Everything about Anime totally explained
( in
Japanese, but typically or /ˈænɪmə/ in
English) is an abbreviation of the English word "
animation", originating in
Japan through the roots of
manga. Although the term is used in Japan to refer to animation in general, in English usage the term most popularly refers to material originating from Japan, a subset of animation.
Anime is traditionally hand drawn, but
computer assisted techniques have become quite common in recent years. It is used in
television series,
films,
video,
video games, and
internet-based releases, and represents all
genres of
fiction.
History
The history of anime begins at the start of the 20th century, when Japanese
filmmakers experimented with the
animation techniques that were being explored in France, Germany, the United States, and Russia. The oldest known anime in existence was screened in 1917; it was a two minute clip of a samurai trying to test a new sword on his target, only to suffer defeat.
By the 1930s, animation became an alternative format of storytelling compared to the underdeveloped live-action industry in Japan. Unlike America, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that don't naturally involve Japan. Animation allowed artists to create any characters and settings.
The success of
Disney's 1937 feature film
Snow White and the Seven Dwarfs influenced Japanese animators.
Osamu Tezuka adapted and simplified many Disney animation techniques to reduce the costs and number of frames in the production. This was intended to be a temporary measure to allow him to produce material on a tight schedule with an inexperienced animation staff.
During the 1970s, there was a surge of growth in the popularity of
manga—which were often later animated—especially those of
Osamu Tezuka, who has been called a "legend" and the "god of manga". His work and that of other pioneers in the field, inspired characteristics and genres that are fundamental elements of anime today. The giant
robot genre (known as "
Mecha" outside
Japan), for instance, took shape under Tezuka, developed into the
Super Robot genre under
Go Nagai and others, and was revolutionized at the end of the decade by
Yoshiyuki Tomino who developed the
Real Robot genre. Robot anime like the
Gundam and
Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the
mainstream in Japan (although less than
manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more in the 2000s.
Terminology
In
Japanese, the English term animation is written in
katakana as アニメーション (
animēshon, ). The shortened term, anime (アニメ), emerged in the 1970s. Both the original and abbreviated forms are valid and interchangeable in Japanese, but the shorter form is more commonly used.
The pronunciation of
anime in Japanese, [ɑnime], differs significantly from the
Standard English which have different vowels and
stress. (In Japanese each
mora carries equal stress.) As with a few other Japanese words such as
saké, Pokémon, and
Kobo Abé, anime is sometimes spelled
animé in English (as in French), with an
acute accent over the final
e, to cue the reader that the letter is pronounced, not silent as would be expected in English. However, this accent doesn't appear in any commonly used system of
romanized Japanese and isn't in frequent enough use to be recognised by the Oxford English Dictionary.
Word usage
In Japan, the term doesn't specify an animation's nation of origin or style; instead, it's used as a
blanket term to refer to all forms of animation from around the world. In English, dictionary sources define
anime as "a Japanese style of motion-picture animation" or "a style of animation developed in Japan". Non-Japanese works that borrow stylization from anime is commonly referred to as "
anime-influenced animation" but it isn't unusual for a viewer who doesn't know the country of origin of such material to refer to it as simply "anime". Some works are co-productions with non-Japanese companies, such as the
Cartoon Network and
Production I.G series
IGPX or
Ōban Star-Racers, which may or may not be considered anime by different viewers.
In English,
anime can be used as a common
noun ("Do you watch anime?") or as a
suppletive adjective ("The anime is different from the movie
Guyver"). It may also be used as a
mass noun, as in "How much anime have you collected?" and therefore isn't pluralized as
animes.
Synonyms
Anime is occasionally referred to as
Japanimation, but this term has fallen into disuse.
Japanimation saw the most usage during the 1970s and 1980s, but was supplanted by
anime in the mid-1990s as the material became more widely known in English-speaking countries. In general, the term now only appears in nostalgic contexts. As a visual medium, it naturally places a large emphasis towards visual styles. The styles can vary from artist to artist or by studio to studio. Some titles make extensive use of common stylization:
FLCL, for example, is known for its wild, exaggerated stylization. In contrast, titles such as
Only Yesterday or
Jin-Roh take much more realistic approaches, featuring few stylistic exaggerations.
While different titles and different artists have their own artistic styles, many stylistic elements have become so common such that they're described as being definitive of anime in general. However, this doesn't mean that all modern anime share one strict, common art style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings are "exaggerated physical features such as large eyes, big hair and elongated limbs... and dramatically shaped speech bubbles, speed lines and onomatopoeic, exclamatory typography."
Another stylistic element is that of the use of lines. In anime the lines are often influenced more from a stylistic look from brush work, rather than that of the calligrapher's pen.
Variations to proportion can be modded.
Super deformed characters feature a non-proportionally small body compared to the head. Sometimes specific body parts, like legs, are shortened or elongated for added emphasis. Mostly super deformed characters are two to four heads tall. Some anime works like
Crayon Shin-chan completely disregard these proportions. It is enough such that it resembles a Western cartoon. For exaggeration, certain body features are increased in proportion. Tezuka found that large eyes style allowed his characters to show emotions distinctly. When Tezuka began drawing
Ribbon no Kishi, the first manga specifically targeted at young girls, Tezuka further exaggerated the size of the characters' eyes. Indeed, through
Ribbon no Kishi, Tezuka set a stylistic template that later
shōjo artists tended to follow.
Coloring is added to give eyes, particularly the cornea, and some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. Cultural anthropologist
Matt Thorn argues that Japanese animators and audiences don't perceive such stylized eyes as inherently more or less foreign.
However, not all anime have large eyes. For example
Hayao Miyazaki is known for not having large eyes and having realistic hair colors on his characters. In addition many other productions also have been known to use smaller eyes. This design tends to have more resemblance to traditional Japanese art. Some characters have even smaller eyes, where simple black dots are used.
A wide variety of facial expressions are used by characters to denote moods and thoughts. Anime uses a different set of facial expressions in comparison to western animation.
Other stylistic elements are common as well; often in comedic anime, characters that are shocked or surprised will perform a "
face fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stressmark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike someone with it, leading to the concept of
Hammerspace and
cartoon physics. Male characters will develop a
bloody nose around their female love interests (typically to indicate arousal, based on an old wives' tale). Embarrassed characters either produce a massive
sweat-drop (which has become one of the most widely recognized stereotype motifs of anime) or produce a visibly red blush beneath the eyes, especially as a manifestation of repressed romantic feelings. While common, the use of face faults is optional. Some anime, usually with political plots and other more serious subject matters, have abandoned the use of face faults such as
Gundam Wing and
Teknoman.
Animation technique
The basics of anime are based on
traditional animation. Like all animation, the production processes of
storyboarding,
voice acting, character design, cel production, etc. still apply. With improvements in computer technology,
computer animation increased the efficiency of the whole production process.
Anime is often considered a form of
limited animation. That means that stylistically, even in bigger productions the conventions of limited animation are used to fool the eye into thinking there's more movement than there is.
Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show
perspective. Directors can also choose camera effects within
cinematography, such as panning, zooming, facial closeup, and panoramic.
Genres
Anime has many genres typically found in any mass media form. Such genres include
action,
adventure, children's stories,
comedy,
drama,
erotica (more specifically
ecchi or
hentai), medieval
fantasy,
occult/
horror,
romance, and
science fiction. Most anime includes content from several different genres, as well as a variety of thematic elements. Thus, some series may be categorized under multiple genres. For example,
Neon Genesis Evangelion might be considered to fall into the genres of post-apocalyptic, science fiction, mecha, and drama.
The following is a list of the major genres and designations that are specific to anime and manga.
Demographic
Demographic describes the intended target audience.
Shōjo is Japanese for "young lady" or "little girl". These are generally targeted at girls. Examples: Fruits Basket or Mermaid Melody Pichi Pichi Pitch.
Shōnen is Japanese for "young boy". Examples: Dragon Ball Z or Digimon .
Seinen is Japanese for "young man" and normally includes teenage or young male adults. Examples: Oh My Goddess! or Cowboy Bebop
Josei is Japanese for "young woman". Examples: Gokusen or Honey and Clover.
Kodomo is Japanese for "child". All children's series fall into this category. Examples: Hello Kitty or Hamtaro.
Thematic
Bishōjo is Japanese for "beautiful girl", and a blanket term that features pretty girl characters. Sometimes conflated with Moè. Examples: Magic Knight Rayearth or .
Bishōnen is Japanese for "beautiful boy", and a blanket term that can be used to describe any anime that features "pretty" and elegant boys and men. Examples: Fushigi Yūgi or The Wallflower.
Sentai is literally a "fighting team" in Japanese. It refers to any show that involves a superhero team. Examples: Cyborg 009 or Voltron.
Robot/Mecha features real robots or super robots. Examples: Mobile Suit Gundam or Mazinger Z respectively.
Post-Apocalyptic simply deals with a post-apocalyptic world. Examples: Fist of the North Star or Nausicaä of the Valley of the Wind.
Mahō shōjo is a subgenre of shōjo known for "Magical Girl" stories. Examples: Sailor Moon or Cardcaptor Sakura.
Mahō shōnen is a male equivalent of Mahō Shōjo. Examples: D.N.Angel or Fullmetal Alchemist
Moé features characters with perky, cute, weak, or naïve behaviors. In some way, they're not overly independent. Examples: A Little Snow Fairy Sugar.
Expertise specializes with a specific topic in depth. Topics range from sports, the arts, and cooking. Examples: Eyeshield 21 with football, or Yakitate!! Japan with bread-making.
Lolicon ("Lolita Complex") is the sexualization of under-aged female characters, the name coming from the titular character of Vladimir Nabokov's Lolita. Example: Kodomo no Jikan
Shotacon ("Shōtarō Complex") is the sexualization of under-aged male characters, the name coming from the lead child actor from Tetsujin-nijūhachi-gō. Example: Papa to Kiss in the Dark
Harem is a genre which focuses on a male character surrounded by the romance of multiple female characters. Typically, the male cohabits with at least one female. It is usually marketed as a Shōnen or Seinen. Examples: Ranma ½ or Love Hina.
Reverse Harem reverses the gender balance in harem, where a female character is romantically involved with many male characters. It is more often than not a Shōjo or Josei Anime. Examples: Ouran High School Host Club or Fruits Basket.
Magical girlfriend is more accurately termed Exotic Girlfriend. This genre focuses on the romantic relationship (and cohabitation) between a man and at least one woman of extraordinary origins such as alien (Tenchi Muyo!, Urusei Yatsura), supernatural (Oh My Goddess!), or technological (Chobits). Often considered a subgenre of Harem.
Ecchi is Japanese for "indecent sexuality", derived from the Japanese pronunciation of the letter "H", (the origin of the term isn't well known, even in Japan. See main article for more information.) Sexual humor and fan service are prevalent. Examples: Oruchuban Ebichu or He Is My Master.
Hentai is Japanese for "abnormal" or "perverted". This term is synonymous to pornography or erotica, as hentai content specifically consists of such. Examples: La Blue Girl or Bible Black.
Shōjo-ai or Yuri is Japanese for "girl-love". These focus on love and romance between female characters. It is often being replaced by the term "Girls Love" (GL). Yuri is like Shōjo-ai, but sometimes involves older characters or explicit sexual activity. Examples: Revolutionary Girl Utena or Kannazuki no Miko.
Shōnen-ai is Japanese for 'boy-love'. These focus on love and romance between male characters. The term "Shōnen-ai" is being phased out in Japan due to its other meaning of pederasty, and is being replaced by the term "Boys Love" (BL). Examples: Loveless or Gravitation
Yaoi is like "Shōnen-ai" but often involving older characters and explicit sexual activity. Examples: Sensitive Pornograph
Distribution
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization". Anime has also been a commercial success in Asia, Europe and Latin America, where anime has become even more mainstream than in the United States. For example, the Saint Seiya video game was released in Europe due to the popularity of the show even years after the series has been off-air.
Anime distribution companies handled the licensing and distribution of anime beyond Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions.
Some editing of cultural references may occur to better follow the references of the non-Japanese culture. Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past (for example Robotech), but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. The use of such methods is evident by the success of Naruto and Cartoon Network's Adult Swim programming block, both of which employ minor edits.
With the advent of DVD, it was possible to include multiple language tracks into a simple product. This wasn't the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut," with all scenes intact.
TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, Cable TV channels such as Cartoon Network, Disney, Sci-Fi, and others dedicate some of their time slots for anime. Then the Anime Network specifically shows anime. Sony based Animax and Disney's Jetix channel broadcast anime within many countries in the world. Anime Central solely broadcast's Anime in the UK.
Although it's a violation of copyright laws in many countries, some fans add subtitles to anime on their own. These are distributed as fansubs. The ethical implications of producing, distributing, or watching fansubs are topics of much controversy even when fansub groups don't profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community. In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.
The Internet had played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime has had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did for anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom. As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.
Influence on Western culture
Anime has become commercially profitable in western countries as early commercially successful western adaptations of anime, such as Astro Boy, have revealed. The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity. Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Profiency test was devised to meet increasing demand. Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime. Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of . Often, production crews either are fans of anime or are required to view anime. Some creators cite anime as a source of inspiration with their own series. Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker. Critics and the general anime fanbase don't consider them as anime.
Some American animated television series have singled out anime styling with satirical intent, for example South Park (with "Chinpokomon" and "Good Times With Weapons"). South Park has a notable drawing style, which was itself parodied in "Brittle Bullet", the fifth episode of the anime FLCL, released several months after "Chinpokomon" aired. This intent on satirizing anime is the springboard for the basic premise of Kappa Mikey, a Nicktoons Network original cartoon. Even cliches normally found in anime are parodied in Perfect Hair Forever. Also, in the episode "The Son Also Draws" of Family Guy parodies anime with an appearance by Speed Racer and his trainer. The two speak in poorly-dubbed English, with every phrase punctuated by a "Ha-HA!". Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Anime Expo, Animethon, Otakon, and JACON. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe. Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a was to publicly exhibit anime as well as broadening Japanese cultural understanding.
Further Information
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