality in a way that is distinct from
Shikioriori. The voice acting is done entirely in Chinese, and there are
currently no Japanese-language or English-language dubs, implying
a different positioning. Importantly, it garnered significant attention
online from English-speaking fans and some attention from Japanese-
speaking fans, proving that anime does not always have to be marketed
in direct relation to Japan. That said, as noted in chapter 1, the most
popular English-language anime list site, MyAnimeList.net, provides
only English and Japanese as title categories, forcing a relation to Japan
that the anime’s marketing itself does not. It is also not even listed in
the Anime News Network database, ostensibly because it is not made
in Japan, although they have featured articles on the series. But that
does not mean its production is not transnational in any manner. In-
deed, although King’s Avatar’s central studio, B.CMay Pictures, is lo-
cated in Shanghai, and many of the associated companies appear to be
located in China, the studio Colored Pencil Animation (itself partly
owned by Tencent) has a studio in Japan that worked on part of the se-
ries. Interestingly, as Nakafuji Rei reported, when Colored Pencil Japan
was forced to outsource work locally due to budgetary issues and sent
in unsatisfactory animation, the studio in China returned it, saying the
quality was not up to standard.38 Taking its production history into ac-
Anime’s Dislocation 293
particulars but also related to other anime. In these ways, King’s Avatar
deftly performs its identity as anime.
But interestingly, the series sets its very plot in motion on the con-
cept of (mis)taken identity. Ye Xiu is forced to give up his online avatar,
and when he begins his new job as a night manager at the internet café
and admits that he is the famous One Autumn Leaf, the manager does
not believe him because One Autumn Leaf is something of a celebrity
in esports. All this occurs in the first episode, making it central to the
narrative of the series. Interestingly, King’s Avatar even acknowledges
the importance of recognizability through performance. For instance,
although the schism between avatar and player allows different players
to hide behind other avatars (which happens a few times in the series),
the techniques of performance can be seen as influenced by other play-
ers’ styles or reveal a player’s identity. This occurs in episode 7 when
Ye Xiu and his opponent both suspect each other’s player identity de-
spite them using different avatars than they are known for. This hap-
pens again in episode 15, when Ye Xiu plays as a substitute for someone
else in an exhibition match. Although he plays a different avatar, his
performance of difficult moves identifies him as Ye Xiu to the intra
diegetic audiences watching the match.
Because Ye Xiu demonstrates that an avatar’s statistics don’t matter
as much as the skill of the player performing with that avatar, the series
also plays with another common action anime trope: that there are no
limits, in this case in regard to who can play and the technical me-
chanics of the game. This trope relates to what Selen Çalik Bedir calls
“(re)play” whereby ostensibly predictable patterns, such as the habitual
breaking of limits in action-oriented anime, are turned into a game-like
experience that “evokes interest in the audience as to how victory will
be gained (instead of if victory will be gained).”39 Indeed, part of the
joy of watching King’s Avatar is in seeing how Ye Xiu defeats his oppo-
nents, even though it is clear he will never lose. Bedir conceives of this
engagement with the extreme predictability imposed on narratives as
a “(re)playing of anime,” an enactment of the game-like in a media-and
information-saturated world: “(Re)playing anime rests on knowing that
anything can happen in such (emotionally organized) limitless worlds
where every character is a potential hero, or more specifically within
the playspaces of ambiguity that the medium creates in its own way,
Anime’s Dislocation 295
with its own tools, at a given time, and recombining salvageable narra-
tive elements in new ways if desired.”40
Therefore, building on Bedir’s conclusions, one can see how King’s
Avatar presents the recognizable anime-esque approaches to (re)
play, with an emphasis on a perpetual engagement with limits. Read
through the framework of this book, the limits do not have to be iso-
lated to the intradiegetic and can extend to the anime-esque conven-
tions themselves. In the present study’s terms, Bedir’s theorization of
(re)play can be interpreted as a tangible example of the problematic
of performing anime’s identity in the tensions between repetition and
variation and of maintaining recognizability while avoiding redun-
dancy, reaching toward uniformity as it seeks out diversity. In this
sense, King’s Avatar not only felicitously performs the anime-esque
but also literally (re)plays these conventions as it articulates its identity
as anime. Here, the emphasis on the virtuosity of performance in the
narrative can be overlaid onto the fidelity of performing anime-esque
conventions. In this perspective, King’s Avatar may also be read as
seeking to break out of the imposed limits of the spatial grounding of
anime in Japan as it displays its virtuosity in enacting the anime-esque
and, in effect, engages with the problematic of dislocation. In consid-
eration of this, King’s Avatar, which felicitously performs the anime-
esque, tends to eschew anxieties over spatially grounding the self in
concrete locales and instead transposes its problematics of dislocation
toward other concerns.
Indeed, while the world-setting occasionally displays recognizable
sections of Shanghai, the focus is squarely on the online and off-line
dynamics of esports gaming culture in China. King’s Avatar may thus
initially seem to fall into the same tendency as Shikioriori, engaging
the theatricality of Egginton and projecting something of the spatial
organization of the national (China). However, this may not be the case.
One review of the series notes that the interaction between online and
off-line worlds is actually what sets King’s Avatar’s world-setting apart
from other recent anime yet also relates it to them. Interpreted as dis-
tinct from the isekai genre, where characters often get trapped inside
complex game-ic worlds, King’s Avatar involves a game world but in-
cludes depictions of both off-line and online worlds. In this sense, even
its innovations make sense in an anime-esque way, as attention is paid
296 Anime’s Dislocation
b
c
d
Figure 8.2. Anime-esque figurative codes performed in King’s Avatar
by Ye Xiu (a, b) and other characters, in-game (a, c) and in the real
world (b, d).
300 Anime’s Dislocation
9 307 0
308 Conclusion
Enacting Selfhood
This book, especially the later chapters, focuses on the 1990s and the
first decades of the 2000s, an era when there was an intensification of
neoliberalism in Japan. But this is not isolated to Japan or that time
period; it appears that we are still squarely in an era where policies,
discourses, and concepts of neoliberalism are globally prevalent. With
an emphasis on personal responsibility and entrepreneurial creativity,
310 Conclusion
b
Figure C.1. Visualization of linkages with the capacity to connect and con-
trol in Macross Frontier (a) and Macross Delta (b).
Global Inflections
In consideration of anime’s tendency to slip beyond traditional notions
of spatial organization, it is worthwhile to trace these dynamics to ex-
plore the globality and transnationality it affords. To begin, one of the
popular conceptions of anime’s globality tends to align with nation
branding and the inter-national institutionalizations of global (official)
distribution that present anime as a national cultural product. As ad-
dressed prior, the bordered-whole of the individual formally mirrors
that of the modern nation-state, which is reflected in the cultural pro-
duction and nation branding that map artistic creativity onto nations.
Such a view is quite prominent in the contemporary moment, when it is
increasingly obvious that anime is global while its identity as Japanese
is still very much the standard reading of anime. Indeed, Cool Japan
promotes a view of anime as Japanese popular culture gone global (an
inter-national view), affirming the primacy of the nation-state even as
it evinces the permeability of its boundaries. In this framework, anime
becomes Japanese culture, even outside of Japan; we read anime in an-
other country as Japanese culture in another country. Anime becomes
a signifier of Japan even as it is a symbol of globalization, as something
from the external other now inside this country.
But the relationship between Japan and other locations is not one
of participation and exchange across borders but rather of one-way ac-
cess, from Japan to the world.4 Anime is read as in and from Japan, and
Japan becomes the arbiter of what is and is not anime, even outside of
314 Conclusion
Shifting Transnationalities
The local–g lobal tensions described above are one way of examining
anime’s globality, but I also wanted to delve into how this view is com-
plicated by two types of transnationality that operate in tandem, some-
times conflicting, sometimes coinciding: the centralized transnational
network of anime’s production and the decentralized transnational op-
erations of anime-esque performance and creativity. As they both work
through the form of the network, the centralized and decentralized
tendencies come to the fore in varying degrees. Anime is always filled
with border-crossing flows that split directions because of its transna-
tional history of development, citationality in the anime-esque, and
animating processes.
Though I have tried to emphasize that all anime are transnational,
throughout this book I have focused on what would be commonly la-
beled “Japanese anime,” that is, works that are considered to be from
Japan even though there was transnational labor involved in their pro-
duction. Currently, anime’s transnational production tends toward a
centralized network with Tokyo as the media capital; yet the very fact
that anime can be performed outside of Japan evinces that it is not
exclusive to Japan, hinting at a more heterarchical potential. Indeed,
anime performance itself is sustained by point-to-point citations that
cross-reference one another in each reiteration. In this way there is al-
ways an underlying decentralized network in anime performance, even
if it is not easily visible.
With this in mind, my focus on certain anime and their relation to
Japan to explore anime’s transnationality does not imply that anime
Conclusion 317
can only relate to Japan or that there can be no other centers of anime
production. There is still much more to be explored in the growing
number of anime made largely outside of Japan, especially those made
explicitly for the rapidly expanding market in China, works that them-
selves may gesture to the decentralized potential of anime like King’s
Avatar. In conjunction with this, as more attention is paid to anime’s
Chinese audiences, in Japan and elsewhere, there may be a shift in the
current organization of anime’s transnational production. Since the
China–Japan Film Co-production Agreement was signed in 2018, there
may be greater integration between Tokyo and already established pro-
duction nodes like Shanghai. There are already partially or completely
Chinese-owned studios in Tokyo and South Korea, and Shanghai could
also become a central node of transnational anime production. In
fact, some staff from Japan already head abroad to contribute to certain
projects.
In any case, as more anime are made largely outside of Japan, media-
form will become all the more important as visual, aural, and narrative
conventions emphasize the recognizability of these new works to ear-
lier examples, further entrenching certain anime-esque conventions
over others to prove that they are in fact “real anime” and continuing
the process of negotiating anime’s identity in each performance. These
anime radically undermine established notions of cultural production
and ownership grounded in the nation, embracing a creativity that
relies on repetition and minor variation rather than departure from
trend. Since the anime-esque can only be enacted through those very
citational operations, these works just make these dynamics more visi
ble, overtly linking across national borders. Ironically, the result is the
capacity for invoking transnational transformation through iterative
enactments. In this way, something more decentralized in the perfor-
mance of media-form comes to the foreground, where anime can be
imagined beyond Japan, even if, for the moment, the relationship to
Japan seems inescapable. Indeed, there are examples like Shikioriori,
which is aimed at a more global audience through Japan, but also King’s
Avatar, which appears aimed at the domestic Chinese audience since
it was initially not readily available on other platforms and didn’t ap-
pear with other language dubs (although eventually King’s Avatar ap-
peared on YouTube with English subtitles, opening up further layers of
transnationality).
318 Conclusion
9 325 0
326 Acknowledgments
and his own research has provided much of the stimulus for many of
the conclusions of this book.
In Tokyo, Hosei University’s Faculty of Global and Interdisciplinary
Studies provided me with a new institution and colleagues, all of whom
were incredibly kind, allowing me to design and teach new classes that
helped organize and develop some of my ideas. In my transition to
Tokyo, Bryan Hikari Hartzheim helped me understand the city while
providing thoughtful discussions on anime and its complex industry. I
am grateful to Thiam Huat Kam as well, with whom a chance encoun-
ter at AnimeJapan led to many productive discussions. Brett Hack was
also helpful and always presented fascinating new work at the confer-
ences where we would meet across Japan.
Frenchy Lunning also deserves special mention for her support of
my research and for continuing to encourage me from my very early
days in academia at one of the first Mechademia conferences in Min-
neapolis. Her energy and enthusiasm for the material were contagious,
and the opportunities she has provided me, along with many stimulat-
ing and insightful conversations, have helped frame my thoughts and
given me new directions to explore.
Jason Weidemann at the University of Minnesota Press was very
accommodating, allowing the book to take the shape it needed. This
book would not have been possible without his engagement, along with
the efforts of the rest of the University of Minnesota Press staff. This
includes Zenyse Miller, who kindly attended to my many questions
throughout this process, as well as Sarah Barker for her precise copy
edits. I would also like to thank the two reviewers who read the first
draft of this manuscript and provided invaluable feedback.
Lastly, I thank my family, Francine Lichtenstein Suan, Senyu Suan,
and Aviv Suan. Without their lifetime of support and their attention to
fostering my interests, this would not have been possible, as it sustained
me through all the years of research, moving across institutions and
places. It is in this respect, among countless others, that my wife, Miku
Akiyama, to whom this book is dedicated, aided me in the most crucial
ways. She helped me to pursue this project with full support and was
always, without hesitation, willing to watch another episode of anime
with me.
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Notes
Introduction
1. Association of Japanese Animations (AJA), Anime 100 shūnenkinen—
“anime nekusuto 100” supesharumūbī [nihon no animēshon 122 sakuhin wo
ikkyo shōkai] (The 100th anniversary of anime—anime NEXT 100 “special
movie” [an introduction to 122 Japanese animations]), 2019.
2. Lynzee Loveridge, “Watch 100 Years of Anime Flash by in Just 15 Min-
utes,” Anime News Network, accessed December 26, 2017, https://www
.animenewsnetwork.com/interest/2017-12-26/watch-100-years-of-anime-flash
-by-in-just-15-minutes/.125504.
3. Jaqueline Berndt, “Anime in Academia: Representative Object, Media
Form, and Japanese Studies,” Arts 7, no. 4 (2018): 1–13. Berndt builds off of
Michael K. Bourdaghs here.
4. Christopher Bolton, Interpreting Anime (Minneapolis: University of
Minnesota Press, 2018), 24.
5. Thomas Lamarre, The Anime Machine: A Media Theory of Animation
(Minneapolis: University of Minnesota Press, 2009).
6. Rayna Denison, Anime: A Critical Introduction (London: Bloomsbury
Academic, 2015), 52.
7. Mitsuhiro Yoshimoto, “The Difficulty of Being Radical: The Discipline
of Film Studies and the Postcolonial World Order,” boundary 2 18, no. 3 (1991):
242–57.
8. For a brief overview, see Karen Ressler, “Harmony Gold’s Macross, Mos
peada, Southern Cross Licenses Still Expire in 2021,” Anime News Network,
accessed May 27, 2020, https://www.animenewsnetwork.com/news/2017-09
-14/harmony-gold-macross-mospeada-southern-cross-licenses-still-expire-in
-2021/.121372.
9. Steve Neale, “Questions of Genre,” in Film Genre Reader III, ed. Barry
Keith Grant (Austin: University of Texas Press, 2003), 189–91.
10. Jaqueline Berndt, “Facing the Nuclear Issue in a ‘Mangaesque’ Way: The
Barefoot Gen Anime,” Cinergie 2 (2012): 149.
11. Association of Japanese Animations, “Anime sangyō repōto 2019”
9 329 0
330 Notes to Introduction
the future? the quiet revolution caused by Chinese capital and internet distri-
bution) (Tokyo: Seikaisha, 2017).
9. For ease of discussion, I have kept it simple here, though other elements
are involved, such as what products (like Blu-rays) and distribution methods
(like TV or streaming) are allowed.
10. Hiromichi Masuda, Motto wakaru anime bijinesu (Further understand-
ing the anime business) (Tokyo: NTT Shuppan, 2011), 167.
11. Association of Japanese Animations, “Anime sangyō repōto 2019” (Re-
port on the Animation Industry, 2019), 6, https://aja.gr.jp/download/anime
-industry-report-2019-summary_.
12. See Marc Steinberg and Jinying Li, “Introduction: Regional Platforms,”
Asiascape: Digital Asia 4 (2017): 173–83.
13. Here I am using the terminology from Clements in English and Mihara
in Japanese (hikōshiki).
14. “Crunchyroll Premium Plans,” Crunchyroll, accessed May 10, 2021,
https://www.crunchyroll.com/welcome?from=topbar&return_url=https%3A//
www.crunchyroll.com/#plans.
15. Mihara, Kūru Japan.
16. McGray, Douglas, “Japan’s Gross National Cool,” Foreign Policy 130
(May/June 2002): 44–54.
17. Michal Daliot-Bul and Nissim Otmazgin, The Anime Boom in the
United States: Lessons for Global Creative Industries (Cambridge, Mass.: Har-
vard University Press, 2017). See chapter 5.
18. Iwabuchi, “Undoing Inter-National Fandom,” 92.
19. Iwabuchi.
20. Karen Ressler, “Japan’s Animation Marketplace Hits Record High for 5th
Consecutive Year,” Anime News Network, November 28, 2018, https://www
.animenewsnetwork.com/news/2018-11-28/japan-animation-marketplace-hits
-record-high-for-5th-consecutive-year/.140070.
21. Sudo, Dare ga korekara no anime, 47.
22. “Anime,” Anime News Network, accessed January 17, 2017, https://www
.animenewsnetwork.com/encyclopedia/lexicon.php?id=45.
23. “anime, n.3,” OED Online, updated March 2021, https://www.oed.com/
view/Entry/248729?rskey=WsNUqd&result=3&isAdvanced=false.
24. See Sheuo Hui Gan, “To Be or Not to Be: The Controversy in Japan over
the ‘Anime’ Label,” Animation Studies 4 (2009); Nobuyuki Tsugata, “Anime to
ha nani ka” (What is anime?), in Anime-gaku (Anime studies), ed. Mitsuteru
Takahashi and Nobuyuki Tsugata (Tokyo: NTT Shuppan, 2011), 3–23.
25. “Dai 1-kai anime to animēshon no chigai” (The first: the difference
between anime and animation), Anime!Anime!, February 17, 2008, https://
animeanime.jp/article/2008/02/17/2787.html.
26. Tsugata, “Anime to ha nani ka,” 4–11.
Notes to Chapter 1 335
18. Joon Yang Kim, “Critique of the New Historical Landscape of South Ko-
rean Animation,” Animation: An Interdisciplinary Journal 1, no. 1 (2006): 65.
19. Annett, Anime Fan Communities, 26.
20. Eiji Ōtsuka, “An Unholy Alliance of Eisenstein and Disney: The Fascist
Origins of Otaku Culture,” Mechademia 8: Tezuka’s Manga Life (2013): 276.
21. Marc Steinberg, Anime’s Media Mix: Franchising Toys and Characters
in Japan (Minneapolis: University of Minnesota Press, 2012), 24.
22. Steinberg, 17.
23. Steinberg, 7.
24. Fusanosuke Natsume, Tezuka Osamu wa doko ni iru (Where is Tezuka
Osamu?) (Tokyo: Chikuma, 1995), 140–58.
25. Marc Steinberg, “Copying Atomu,” Mechademia 8: Tezuka’s Manga Life
(2013): 127–36.
26. Daisuke Sawaki, “Nihon animēshongaido robotto anime-hen” (Japanese
animation guide: the history of robot anime), in Media geijutsu jōhō kyoten
konsōshiamu kōchiku jigyō, ed. Ryūsuke Hikawa (2014), 7. https://mediag.bunka
.go.jp/article/robotanimation-1143/.
27. Patrick Galbraith and Thomas Lamarre, “Otakuology: A Dialogue,”
Mechademia 5: Fanthropologies (2010): 366.
28. Sandra Annett, Anime Fan Communities: Transcultural Flows and Fric-
tions (New York: Palgrave Macmillan, 2014), 131.
29. Rayna Denison, Anime: A Critical Introduction (London: Bloomsbury
Academic, 2015), 48.
30. Lamarre, “Regional TV,” 130.
31. Michel Foucault, “Of Other Spaces,” Diacritics 16, no. 1 (Spring 1986): 25.
32. Choi, “Of Transnational-Korean Cinematrix,” 7.
33. Joon Yang Kim, “South Korea and the Sub-Empire of Anime: Kines-
thetics of Subcontracted Animation Production,” Mechademia 9: Origins
(2015): 93.
34. Jonathan Clements, Anime: A History (London: British Film Institute,
2013), 189.
35. Clements, 197.
36. Mitsuteru Takahashi, “Animēshon ni okeru jinzaiikusei” (The personnel
training for the animation industry), in Animegaku (Anime studies), ed. Mit-
suteru Takahashi and Nobuyuki Tsugata (Tokyo: NTT Shuppan, 2011), 270.
37. Kukhee Choo, “Hyperbolic Nationalism: South Korea’s Shadow Anima-
tion Industry,” Mechademia 9: Origins (2015): 146–47.
38. Kim, “South Korea and the Sub-Empire,” 93; “Outline,” Toei Animation,
accessed January 22, 2019, http://corp.toei-anim.co.jp/en/outline/affiliated
_companies.
39. Clements, Anime, 189.
40. Kim, “South Korea and the Sub-Empire,” 93.
340 Notes to Chapter 3
.animenewsnetwork.com/interest/2018-10-19/twitter-reacts-to-my-sister-my
-writer-tv-series-deteriorating-animation/.138336.
61. Li, “Kiei no anime seisakukaisha.”
62. Nobuyuki Tsugata, Nihon no anime wa nani ga sugoi no ka (What is
amazing about Japanese anime?) (Tokyo: Shōdensha, 2014), 53.
63. Jennifer Sherman, “Study: Animators Earned US$28,000 on Average in
Japan in 2013,” Anime News Network, 2015, https://www.animenewsnetwork
.com/news/2015-05-15/study-animators-earned-usd28000-on-average-in-japan
-in-2013/.87762.
64. Yamamoto, Agglomeration of the Animation, 39.
65. Yamamoto, 63.
66. Yamamoto, 93.
67. All cost of living from crowdsourced data at numbeo.com, accessed Au-
gust 9, 2017.
68. See Marquez, “Exclusive Interview with 9Lives.”
69. Lamarre, “Regional TV,” 110–11.
70. Chung, “Media Heterotopia,” 93.
71. Many of these companies are difficult to find information on, and some
credited studios have since gone under.
72. Malaysia and Indonesia have recently been discussed as the newest
countries for outsourcing, but I could not find reliable data on studios there.
73. Michael Curtin, “Between State and Capital: Asia’s Media Revolution
in the Age of Neoliberal Globalization,” International Journal of Communica-
tion 11 (2017): 1381.
74. Here Chung is referencing Vivian Sobchack and Hye Jean Chung, “Me-
dia Heterotopias and Science Fiction: Transnational Workflows and Trans
galactic Spaces in Digitally Composited Ecosystems,” in Simultaneous Worlds:
Global Science Fiction Cinema, ed. Jennifer Feeley (Minneapolis: University of
Minnesota Press, 2015), 90.
75. C. J. W.-L . Wee, “Imagining the Fractured East Asian Modern: Com-
monality and Difference in Mass-Cultural Production,” Criticism 54, no. 2
(Spring 2012): 208.
76. Lamarre, “Regional TV,” 94.
77. Condry, Soul of Anime, 110–11.
78. Lamarre may call this “a multiplication of centers.” See Thomas La-
marre, The Anime Ecology: A Genealogy of Television, Animation, and Game
Media (Minneapolis: University of Minnesota Press, 2018), 148.
4. Anime’s Citationality
1. Thomas Lamarre, The Anime Machine: A Media Theory of Animation
(Minneapolis: University of Minnesota Press, 2009), xxii.
342 Notes to Chapter 4
anime-esque elements, giving Kenny anime eyes and turning him into a mag-
ical schoolgirl princess, employing these anime-esque elements in connection
with Japan.
19. Lamarre, Anime Machine, 314.
20. Lamarre, 311.
21. Lamarre, 100.
22. Judith Butler, Undoing Gender (New York: Routledge, 2004), 15.
23. Lamarre, Anime Machine, 122.
24. Lamarre, 141.
25. Lamarre.
26. Lamarre, 135–36.
27. Lamarre, 135.
28. Lamarre, 298.
29. Leger Grindon, “Cycles and Clusters: The Shape of Film Genre History,”
in Film Genre Reader IV, ed. Barry Keith Grant (Austin: University of Texas
Press, 2012).
30. See chapter 1 in Rayna Denison, Anime: A Critical Introduction (Lon-
don: Bloomsbury Academic, 2015).
31. Michal Daliot-Bul and Nissim Otmazgin, The Anime Boom in the
United States: Lessons for Global Creative Industries (Cambridge, Mass.: Har-
vard University Press, 2017), 115.
5. Anime’s Creativity
1. Anthony Y. H. Fung and Vicky Ho, “Animation Industry in China:
Managed Creativity or State Discourse?,” in Handbook of Cultural and Crea
tive Industries in China, ed. Michael Keane (Cheltenham: Edward Elgar, 2017),
276–92.
2. Alf Rehn and Christian De Cock, “Deconstructing Creativity,” in The
Routledge Companion to Creativity, ed. Tudor Rickards, Mark A. Runco, and
Susan Moger (London: Routledge, 2009), 226.
3. Justin O’Connor and Gu Xin, “A New Modernity? The Arrival of ‘Crea
tive Industries’ in China,” International Journal of Cultural Studies 9, no. 3
(2006): 273.
4. Laikwan Pang, Creativity and Its Discontents: China’s Creative Indus-
tries and Intellectual Property Rights Offenses (Durham, N.C.: Duke University
Press, 2012), 32–33.
5. Steve Neale, Genre and Hollywood (London: Routledge, 2000), 18–20.
6. Neale, 19; citing Gunther Kress and Terry Threadgold, “Towards a So-
cial Theory of Genre,” Southern Review 21, no. 3 (1988): 219.
7. Neale, 20.
8. Rehn and De Cock, “Deconstructing Creativity,” 223.
344 Notes to Chapter 5
6. Anime’s Actors
1. Ursula K. Heise, “Plasmatic Nature: Environmentalism and Animated
Film,” Public Culture 26 (2014): 303.
346 Notes to Chapter 6
2. Heise, 308–9.
3. Judith Butler, Bodies That Matter: On the Discursive Limits of “Sex”
(New York: Routledge, 1993); Anthony Elliott, Identity Troubles: An Introduc-
tion (London: Routledge, 2016).
4. Clifford Carlson, “What Is Performance?,” in The Performance Studies
Reader, ed. Henry Bial (London: Routledge, 2004).
5. Judith Butler, “Performative Acts and Gender Constitution: An Essay in
Phenomenology and Feminist Theory,” Theatre Journal 40 (1988): 519.
6. Donald Crafton, Shadow of a Mouse: Performance, Belief, and World-
Making in Animation (Berkeley: University of California Press, 2013), 15–23.
7. Crafton, 36.
8. Crafton, 36–48.
9. Crafton, 23.
10. Crafton, 26.
11. Crafton, 22.
12. Crafton, 40.
13. Crafton, 48.
14. Michel Foucault, “Technologies of the Self,” in Ethics: Subjectivity and
Truth, ed. Paul Rabinow, vol. 1 (New York: The New Press, 1997), 223–53.
15. Crafton, Shadow of a Mouse, 44.
16. Crafton, 37–41.
17. Crafton, 39.
18. Deborah Levitt, The Animatic Apparatus: Animation, Vitality, and the
Futures of the Image (Winchester, U.K.: Zero Books, 2018), 10.
19. Levitt.
20. Levitt, 12.
21. Bruno Latour, We Have Never Been Modern, trans. Catherine Porter
(Cambridge, Mass.: Harvard University Press, 1993).
22. Crafton, Shadow of a Mouse, 46.
23. Crafton, 47–48.
24. Crafton, 41–42.
25. Crafton, 23.
26. See Hiroki Azuma, Gemuteki riarizumu no tanjō: dōbutsukasuru posuto-
modan 2 (The birth of game-like realism: postmodern animalization 2) ( Tokyo:
Kodansha, 2007).
27. Crafton, Shadow of a Mouse, 42. Crafton cites David Graver, “The Ac-
tor’s Bodies,” Text and Performance Quarterly 17, no. 3 (1997): 223.
28. Eiji Ōtsuka, Kyarakutā shōsetsu no tsukurikata (How to make character
novels) (Tokyo: Kodansha, 2003); Eiji Ōtsuka, Sengo manga no hyōgen kūkan:
kigō-teki karada no jubaku (The expressive space of post-war manga: the curse
of the semiotic body) (Tokyo: Hōzōkan, 1994).
Notes to Chapter 6 347
50. C. J. W.-L . Wee, “Imagining the Fractured East Asian Modern: Com-
monality and Difference in Mass-Cultural Production,” Criticism 54, no. 2
(Spring 2012): 203.
7. Anime’s (Anti)Individualism
1. Satoshi Maejima, Sekaikei to wa nani ka: posuto eva no otakushi (What
is sekaikei? otaku history post-Eva) (Tokyo: Soft Bank Creative, 2010), 27–28.
2. Maejima, 174.
3. Evangelion cites many media, including Space Battleship Yamato (1974),
Akira (1988), Space Runaway Ideon (1980), Mobile Suit Gundam (1979), and
many others.
4. Maejima, Sekaikei to wa nani ka, 38–39.
5. Maejima, 13.
6. Maejima, 56.
7. Maejima, 34.
8. Maejima, 174.
9. Maejima, 28.
10. Maejima, 102, 129.
11. Maejima, 215.
12. Tsunehiro Uno, Zeronendai no sōzōryoku (The imagination of the 2000s)
(Tokyo: Hayakawa Shobo, 2008).
13. Gabriella Lukács, Scripted Affects, Branded Selves: Television, Subjec-
tivity, and Capitalism in 1990s Japan (Durham, N.C.: Duke University Press,
2010), 8.
14. Maejima, Sekaikei to wa nani ka, 248.
15. Maejima, 33.
16. Benjamin Bratton, “The Black Stack,” E-Flux 53 (March 2014): 9.
17. It is crucial to note that the focus of exploration is mainly Shinji, expos-
ing an assumption that the individual is identified as male and not female or
another gender. Though examination of the gendered tendencies of individu-
alism is beyond the scope of this study, it is important to note that masculin-
ity is itself interrogated in Evangelion, often commented on as portraying an
“emasculated” or “childish” masculinity.
18. Christopher Howard, “The Ethics of Sekai-Kei: Reading Hiroki Azuma
with Slavoj Zizek,” Science Fiction Film and Television 7 (2014): 370.
19. This incited the anger of many commentators, though some fans were
drawn to identify with Shinji. Maejima, Sekaikei to wa nani ka, 43–47.
20. Judith Butler, “Giving an Account of Oneself,” Diacritics 31 (2001): 22.
21. Butler, 37.
22. Maejima, Sekaikei to wa nani ka, 86.
23. Maejima, 87.
Notes to Chapter 8 349
8. Anime’s Dislocation
1. Satoshi Maejima, Sekaikei to wa nani ka: posuto eva no otakushi (What
is sekaikei? otaku history post-Eva) (Tokyo: Soft Bank Creative, 2010), 233.
2. Philip Seaton, Takayoshi Yamamura, Akiko Sugawa-Shimada, and
Kyungjae Jang, Contents Tourism in Japan: Pilgrimages to “Sacred Sites” of
Popular Culture (Amherst, N.Y.: Cambria Press, 2017).
3. Brian Ruh, “Conceptualizing Anime and the Database Fantasyscape,”
Mechademia 9: Origins (2015): 164–75. See also Manuel Castells, “The Space
of Flows,” in The Rise of the Network Society, 2nd ed. (Cornwall: Blackwell
Publishers, 2000): 407–59.
4. Thomas Lamarre, The Anime Machine: A Media Theory of Animation
(Minneapolis: University of Minnesota Press, 2009), 122.
5. Lamarre, 134.
6. Lamarre, 136.
7. Lamarre, 141.
8. Lamarre, 136.
9. Lamarre, 139.
350 Notes to Chapter 8
10. Paul Virilio, Polar Inertia, trans. Patrick Camiller (London: SAGE Pub-
lications, 2000), 85.
11. William Egginton, How the World Became a Stage: Presence, Theatri-
cality, and the Question of Modernity (New York: State University of New York
Press, 2003), 146–47.
12. It should be noted that both Egginton and Weber are quite explicit
about focusing on Western theater, and there is both overlap and divergence
in their writings on these traditions of theater.
13. Samuel Weber, Theatricality as Medium (New York: Fordham Univer-
sity Press, 2004), 388n6.
14. Weber, 185.
15. Weber, 388n3.
16. Weber, 8.
17. Deborah Levitt, The Animatic Apparatus: Animation, Vitality, and the
Futures of the Image (Winchester, U.K.: Zero Books, 2018), 59.
18. Levitt aligns herself with Gilles Deleuze’s conceptions of simulacra over
those of Jean Baudrillard. See Levitt, Animatic Apparatus, 31–32, 45.
19. Levitt, Animatic Apparatus, 59.
20. Levitt, 64.
21. Levitt, 127n1.
22. Levitt, 28–29.
23. Levitt, 83.
24. Levitt, 109.
25. Levitt, 112.
26. Susan Napier, Anime from Akira to Howl’s Moving Castle: Experiencing
Contemporary Japanese Animation (New York: Palgrave Macmillan, 2005),
22–27.
27. Christopher Bolton, Interpreting Anime (Minneapolis: University of
Minnesota Press, 2018), 96.
28. Thomas Lamarre, The Anime Ecology: A Genealogy of Television, Ani-
mation, and Game Media (Minneapolis: University of Minnesota Press, 2018),
194–95.
29. Thomas Lamarre, “Otaku Movement,” in Japan After Japan: Social and
Cultural Life from the Recessionary 1990s to the Present, ed. Tomiko Yoda and
Harry Harootunion (Durham, N.C.: Duke University Press, 2006), 390.
30. Doreen Massey, “A Global Sense of Place,” in Space, Place, and Gender
(Minneapolis: University of Minnesota Press, 1994).
31. Levitt, Animatic Apparatus, 65.
32. Haoling Li, Yoshitaka Takeuchi, and Xiaoxing Yi, “Story, Shikioriori,”
promotional, accessed June 12, 2018, https://shikioriori.jp/story.html. See also
“Komikkusu uēbu firumu: ‘Kiminonaha’ no seisakukaisha no shinsaku ga konka
Notes to Conclusion 351
kōkai chūgoku butai no seishun ansorojī” (CoMix Wave Film: a new work by
the production company of “Your Name” will be released this summer. An
anthology of youth set in China), MANTANWEB, February 27, 2018, https://
mantan-web.jp/article/20180226dog00m200027000c.html.
33. For instance, Crystalyn Hodgkins, “Shikioriori Anime Film’s Trailer
Previews Character Voices, Reveals August 4 Opening,” Anime News Net-
work, May 25, 2018, https://www.animenewsnetwork.com/news/2018-05-25/
shikioriori-anime-film-trailer-previews-character-voices-reveals-august-4
-opening/.132001.
34. C. J. W.-L . Wee, “Imagining the Fractured East Asian Modern: Com-
monality and Difference in Mass-Cultural Production,” Criticism 54, no. 2
(Spring 2012): 203.
35. Wee, 197.
36. Wee, 203.
37. Wee, 206.
38. Rei Nakafuji, “Chinese Studios Lure Japan’s Struggling Anime Artists,”
April 14, 2020, https://www.ft.com/content/eb3870ee-5fec-4dd2-a664
-36e781971208.
39. Selen Çalık Bedir, “(Re)Playing Anime: Building a Medium-Specific Ap-
proach to Gamelike Narratives,” Mechademia 12, no. 2 (2020): 57.
40. Bedir, 60.
41. Rebecca Silverman, “The Beginner’s Guide to The King’s Avatar,” An-
ime News Network, June 23, 2017, https://www.animenewsnetwork.com/
feature/2017-06-23/the-beginner-guide-to-the-king-avatar/.117865.
42. Lamarre, Anime Ecology, 310.
43. Chris Higgins, “Tencent’s Chinese eSports Anime Is Really Anime but
Also Extremely eSports,” PCGamesN, accessed May 27, 2019, https://www
.pcgamesn.com/league-of-legends/the-kings-avatar-anime.
44. Silverman, “Beginner’s Guide to The King’s Avatar.”
45. Thomas Lamarre, “Regional TV: Affective Media Geographies,” Asia
scape: Digital Asia (2015): 94.
Conclusion
1. Deborah Thurman, “Routine Maintenance: Caroline Levine on the
Forms That Sustain,” Center for the Humanities, accessed February 9, 2020,
https://humanities.wustl.edu/news/routine-maintenance-caroline-levine
-forms-sustain.
2. Described in relation to Walter Benjamin, “On the Mimetic Faculty,” in
Gerald Raunig, Dividuum: Machinic Capitalism and Molecular Revolution,
trans. Aileen Derieg (South Pasadena: Semiotext(e), 2016), 150.
352 Notes to Conclusion
9 353 0
354 Index
unconventional, 157. See also cel of, 65, 188; studies of, 43, 279;
animation survival-type, 267
“Animation: The New Performance?” Anime Contents Expo, 79
(Silvio), 48 Anime Ecology, The (Lamarre), 22
animation directors, 91, 104, 114 anime-esque, 17–21, 19, 20, 24, 34,
animation supervisors, 101, 105 35, 38, 39, 41, 42, 49, 50, 55, 79,
“Animation Supporters,” 142 81, 162, 176, 183, 184, 192, 195;
animator dormitory projects, 142 changes for, 157; domination
animators, 52, 88, 91, 94–95, 96, 98, of, 193; as Japanese, 196; per-
101, 107, 114, 146, 311; Chinese, formances of, 58, 59, 155–59,
1, 130, 132, 194; clean-up by, 140; 171, 201, 255–56, 293, 295, 296,
Filipino, 141; foreign, 135, 177, 315, 316, 320, 323; transcultural
323; in-between, 140; innova- potential of, 302; transnationality
tion and, 140; Japanese, 140–41; of, 304
Korean, 141, 194, 258, 318; many- anime-ic, 155–56
to-one, 322; salary of, 93, 140–41; AnimeJapan, 62, 79, 196, 199; func-
support for, 142; 3D, 104, 106, 111; tion of, 81, 82; participation fee
2D, 106, 111 for, 336n49; promotion for, 80
anime: accepting, 18–19; animation (fig.)
and, 42, 49, 88, 117, 135, 151, 152, Anime Machine, The (Lamarre), 37,
158, 171, 177, 199, 206; art-house, 151
127; authentic, 76, 83, 196, 199, Anime Media Mix (Steinberg), 124
317; Chinese, 75, 189, 192, 195, Anime News Network, 3, 70, 292,
196, 198, 201, 202, 317, 318; clas- 345n43
sifying, 318; concept of, 3, 6, 114, Anime Next 100—Special Movie
117; creative industry of, 179–80; (AJA), 1, 2–3, 19
as culturally odorless, 76–77; animēshon, 71, 72
defining, 2, 3, 51–52, 61, 69–75, Ani Village, 144
78, 81, 147; English-language, Annett, Sandra, 20, 31, 63, 127
292; Euro-American adoption an-ontology, 36, 277, 278, 279
of, 75; foreign appeal of, 129; antennae, 191 (fig.)
global, 75, 76, 271, 275; history anthropocentrism, 203, 206, 208, 211
of, 6, 122; inter-national stasis of, Appadurai, Arjun, 44
66–69; Japan and, 81, 189, 263, Arakawa under the Bridge, 154
286; Japanese, 85, 138, 187, 197, area studies, 3, 6, 28–33
199, 285, 291, 301, 316, 345n44; Artland, 7, 132
Korean, 63, 85; map of, 177; Art Worlds (Becker), 157
place-focused, 57, 58, 269–71, Ashi Productions, 132
282, 284, 287; playing/replaying, “Asia as Method” (Takeuchi), 28
294, 300; popularity of, 18–19, Asō Tarō, 259
74, 257, 283; reading, 50–51, 88, Association of Japanese Animation
313; situating, 28–33; sources (AJA), 1, 64, 79
Index 355
capital, 44, 321; media, 282; trans mimicry and, 197; mukokuseki
national, 45, 320 and, 77–78
capitalism, 182, 234, 235, 315 Chow, Rey, 29, 331n33
Carlson, Clifford, 48 Chung, Hye Jean, 53, 144; live-action
Castell, Manuel, 119 cinema and, 135; on materiality,
cel animation, 1, 36, 37, 38, 29, 121–22; on media heterotopia,
40–41, 71, 90, 97, 121, 125, 138, 134, 143
155, 157, 159, 167, 272 cinema, 6; animation and, 33;
CG animation, 36, 40–41, 42, 82, 91, kung-fu, 127; live-action, 135, 277,
95, 106, 130, 132, 134, 155, 157, 285, 287
158, 172, 174–75 (fig.), 209, 230; citationality, 163, 180, 184–85, 200,
anime-esque, 158 (fig.); 3D, 40, 285, 316
176, 188, 204 citations, 56, 59, 160–67, 171, 180,
character design, 24, 38, 90, 94, 104, 184–85, 189, 200, 226, 246, 280,
114, 123, 124, 165, 167, 176, 177, 285; decentralized network of,
186, 198, 226, 227, 276; animation 173, 176–78; inter-related, 227;
and, 103; database, 188; focus on, models for, 165, 243; point-to-
203; fundamentals of, 125; inno- point, 316; politics of, 188
vations on, 190–91 (fig.); popular, City Hunter, 192
188; types of, 17 classroom, layout of, 186 (fig.)
characters, 40, 55, 77, 85, 165, 167, claymation, 1, 2, 36
252; animating, 107, 108; develop- cleanup, 91, 96, 105
ment of, 102, 114; distinction of, Clements, Jonathan, 84, 129, 131
224, 226, 228; enactment of, 39, “Clock Cleaners, The,” 210
272; in-game, 298–99 (fig.); intro- codes, 48, 217, 225, 247, 297, 311;
ductions of, 227; performances characters and, 271, 311; citation
of, 48, 49, 203, 226; real-world, of, 56, 207, 225; conventional, 212,
298–99 (fig.); tsundere, 226; types 271, 277; expressions and, 214–16
of, 91, 159, 213, 226 (fig.); external, 248; genre, 315;
Chen, Kuan-Hsing, 28, 29, 287 performing, 225, 227, 233; switch-
Chibi Maruko-chan, 72, 81 ing, 226, 248. See also figurative
Chiisana Fashion Show, 284, 290 acting codes
China as Method (Mizoguzhi), 28 collaboration, 102–3, 113, 147, 199
China-Japan Film Co-production Colored Pencil Animation, 292
Agreement, 317 coloring, 90, 91, 96, 165
Ching, Leo T. S., 321 comics, 83, 84–85
Chisato, Mita, 13 Comiket, 217
Chise, 243, 253, 254, 261 CoMix Wave, 58, 256, 284, 286, 290,
Choi, JungBong, 26, 118–19, 122, 291
128 Commission on Japan’s Goals in the
Choo, Kukhee, 73, 130, 136, 138; on Twenty-First Century (Obuchi),
Japanese/Korean animation, 197; 244
Index 357
otaku, 11, 43, 240, 245, 246, 315; Chinese, 286; collaboration by,
piracy, 192; popular, 2, 11, 68, 181, 102–3; decision-making and, 101
192, 200, 259, 263, 264, 313 dislocation, 271–74, 278, 292–97,
Curtin, Michael, 144 300–302; dynamics of, 291, 303;
spatiality of, 271, 272, 291
Daejin, 134 Disney, 19, 40, 56, 123, 125, 148, 205,
Daicon IV Opening Animation, 171, 206, 209, 210, 211; animation of,
172 5, 72, 151, 230; embodied perfor-
Daliot-Bul, Michal, 75, 176 mance and, 233; influence of, 124
dance sequences, 207, 226, 231 Disney, Walt, 207
Darling-Wolf, Fabienne, 118 distribution, 3, 7, 18, 19, 32, 33, 51,
databases, 39, 70, 156, 160–67, 311, 84, 90, 114; audiovisual, 119; flow
342n16 of, 45, 65; global, 11, 19, 62, 63, 68,
DC comics, 176 84, 85, 258, 313; mapping, 62–66;
Death and Rebirth, 230 transnational, 113, 117
Death Note, 213, 244, 267 diversity, 45, 49, 51, 54, 153, 162,
De Cock, Christian, 180, 181, 184 180, 204, 281, 295; degree of, 163;
Dein Name (Kermani), 234 producing, 173; recognizability
Deleuze, Gilles, 350n18 and, 16
Delta, 173, 177 dòngmàn, 75
Demachi Masugata Shopping Dragon Ball, 1, 192
Arcade, 282, 283 Dragon Ball Super, 72
Denison, Rayna, 5, 81, 127, 173 Dragon Ball Z, 257
Densha Otoko, 258 Dragon Lancer, 196
Dentsu, 67, 76 DR Movie, 130, 132, 258
Derrida, Jacques, 46, 162, 347n33 Du, Daisy Yan, 31, 123
designs, 170, 192, 193; facial, 297 Dual! Parallel Trouble Adventure, 257
design styles, 91, 124, 167; dubbing, 3, 63, 64, 142, 185, 197, 199,
contrasting/linking, 166 (fig.) 292
development, 316, 319; economic, Dumbo, 204
182, 259; historical, 181; trans dynamic immobility, 38, 39, 125, 218
national, 122–29, 149
deviation, 22, 50, 54, 137–38, 163, ears: bunny, 190 (fig.); cat, 190 (fig.);
187, 196, 311 nonhuman, 188
Dexter’s Laboratory, 176 economic growth, 43, 260, 308
Diederichsen, Diedrich, 234, 235 economics, 41, 43, 76; global, 259;
difference, 46, 270, 307; disruptive, post-Fordist, 26
189; maximizing/minimizing, 48; editing, 41, 68, 91, 92, 105, 129, 218
repetition and, 24 Egginton, William, 57, 274, 275, 276,
directors, 52, 96, 97, 285, 297; 279, 295, 330n25, 350n12; theatri-
cality of, 278, 280, 303
Index 359
Eisenstein, Sergei, 124, 148, 207 159; codified, 205, 213, 217, 310;
elements: anime-esque, 49, 167, 173, collaborative, 217; cultural, 202;
176, 177, 185, 189, 203, 212, 243, facial, 38, 91, 108, 110 (fig.), 159,
256, 276; citational, 234; repeat- 213, 217, 230; figurative, 109, 212,
ing, 261; shared, 227; structural 217–18, 219, 223, 224, 225, 233,
explosion of, 272; visual, 16 234, 237, 266, 293; materializa-
embodied acting, 108, 206–7, 229, tion of, 209; narratives and, 104;
230; animation and, 210, 211, 228; performing, 209, 223 (fig.), 226,
anthropocentric, 211, 212 232
Emon, 82, 84, 133, 140, 144, 146, 194, external, 107, 147, 224, 248; internal
198, 199, 284, 286, 318 and, 82–86, 117–18, 249, 251
emotional registers, 210; shifts in, eyes, 233; anime-esque, 111, 167,
220–22 (fig.) 168–69 (fig.), 170, 176; arched,
emotions, 210, 252; codified, 219; 213; character, 14 (fig.), 15 (fig.);
movement and, 231; showing, 207, glimmering, 213
213
End of Evangelion, The, 239, 240, 250; FAI, 130
stills from, 249 (fig.) Fantasia, 123, 207
entrepreneurism, 44, 245, 309 figurative acting, 56, 207, 214–16
Escaflowne, 257 (fig.), 217, 220–22 (fig.), 227, 229,
esports, 58, 294, 295, 296, 297, 301 248, 249, 271, 276, 297, 311; ac-
ethics, 121, 252–53, 263, 309, 313 ceptance of, 266; bordered-whole
Evangelion, 20, 43, 67, 165, 216, and, 251; dynamics of, 224; early,
231, 254, 262, 263, 265–66; 225; embracing, 265; lifestyle per-
boundaries/bordered-wholes formance and, 233–37; particular-
and, 248; codes and, 248; end characters of, 228; reliance on,
of, 243, 250–51; individualism 265; testing out, 247
in, 267; personal relationships figurative acting codes, 108, 109,
and, 260–61; profitability of, 213, 219, 224, 226, 227, 231, 233,
257; sekaikei and, 239–43; self- 247, 266, 293, 297; anime-esque,
reflexivity and, 246; selves in, 311; 298–99 (fig.); performance of,
success/failure of, 245–51, 259; 229–30
successors of, 242–43 Flavors of Youth, 284
Exodus!, 95, 97, 104, 108 form: anime, 7, 17, 20, 21–25; clash-
Expelled from Paradise, 20, 40, 155, ing, 318–23; conception of, 21, 24;
157, 172; animation for, 158–59, media and, 36; rigidity of, 5, 6
175 (fig.); stills from, 158 (fig.) Foucault, Michel, 46, 128, 134, 206
exports, 62, 64, 65, 117, 296, 320 frameworks, 39, 51, 86, 145, 286;
expressions, 38, 45, 56, 129, 229; aesthetic, 203; global, 314; insti-
acting codes and, 214–16 (fig.); tutionalized, 61, 64, 83; inter-
anime-esque, 157, 176; bodily, national, 83, 85, 113, 124, 146,
360 Index
200, 291, 302; local, 314; national, globalization, 4, 6, 7, 24, 2526, 28, 31,
124; visual, 55 43, 58, 73, 129, 131, 180, 242, 263,
Free!, 153 264, 265, 273, 276, 277, 278, 280,
freelancers, 91, 96, 131, 322 286, 291, 308, 309, 310, 314, 318;
Full Metal Panic? Fumoffu, 218; stills anime, 20, 51, 270; contemporary,
from, 220–22 (fig.) 27, 33, 275, 303; cultural, 118; dis-
Full Metal Panic! The Second Raid, location(s) of, 304; dynamics of, 27,
153 32, 57; modes of, 270; moments of,
funding, 69, 82, 83, 93, 112, 113, 131 45, 204; postmodern, 26; present-
Fung, Anthony Y. H., 183 day, 27; problematics of, 51, 61;
symbol of, 313; tensions of, 32, 271;
Gainax, 217 transnational flows of, 274
Galbraith, Patrick, 315 Glory, 293, 296–97
G&G Entertainment, 258 God of High School, 84
gender, 96, 348n17; as performative, Goffman, Erving, 45
46–47 Gonzo, 84, 258
genre, 17, 33, 34, 47, 152, 167, 173, Grindon, Leger, 35
278; anime, 35, 296; as language, “Gross National Cool” (McGray), 67
35; magical girl, 173, 263, 264; Guangzhou, 285, 290, 291; comics/
media-form vs., 35; sekaikei, 20, animation in, 83; film on, 284
240; shōnen, 293; subcultural,
262, 267; as sublanguage, 35 .hack series, 300
geoblocking, 64, 319 hairstyles, 13, 157, 161, 165, 297
geography, 4, 23, 120, 146; cultural, Hamano, Satoshi, 320
119, 309; media process, 121, 319; Hana Pro, 11
regional, 120, 320 Hanazawa, Kana, 185
gestures, 56, 176, 208; codified, 203; Hanil Animation, 112
conventional, 91; facial, 213; Hanyoung Animation, 11
vocabularies of, 205 Haoliners, 82, 84, 194, 199, 284, 286
Ghost in the Shell, 127, 257, 335n37 Hartzheim, Bryan Hikari, 89, 97, 99
Ghost in the Shell: SAC 2045, 316 Harvey, David, 44
“Giving an Account of Oneself” Heise, Ursula, 55, 203
(Butler), 252 Heo, Jong, 112
global, 51, 57, 117, 131, 315; anime as, heterotopia, media, 53, 128, 134, 135,
261; local and, 26, 27, 28; standard 136, 143, 146, 146–50, 156, 200,
view of, 62 281, 286
global economy, 43, 263, 322 hierarchies, 94, 145, 146; production,
global inflections, 40, 85, 126, 177, 53, 100, 114, 140, 286; trans
313–16 national, 140–42
globality, 30, 33, 56, 313; anime and, historical moment, 43–45, 47, 274
51–52, 61, 64, 86, 151, 314, 315; history, 106, 192; political, 193;
conception of, 87, 121 transnational, 53, 129, 316
Index 361
79; promotion of, 66, 67, 124; 308, 320; complexity of, 5859; de-
semiotic body of, 229; as technol- centralized, 322; development of,
ogy, 218 122, 124, 148; genre vs., 35; hybrid
manhua, 85, 185 developments of, 146; Japanese,
manhwa, 84–85 196, 282; limits of, 50; national,
Manila: comics/animation in, 83; 52, 7578, 264; performance of,
production in, 146 57, 114, 146, 149, 193, 274, 275,
many-to-one operations, 120, 148, 277, 284, 291, 292, 296, 301, 303,
303, 309; interrelationship/ 305, 307–9, 317; representational/
participation in, 149 narrative readings and, 270;
marketing, 2, 32, 73, 81, 137, 154, 157, specificity, 24; transcultural, 304;
188, 198, 202, 235, 285, 292, 301 transnational, 318
markets, 52, 69; global, 263; national/ media mix, 35, 38, 42, 52, 67, 72, 92,
regional, 62, 82, 83, 84 100, 115, 126, 243; consumption
Marquez, Richie, 137, 141 and, 125; make up of, 94; materi-
Massey, Doreen, 282; global sense of ality and, 101–4; propagating, 39;
place and, 280–81, 283 synergizing, 103
materiality, 37, 45, 281; media mix memes, Chinese/English, 187
and, 101–4; reclaiming, 121–22 Merleau-Ponty, Maurice, 224, 296
materials, 29, 30, 37, 38, 42, 146, 147, method acting, 205, 207, 208, 209,
150, 281 224
Matsunaga Shintarō, 89, 97–98, 194 methodology, 3, 29, 87, 89, 179
McGray, Douglas, 67 METI. See Ministry of Economy,
mecha, 114, 126, 165, 213, 230, 231, Trade and Industry
241; iteration of, 164 (fig.) micro, 51, 57, 309; macro and, 261,
media, 7, 16, 30, 32, 39, 42, 44, 152, 264, 267
155, 156, 159, 202, 271; anime- Mihara, Ryotarō, 62, 66
esque, 25, 83, 321; form and, 36; Mikimito Haruhiko, 12, 170; eyes
global, 20, 21, 85, 114, 263, 264, and, 167–68
285, 308, 321; identity as category mimicry, 183, 195, 196, 199, 284;
of, 51; middle-ness of, 36; otaku, creativity in, 302; hyperbolic, 197
43, 94, 243, 245, 258–59, 262, 263, Minister of Foreign Affairs, 259
264; platforms, 319; subcultural, Ministry of Economy, Trade and
308 Industry (METI), 67, 79, 142
media-form, 25, 33–43, 49, 51, 55, 85, Miraculous: Tales of Ladybug & Cat
120, 121, 127, 138, 140, 150, 152, Noir, 176
155, 159, 160, 162, 200, 201, 271, Mitchell, W. J. T., 36
272, 278, 279, 281, 282, 283, 285, Mitsuo, Iso, 231
287; anime as, 24, 40, 45, 47, 50, Mitsuteru, Takahashi, 129
52, 53, 54, 56, 57, 58, 71, 75–78, 79, Miyazaki Hayao, 72, 87, 154, 170–71,
81, 89, 104–11, 122, 129, 135, 136, 192
148, 178, 184, 189, 196, 205, 280, Mizoguchi Yūzō, 28
Index 365
Netflix, 19, 65, 68, 199, 287, 319; otaku no bungaku, 251
anime and, 63, 64, 82, 83 Other, 29, 224, 252, 253, 302; Self
networks, 24, 29, 79, 88, 144, 145, and, 6, 265
160, 227, 310, 318, 322, 323; Otmazgin, Nissim, 75, 83, 176
centralized, 51, 59, 121, 144, 177, Otome-Road, 315
304, 316; complex, 91; config- Ōtsuka Eiji, 142, 217, 218, 229, 260
uration of, 119–20; decentral- outsourcing, 42, 53, 92, 93, 112, 131,
ized, 51, 54, 58, 59, 173, 176–78, 134, 137, 139, 140, 141, 146, 150,
179, 292; interconnective, 313; 180, 183, 192, 192–93, 311
interpersonal–corporate, 75; “Overseas Expansion of Japanese
point-to-point, 227; production, Anime,” 64
25, 91, 119–20, 129–34, 143, 143 ownership, 68, 121–22, 129, 199, 201,
(fig.), 146, 147, 150, 200, 281, 304, 307; cultural, 300–301, 308, 317;
318; societal, 21; transnational, national, 197, 300, 304
120, 122, 130, 142, 179, 239, 283,
316; visualization of, 312 (fig.) Paberz, Chloé, 136, 193, 194
New Evangelion, 165, 265, 266 Pang, Laikwan, 48, 182, 183, 185,
Niconico Video, 320 202; copying and, 192; IPR regime
9Lives Animation Studio, 137 and, 199, 200
Noblesse, 197 Park, Romi, 345n53
Park, Seong Ho, 132
objects, 29, 48, 147, 235; as actors, Park, Sunghoo, 130
211; animated, 203; anthropo- particular-characters, 228, 229, 236,
morphizing, 211; controlling, 208; 247, 248, 250, 297, 310
external, 235; hybrid, 128; nonhu- particularity, 51, 151, 226, 228
man, 204; shape-shifting, 106 patterns, 150, 193; cultural, 47, 119;
Obuchi Keizō, 244 cycles/clusters of, 35; manga, 193;
O’Connor, John, 180, 182, 183 narrative, 5; pacing, 18, 158; pre-
Ōgon Bat, 130 existing, 224–25; speech, 227
Okada Mari, 96 P.A. Works, 112
One Autumn Leaf, 293, 294 People’s Republic of China (PRC), 12,
one-to-many operations, 53, 120, 69, 82, 131, 132
148–49, 303, 309 performance models, 206, 219, 225,
originality, 160, 180, 184, 302; valo- 227, 228, 235, 257, 301, 302, 311;
rizing, 54, 206 limits of, 237; as suspect, 195–96
Osaka, 144 performances, 45–50; citational,
Oshii Mamoru, 87 162, 177, 226; commonalities in,
otaku, 11, 18, 43, 72, 240, 243, 160–61; dislocations in, 271–74;
245, 251, 258–59, 261, 263, embodied, 205, 206, 207–12, 219,
315; consumption of, 160, 264; 228, 229, 230, 231, 233, 236; felici
subcultures, 74; success for, 259; tous, 155–59, 188; figurative, 56,
transformation of, 258 205, 206, 212–13, 216–19, 223–28,
Index 367
229, 230, 231, 236, 247, 266; game- Princess Iron Fan, 123
play, 58, 296; (in)visible, 136–40; Princess Mononoke, 67, 257
lifestyle, 233–37, 265; mechanics Princess Precure, 72, 196
of, 54, 160; quality/authenticity production, 11–12, 18, 19, 27, 33,
of, 138, 202; repetition of, 162; as 84, 112, 140, 144, 149, 150, 155;
restored behavior, 45; theatrical, actualities of, 100, 120; animation
277, 278, 291; transnational, 134, and, 49, 91, 94, 113, 142, 143, 145,
203; types of, 205, 228; uniformity 148, 160, 183, 197–98; anime, 5,
in, 180; virtuosity of, 295, 300, 304 24, 52, 70, 87–90, 90–94, 108, 117,
performance theory, 47, 48–49, 204, 120–21, 130, 132, 172, 179, 187,
205 194, 198, 199; audiovisual, 119;
performativity, 45–50, 54, 151, 160, authorship/agency in, 87–90; cen-
162, 163, 171, 300; compulsory, tralized, 55; character, 226–27;
182; gender, 46–47; theory, 45, 46, conceptualization of, 142–43;
47, 51, 204 creative, 182, 201; cultural, 120,
personalities, 208, 247, 263; develop- 145, 178, 180, 184, 201, 284, 287,
ing, 223 301, 309, 317; domestic, 183;
perspective: Cartesian one-point, facilitating, 217; geographies of,
171, 172, 272; layers of, 156; 117–22; global, 3, 144; hierarchy
orthogonal, 171; transnational, of, 53, 100, 114, 140, 286; labors
121 of, 122, 135; locale for, 53, 70;
Ping-Pong: The Animation, 72, 155, media mix and, 101; methods/
176, 301 techniques and, 136; mode of,
Pixar, 40, 176 184; multilayered take on, 101;
place, 270, 279; anime out of, 284–87, music, 91; place- focused, 280;
290–91; global sense of, 280–81, popular, 153; prenational, 142;
283; performance of, 286; produc- process of, 96, 99, 105, 110, 114,
ing, 280–84; real-world, 296 145, 147, 197, 281; quantity of, 148;
platforms, 38, 82, 317; creative, regional, 118; regularity of, 184;
319–20; media, 236, 319; stream- style and, 154; subcontracted,
ing, 19; technological, 246 136; system of, 52, 53, 9394;
players, 296, 300; avatars and, 297; transnational, 3, 16, 25, 32, 33, 59,
design of, 297 88, 89, 112, 113, 114, 117, 118, 119,
“Playing the Global Game,” 77–78 122, 129–34, 142–46, 149, 151,
point-to-point operations, 23, 55, 56, 177, 179, 180, 194, 199, 202, 281,
177, 227, 303, 304; decentralized, 286, 293, 316, 317, 320, 321, 322
149 production assistants, 52, 97, 101
Pokémon, 67, 72, 213, 257 production committees, 84, 92, 93,
Polygon Pictures, 82, 342n16 100, 101
pornography, 79, 81 projectiles, 171; divergent/convergent
postmodernism, 26, 264 movements of, 174–75 (fig.)
PRC. See People’s Republic of China promotions, 66, 67, 78, 124, 285, 286
368 Index
storyboards, 90, 97–98, 105, 112, 134; Tamako Market, 282, 283
executing, 98–99 TAP. See Toei Animation Philippines
streaming services, 51, 66, 68, 199, Tatsunoko Productions, 7, 11
334n9 Taylor, Frederick, 208
Studio Blue, 144, 283 Taylorism, 208–9
Studio Deen, 194 techniques, 120, 127, 136; animation,
Studio Ghibli, 1, 72, 153, 170, 232, 269; 152, 157, 170
animation by, 231; style of, 154 technology, 7, 16, 29, 30, 36, 42,
Studio Nue, 7, 11, 12, 131, 132 44, 53, 127, 218, 274, 307, 321;
Studio Rockets, 130 animation, 13, 34–35, 155;
studios, 91, 93, 99, 100, 133, 134, 137, communication-/transportation-
167, 194, 216, 290, 323; alternative, oriented, 273; digital, 26; military,
336n49; central, 92; fictional, 94; 262; transformation in, 315
multiple, 115 Teen Titans, 176
Studio Suu, 112 Tencent, 64, 82, 83, 194, 292; esports
style, 16, 24, 33, 70, 71; branded, 154; anime by, 301
character, 165, 167; mixed, 156; tensions, 45, 145, 182, 248, 278;
production and, 154; visual, 152, an-ontological, 279; internal–
154, 155 external, 74; local–global, 52, 56,
subcontracting, 91, 96, 136, 146, 57, 67, 69, 259, 260–64, 314, 316;
258; foreign, 131; multiple, 115; micro–macro, 260–64
reliance on, 131; transnational, Tetsuwan Atomu (Tezuka), 1, 63, 92,
95, 113 122, 167, 192; media mix of, 125;
Sudo Tadashi, 69, 83, 199, 345n44 motion-stillness and, 125
Sūpā Sentai, 126 Tezuka Osamu, 63, 92, 123, 124–25
Super Dimension Fortress (SDF–1), Tezuka Productions, 130
8, 9, 13 theatricality, 76, 274–77, 280, 281,
Super Dimension Fortress Macross, 291, 303; notions of, 276, 277, 279;
The, 7, 9; stills from, 14 (fig.), 15 tensions of, 278
(fig.), 169 (fig.) Third Girls Aerial Squad, The, 95,
Super Dimensional Fortress Macross 99, 100
II: Lovers Again, 8 Thunderbirds, 126
Suppression of the Tengu, The, 123 time, space and, 273, 274, 275–76,
Surprise, 284 279–80
Tin House, 132
Tachinaka Junpei, 231 Toei Animation Philippines (TAP),
Tadiar, Neverti X. M., 322 12, 112, 130, 132, 144, 194, 336n49
TAF. See Tokyo International Anime Tokyo, 58, 66, 89, 121, 130, 141, 179,
Fair 199, 282, 319, 321, 323; as media
Taipei, 130; comics/animation in, 83 capital, 316; production in, 144,
Takeuchi Yoshimi, 28, 284, 285 145, 146, 149, 281, 317, 318
Index 371