Item Details

The Anime Ecology: A Genealogy of Television, Animation, and Game Media

Thomas Lamarre
Format
Book
Published
Minneapolis : University of Minnesota Press, [2018]
Language
English
ISBN
9781517904500, 1517904501, 9781517904494, 1517904498
Summary
"With the release of author Thomas Lamarre's field-defining study The Anime Machine, critics established Lamarre as a leading voice in the field of Japanese animation. He now returns with The Anime Ecology, broadening his insights to give a complete account of anime's relationship to television while placing it in important historical and global frameworks. Lamarre takes advantage of the overlaps between television, anime, and new media--from console games and video to iOS games and streaming--to show how animation helps us think through television in the contemporary moment. He offers remarkable close readings of individual anime while demonstrating how infrastructures and platforms have transformed anime into emergent media (such as social media and transmedia) and launched it worldwide. Thoughtful, thorough illustrations plus exhaustive research and an impressive scope make The anime ecology at once an essential reference book, a valuable resource for scholars, and a foundational textbook for students"--
Contents
  • Introduction: Television Animation and Infrastructure Ecology
  • Part I. The Screen-Brain Apparatus
  • 1. Population Seizure
  • 2. Neurosciences and Television
  • 3. This Stuff Called Blink
  • 4. A Thousand Tiny Blackouts
  • Part II. A Little Social Media History of Television
  • 5. Media Genealogy and Transmedia Ecology
  • 6. A Little History of Japanese Television
  • 7. Television and New Media
  • 8. Sociality or Something Like It
  • 9. Platformativity and Ontopower
  • Part III. Infrastructure Complexes
  • 10. The Family Broadcast Complex
  • 11. The Home Theater Complex
  • 12. The Game Play Complex
  • 13. The Portable Interface Complex
  • Conclusion: Signaletic Animism
  • Notes
  • Bibliography.
Description
415 pages : illustrations ; 26 cm
Notes
Includes bibliographical references (pages 363-398) and index.
Technical Details
  • Access in Virgo Classic

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    a| Introduction: Television Animation and Infrastructure Ecology -- Part I. The Screen-Brain Apparatus -- 1. Population Seizure -- 2. Neurosciences and Television -- 3. This Stuff Called Blink -- 4. A Thousand Tiny Blackouts -- Part II. A Little Social Media History of Television -- 5. Media Genealogy and Transmedia Ecology -- 6. A Little History of Japanese Television -- 7. Television and New Media -- 8. Sociality or Something Like It -- 9. Platformativity and Ontopower -- Part III. Infrastructure Complexes -- 10. The Family Broadcast Complex -- 11. The Home Theater Complex -- 12. The Game Play Complex -- 13. The Portable Interface Complex -- Conclusion: Signaletic Animism -- Notes -- Bibliography.
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    a| "With the release of author Thomas Lamarre's field-defining study The Anime Machine, critics established Lamarre as a leading voice in the field of Japanese animation. He now returns with The Anime Ecology, broadening his insights to give a complete account of anime's relationship to television while placing it in important historical and global frameworks. Lamarre takes advantage of the overlaps between television, anime, and new media--from console games and video to iOS games and streaming--to show how animation helps us think through television in the contemporary moment. He offers remarkable close readings of individual anime while demonstrating how infrastructures and platforms have transformed anime into emergent media (such as social media and transmedia) and launched it worldwide. Thoughtful, thorough illustrations plus exhaustive research and an impressive scope make The anime ecology at once an essential reference book, a valuable resource for scholars, and a foundational textbook for students"-- c| Provided by publisher.
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    a| Animated films z| Japan x| History and criticism.
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    a| Television programs x| Social aspects.
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    a| Video games x| Social aspects.
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    a| Cultural industries x| Social aspects.
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