Anime Studies: Media-Specific Approaches to Neon Genesis Evangelion aims at advancing the study of anime, understood as largely TV-based genre fiction rendered in cel, or cel-look, animation with a strong affinity to participatory cultures and media convergence. Making the landmark series Neon Genesis Evangelion (Shin Seiki Evangerion, 1995–96) its central case and nodal point, this volume foregrounds anime as a media with clearly recognizable aesthetic properties, (sub)cultural affordances and situated discourses.
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Based on fieldwork in Tokyo, this book explores how and to what effect lines are drawn by producers, players and critics of adult computer games. Focusing on interactions with manga/anime-style characters, these games often feature explicit sex acts. Noting that the characters can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit such content as child abuse material. While Japanese politicians continue to debate a similar course, adult computer game producers, players and critics are drawing their own lines between fiction and reality and orienting themselves toward the drawn lines of manga/anime-style characters. The book argues for understanding this everyday practice as an ethics of affective response to fictional characters. Occurring individually and socially in both private and public spaces, this response not only discourages harming human beings, but also supports life in more-than-human worlds.
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