Professional Documents
Culture Documents
Marc Steinberg
Contents
Introduction: Rethinking Convergence in Japan vii
Acknowledgments 205
Notes 209
Bibliography 261
Index 287
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Introduction
Rethinking Convergence in Japan
Convergence. As Henry Jenkins points out, the term first got its life within
industry discourse, media studies, and popular culture as a designation
for the promised convergence of all media into one black box. At some
point in the 2000s, the term shifted from designating the fated collapse of
distinction between hardware platforms—the idea that television, video
games, telephones, and computers would all merge into one technologi-
cal form—to a divergent proliferation of content across multiple media
forms.1 Otherwise known as transmedia or cross-media seriality, or by
the North American media industry terms repurposing or media synergy,
the term convergence now refers to the ways in which particular texts
are made to proliferate across media forms, from television to novel to
comic to video game to toy.2 Henry Jenkins played no small part in the
semantic shift of the term in articles dating from the early 2000s and
in his seminal 2006 book Convergence Culture, where he defines the
phenomenon as “the flow of content across multiple media platforms,
the cooperation between multiple media industries, and the migratory
behavior of media audiences who will go almost anywhere in search of
the kinds of entertainment experiences they want.”3
When a phenomenon finds a name, there is a tendency to associate
the beginnings of the phenomenon with the rise of the term itself. This
is no less true of the term convergence. Whether the teleological drive
of hardware toward a single black box or the phenomenon of transme-
dia movement of texts across media platforms, the term convergence
came to be equated with the rise of digital media and its associate
culture.4 For many, convergence is digital media. The phenomenon
· vii
is likewise equated with—and often limited to—developments in the
North American media sphere.
The focus on Hollywood and North American media and the overem-
phasis on the digital are not total, however. Jenkins himself acknowledges
the importance of Japan in a key chapter of Convergence Culture—and
the role of the Japanese model of convergence in the development of
The Matrix films, comic books, video games, and so on. In fact, he isn’t
the only writer to grasp the importance of transmedia seriality in the
Japanese context; Anne Allison, Mizuko Ito, and Thomas Lamarre have
done important work on this Japanese model of convergence.5
As these writers point out, Japanese media convergence has its own
name: the media mix. A popular, widely used term for the cross-media
serialization and circulation of entertainment franchises, the word
gained its current meaning in the late 1980s. Much as the English term
convergence has its history and its digital myopia, the term media mix
has its own history and its own form of myopia: a tendency to imagine
that the phenomenon emerged at the same time as the term, or soon
after it, having its peak in the 1990s and 2000s. Anime’s Media Mix of-
fers a different point of view: it presents the longer history of the media
mix and suggests that it cannot be thought of apart from the media
phenomenon that garnered Japan fame and acclaim in recent decades:
anime. The emergence of Japanese television animation, or anime, in the
1960s as a system of interconnected media and commodity forms was,
I will argue, a major turning point and inspiration for the development
of what would later be called the media mix. As such, this particular
history of the media mix sheds some light on the very analog beginnings
of transmedia movement as well as on the material and immaterial
entity of the character that supports it. It also sheds light on the global
travel of anime and its associated media forms—manga, video games,
figurines, cards, and increasingly, novels and live-action films.
viii · Introduction
the Japanese style of drawn, cel-style television animation that is at the
core of an inherently transmedia formation. The emergence of anime
with Tetsuwan Atomu (Astro Boy; 1963–66), the first made-in-Japan,
thirty-minute, weekly television animation show, which went on air on
January 1, 1963, proved a tipping point in the development of transmedia
relations in postwar Japanese visual culture.7 It also saw the installation
of character merchandising and the dissemination of the character
image into the lives of Japanese children and, eventually, citizens of all
ages.8 Character merchandising is the bread and butter of what I will
refer to as the anime system, and media interconnectivity is one of its
principal features.9
Tetsuwan Atomu’s 1963 broadcast marked, Kusakawa Shō argues, a
“turning point in postwar Japanese culture” that saw a shift in the relation
between commodities and advertisement: “Whereas traditionally the
method of selling a product was to advertise and sell a product based
on its content, after Tetsuwan Atomu companies would advertise and
sell products by overlapping the commodity image with a character
image.” Offering a new way of advertising, a new way of selling prod-
ucts, and a new way of organizing media relations, Tetsuwan Atomu,
Kusakawa concludes, “is a symbol of the large-scale conversion of the
postwar Japanese economy” from an economy based on the secondary
sector of manufacture, to one based on the tertiary or service sector.10
Yet even as it seems to emerge fully formed in 1963, the anime me-
dia mix has a particular material history that is inseparable from the
sticker-distributing activities of its sponsor, chocolate maker Meiji Seika,
and from toy makers’ use of the character image. It is also inseparable
from the film and book industries’ later adoption of anime’s transmedia
movement. The social and economic ramifications of this institutional
history and the materiality on which transmedia communication relies
are two of the theoretical focuses of this book.
In developing a better understanding of anime and the Japanese
media mix in general, this book also aims to contribute to a deeper
understanding of media convergence. The problem of the historical
emergence of the media mix does not merely occupy the concerns of
scholars, students, and enthusiasts of Japan and the Japanese media
sphere but also takes center stage in attempts to understand media
formations local, global, and everything in between. In part, this is
because of the increasing centrality of Japanese anime and media
Introduction · ix
mix practice to global visual culture. And in part, this is because the
sophistication of the Japanese media mix provides a model of media
convergence in other geographical locales, from Hollywood to Hong
Kong. As such, it also presents itself as a site from which to develop a
more complex, nuanced, and comprehensive analysis of transmedia
movement. A historical account of the rise of the media mix in Japan
thus allows us to make theoretical points about the nature and logic of
media convergence more generally.
As Kusakawa’s remarks suggest, the emergence of the media mix and
the rise of media convergence across the globe coincide with (and are
generative of) transformations in capitalism and the media sphere that
have occurred over the last half century. The analysis of the character
and the media mix developed here will complement the important
work developed around the study of brands by Celia Lury and Adam
Arvidsson, while contributing to the fields of film and media studies
more broadly.11 If the anime media mix begins as a local development,
it nonetheless has significant overlaps with global transformations of
capitalism in its post-Fordist manifestation. Hence this book will situ-
ate the media ecology developed by anime at the intersection of local
innovations in visual culture, national media transformations, and
transnational developments within late capitalist consumer culture.
Here it is important to pause and reflect on the term media as it
will be used in this book. One literal sense of the term designates the
constitutive plurality of media forms. Media develop relations with other
media forms as well as other things, and it is these relations that must
be subjected to analysis. While not unique to anime, anime develops a
particularly powerful form of media relationality. Hence anime in par-
ticular and the media mix more generally require a concept of “media”
as a system of interconnecting forms—as an ecology. Borrowed from
the work of Matthew Fuller, who builds on that of Félix Guattari, the
term media ecology is meant to signal the necessity of treating media
in the plural.12 The term acknowledges the dynamic interplay of media
and things, which are changing and interdependent and interact much
like an ecosystem. This ecological conception of media informs my un-
derstanding of the anime system, which inherently works across media
and things, forming relatively stable connections while remaining open
to new connections, new objects, and new media.
The second sense of the term media is, of course, best stated by revert-
x · Introduction
ing to the singular form, the medium, by which we can understand the
particular historical, stylistic, and material determinations of relatively
stable forms such as the cinema, animation, the toy, or the sticker. Here
the focus shifts from medial interconnections to the specificity of the
medium in question (its materiality, the conventions associated with
it, etc.). Both perspectives are key, I will suggest, to an understanding
of the functions and effects of the anime media mix, which thrives as
much on the material differences between mediums as on the character
resemblances across media.
Finally, a third variation of note here is the term environment and
my frequent use of the term media environment. This latter term should
be understood to designate both the media ecology as a system of
media and its lived experience by human subjects. This approximates
what systems theory would call the subject’s world, insofar as it is influ-
enced by media formations like the anime system. For terminological
clarity, I reserve the term world for the narrative or character worlds
of a particular media mix—a translation of the Japanese term sekai,
which informs both the practice and theory of the anime system. As
we will see in later sections of this book, the concept of the world is
key to both anime and contemporary capitalism. The rise of the me-
dia mix coincides with the expansion of the media environment into
the lifeworlds of human subjects such that it has become increasingly
inseparable from all aspects of contemporary life. Media worlds—or
media mix worlds—define lived experience. The study of the anime
system I offer here presents one genealogy of this permeation of me-
dia in everyday life, charting the process by which the anime media
ecology expanded to become the very environment of life under late
capitalism.
This is another way of suggesting that what began as a predomi-
nantly anime-based transmedia system has developed into a wider
media phenomenon. Ultimately, we must understand the media mix
to be part of a wider shift in media consumption patterns that saw in-
creased emphasis placed on the consumption of images, media texts,
and their associated things and an increased speed and penetration of
the consumption processes. The rise of the media mix is thus intimately
bound up with social, economic, and cultural transformations that many
writers have associated with the term postmodernism or post-Fordism.13
These changes were facilitated by the rise of the animated character as
Introduction · xi
a central element of media forms, advertising and consumption that
began in Japan of the 1960s. The emergence of the anime media mix
and its associated practice of character merchandising has local, micro-
level determinations (stylistic, cultural, and economic reasons for the
rise of anime and its dependence on character merchandising), but it
is also synchronous with, inflected by, and indeed formative of global
transformations associated with the term post-Fordism (the increasing
prominence of media in everyday lives, the rise of worlds as a funda-
mental aspect of consumption, and media convergence as a guiding
logic of contemporary capitalist accumulation).
xii · Introduction
model and its reliance on the strategy of character merchandising:
the selling of rights to produce character goods based on proprietary
characters, thereby gaining income in the form of royalties.14 Disney
was also inspirational insofar as it produced one of the first TV shows
based around animation and geared toward character merchandising.15
Yet the emergence of the anime system is also a development that is
informed by a unique set of historical and material circumstances that
cannot be reduced to a model of influence. Anime did not, as we will
see, merely re-create Disney in Japan. Nor can it be thought of merely
as a continuation of prewar and postwar Japanese theatrical animation
and the circulation of characters that had been present since the 1930s.
Though all these historical antecedents were certainly important,
anime as a particular form of animation organized around media con-
nectivity is, by the same token, a unique development that must be
analyzed on its own terms. As such, this book situates the 1963 emer-
gence of the media mix as a moment of discontinuity within a longer
history of representational and commercial practices in Japan. This
emergence of anime marks a tipping point in postwar Japanese visual
culture, a break of sorts with the forms of animation and media systems
that came before it, and an event that made an indelible mark on the
Japanese media ecology henceforth. This book takes the position that
the current form of the media mix can and should be analyzed from the
vantage point of the development of the anime system. Critical categories
developed in the decades since 1963 are mobilized to explain elements
incipient in early anime; conversely, elements from the anime system
of the 1960s are invoked to explain current media mixes. As such, this
book emphasizes the continuities between the 1960s and the present
state of the anime media mix, glossing over some of the differences that
critics such as Azuma Hiroki read as historical rupture: the transition
from narrative consumption to nonnarrative database consumption,
the breaks between generations of anime and its fans, and so on.16 That
said, I do take pains to note transformations in the mode and style of
media mixes developed by successive regimes of media mix practitio-
ners, particularly within the Kadokawa lineage.
Given the importance of anime for the development of the media
mix, it is imperative to begin with an understanding of the specificity
of anime; it is here that we also find the basis for its ease in developing
transmedia connections. Connections between media forms will not
Introduction · xiii
be assumed to exist; on the contrary, we will assume that connections
must be constructed. This will be the concern of the first three chapters:
what were the conditions for anime’s successful serialization across
media forms?
Here the consideration of the immobile quality of the anime image
is key. The first three chapters concern themselves with the stillness of
the image and the commercial crossovers and divergences this anime
image allowed. What I call the dynamically immobile image was one of
the generative elements of this merchandising system. We must therefore
first explain how this dynamically immobile image came into being by
tracing the importance of movement (and the generation of the sense
of movement) within the still image media of manga (comics) and
kamishibai (storyboard theater) during the immediate postwar period
and how this emphasis on stillness in turn influenced the particular
kind of moving image that television animation, or anime, developed.
This is the principal concern of chapter 1.
Chapter 2 addresses how the stillness of the image allowed it to open
out to other media forms, focusing primarily on confectionery Meiji
Seika’s use of an Atomu sticker in its wildly successful Marble Chocolates
campaign. With the Meiji campaign, we witness the gravitational pull
of the character in its dynamically immobile form: previously hetero-
geneous media forms—and here I consider the chocolate premium
or freebie (omake), in particular—converge around the image of the
character. We equally witness the proliferation of these media forms,
finding the character on an ever more varied array of merchandise. The
sticker giveaway was particularly important in this regard. Indeed, the
mobility of the sticker constituted the model for all subsequent forms of
character merchandising and is thus of central importance for securing
the character its foothold in a plethora of industries and media forms.
The success of the Meiji–Atomu sticker campaign enshrined the then-
emergent practice of character merchandising in the commercial and
affective canon of postwar Japan. If characters now seem ubiquitous in
contemporary Japan, it is largely due to this infamous sticker campaign.
Chapter 3 shifts to a closer engagement with the specificity of trans-
media communication. Recent writings on convergence have tended to
emphasize the constitutive role of users in the creation of transmedia
franchises. In what might be regarded as a natural swing away from the
technological determination of earlier convergence theories, Jenkins has
xiv · Introduction
written that “convergence does not occur through media appliances,
however sophisticated they may become. Convergence occurs within
the brains of individual consumers and through their social interactions
with others.”17 Though Jenkins’s emphasis on the productivity of the
consumer or fan in the construction of media connections is impor-
tant—and follows from the author’s promotion of an active conception
of the spectator—this emphasis on the user tends to obscure the work of
media systems in constructing these connections. What I argue in this
chapter is, to the contrary, that media interconnectivity or convergence
does not always depend first and foremost on users. Jenkins’s schema of
a world in which there are merely media appliances and users’ brains
fails to capture the essential role played by technologies of “thing com-
munication” (mono komi) that are not merely hardware nor merely the
products of users’ creative imaginations: the media connectivity proper
to the character and the materiality of media-commodities that support
this connectivity. To grasp the specificity of character merchandising
and the media mix system, and to account for why and how subjects
consume media and things within the anime system, we must pay at-
tention to the way media and things themselves construct connections.
The formation of relations across media and things also challenges
our commonsense understanding of commodities and how they operate.
Indeed, transmedia communication fosters a new form of commod-
ity: the media-commodity. Chapter 3 analyzes media-commodities and
character communication through the historical evolution of the mass
media character toy and the particular forms of communication between
character instances that it invokes. The connections formed between
anime media and other commodity forms convert both into media-
commodities. Anime did not invent media-commodities, but it did cause
their proliferation and their institutionalization as the representative
commodity form of late capitalism. Moreover, the media-commodity
and its communication within the anime system depend as much on
the difference or divergence between character instances—toys, stick-
ers, anime, manga—as on the resemblance the character form invokes.
Chapters 4 and 5 chart the expansion of the initially anime-centric
media mix system into other realms in more recent years. Though it is
impossible to account for all the changes the media mix has undergone,
these two chapters aim to give a sense of where the term itself came from
and where it has gone in the years since anime’s emergence. Chapter 4
Introduction · xv
examines the conventional historical association of the media mix with
the activities of a particular publishing house, Kadokawa Books. I sug-
gest that Kadokawa’s entrance into film production in the mid-1970s
was a landmark in the development of the media mix, drawing on and
expanding the anime media mix to a wider, film-and-novel-centered
audience, developing a broader media mix practice that other compa-
nies were quick to emulate. This chapter also explains the marketing
framework from which the term media mix originates and how its use
in the anime context suggests a media ecology that operates in very
different ways from those conceived by the marketing theorists who
developed the term.
Chapter 5 concludes the book by looking at the transformations in
the media mix model undertaken by Kadokawa in the late 1980s and
early 1990s. These transformations return the media mix to a kind
of anime-centrism but also develop anime consumption further by
heightening the relationship between character and narrative world
incipient in anime’s earlier manifestations. The chapter also examines
the work of one of the agents of these transformations, the media mix
writer and theorist Ōtsuka Eiji, for an account of the character and its
importance in the generation of the media mix consumption system. I
then connect Ōtsuka’s work on the concept of the world (sekai) to the
work of Italian theorist Maurizio Lazzarato, who rightly suggests that
capitalism no longer creates the product but rather creates the world
in which the product exists. This relation between character and world
thus proves to be a central axis within the anime system and within
media capitalism more widely.
As media culture is increasingly becoming the motor of the economy
in late capitalism, as communication is becoming the model of labor,
and as the consumption of media is becoming a form of production
unto itself, exploring the interaction of media forms and consuming
subjects has become more important than ever.18 Anime’s Media Mix
proposes to analyze this interaction by situating the emergence of the
anime system in the context of media transformations (the systematiza-
tion of the media mix); cultural shifts (the rise of post-Fordist capitalism
and its consumer culture); and the continuous, serial consumption of
transmedia worlds that develops out of these. Anime’s inception in 1963
constitutes a tipping point or a threshold past which various media
transformations occur: the rise of character merchandising and the
xvi · Introduction
media mix; the mediatization of commodities and the commodification
of the image; and the development of the character–world relation that
forms the basis for contemporary consumer culture. Recent years have
also seen the further development of this system as it expands across
national and new media boundaries to become, arguably, one of the
most influential forms of post-Fordist media culture. Anime’s Media Mix
aims to develop the historical and theoretical vocabulary with which to
grasp the monumental media, social, and industrial transformations
immanent to the systematic proliferation and interconnection of media
forms that is the media mix.
Alongside its role in organizing media connectivity and consump-
tion, anime has also become an area of vibrant creative experimentation.
In addition to established auteurs such as Miyazaki Hayao and Oshii
Mamoru, there are new generations of anime creators emerging out of
innovative studios such as Studio °C, including directors, such as Yuasa
Masa’aki, who are making anime geared toward an older demographic.
The study of anime itself has become an exciting, international field
of research, encouraging interdisciplinary approaches that draw on
film studies, media studies, cultural studies, science and technology
studies, animation studies, and anthropology.19 As anime becomes an
increasingly fascinating global, cultural, commercial, and academic
phenomenon, an understanding of its historical specificities and its
media mix legacy—including an understanding of the ways it func-
tions within the consumption–production system of late capitalism—is
needed more than ever. It is toward such an understanding that I hope
this book will contribute.
Introduction · xvii
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Part I
Anime Transformations:
Tetsuwan Atomu
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1
Limiting Movement,
Inventing Anime
· 1
even change shape.”3 Film is alive, as the title of Tezuka Osamu’s manga
(comic) about animation puts it most concisely.4
In these definitions of animation, as in most one comes across,
movement is treated as analogous to or indicative of life. Animation is
the bringing to life through the gift of movement. Yet lurking behind
many definitions of animation is an implicit conception of what kind
of movement constitutes life: smooth and fluid motion. In short, these
definitions more often than not explicitly or implicitly invoke a kind of
motion that characterizes what is known as full animation—a style of
animation emblematized by Disney’s work of the mid-1930s onward,
stressing fluid motion and a realist aesthetic. This implicit evocation
of realism—in movement and form, if not always in subject matter—is
significant. While the objects in motion may indeed be inanimate ob-
jects unlikely to be endowed with motion in everyday life, desks, tables,
and so on are felt to be “alive” in animation when they exhibit a fluidity
and consistency of motion deemed realistic. We can better understand
this association between motion and realism by turning to the early,
phenomenological writings of a film theorist who gave this association
serious reflection: Christian Metz.
In his essay “On the Impression of Reality in the Cinema,” Metz argues
that of all media, cinema is the one that is experienced as the most real
and that generates a degree of “affective and perceptual participation in
the spectator”5 that is unsurpassed by other media. Cinema generates
the highest impression of reality—the quality of seeming real that we
may call realism. What is the mechanism that allows cinema to pull off
this feat? How is it that cinema can generate this “feeling that we are
witnessing an almost real spectacle”?6 The answer, for Metz, lies in the
introduction of movement into an image that is not perceptually real:
the cinema “render[s] the world of the imagination more real than it
had ever been” precisely by injecting “the reality of motion into the
unreality of the image.”7 Motion, Metz suggests, is always perceived as
real. Since motion is never a tangible thing—one can never hold move-
ment in one’s hand—there is no difference between the perception of
motion in everyday life and the perception of motion on-screen. And
yet cinema generates the highest impression of reality of all media
precisely because it is not the most “real” of media.
Here Metz distinguishes between two problems when thinking about
media. The first is “the impression of reality produced by the diegesis, the
The use of these devices for Tetsuwan Atomu and subsequent anime
enabled the Mushi Production staff to get by with only fifteen hundred
to eighteen hundred drawings per twenty-five-minute episode.52 To put
this into perspective, the same program length done in full animation
would require around ten times that, or eighteen thousand drawings.53
Media Contexts
The eleventh episode of the Tetsuwan Atomu anime, “The Time Ma-
chine,” is of some interest for thinking about the question of transmedia
connectivity. Broadcast on March 12, 1963, this episode follows a boy’s
pursuit of his father through time, each traveling in his own separate
time machine. Atomu and his private detective friend, Higeoyaji, join the
boy (unnamed in the anime) in his search across the ages for his errant
father, who plans to steal people and animals from the past to construct
a “Zoo of Antiquity” for his future present. One scene stands out for the
way it raises prescient questions about anime’s own transmedial travel.
Here Atomu Higeoyaji and the boy arrive at the father’s first destination:
the Ice Age. As they disembark through the vacuum-operated slot on
the side of the time machine, a box of Meiji Seika’s Marble Chocolates
emerges from the exit shoot instead of Higeoyaji. The voice of Higeoyaji
yells, “Cut!” and the scene goes black. After a moment, the scene starts
again (apparently a retake), and Higeoyaji emerges from the exit, land-
ing on the ground none too gently (Figures 2.1 and 2.2).
What is the meaning of this gag? More to the point, what are Marble
Chocolates, and what is the connection between these chocolates and
Tetsuwan Atomu? The short answer is that Meiji Seika is a company that
specializes in candy products and was this first television anime series’s
sole sponsor; Marble Chocolates was Meiji’s main product at the time.1
· 37
figure 2.1. A box of Marble Chocolates is ejected from the time machine. Screen
capture from “Episode 11: The Time Machine Episode,” Tetsuwan Atomu television
animation series.
was serializing the Tetsuwan Atomu manga. The ad shows Atomu riding
a package of Marble Chocolates (Figure 2.5). Here a direct connection
is made between Marble and Atomu; Atomu rides the Marble cylinder
like a rocket, as speed lines emerge from the back end of the package.
Atomu is going somewhere with Marble: toward the Meiji brand name,
to be precise. The ad itself is divided into two halves, the right being a
promotion for the Atomu TV show and the left being an ad for Marble
Chocolates. The right-hand side of the ad announces the Tetsuwan Atomu
TV show: “The TV manga film/Tetsuwan Atomu/in action on TV!” The
left-hand side features ad copy for Marble Chocolates—a reminder of
the seven colors of Meiji chocolates, and an emphasis that there’s only
one Marble Chocolates in Japan. (Evidently some reminder was needed
to differentiate Marble from its false pretender, Parade Chocolates.) The
Marble rocket on which Atomu rides is headed toward the Marble side,
and toward Meiji Seika; indeed, the character is already completely on
the Marble half of the image.
This relationship between Meiji and Atomu was deepened several
months later with the first Meiji–Atomu sticker campaign. In response
to the success of Morinaga’s Parade Chocolates, Meiji sought to include
a premium of their own in Marble Chocolates boxes. The cylindrical
shape and the small size of the box presented some challenges, but
the Meiji marketing department eventually came up with a solution:
stickers. Stickers had not yet been used in omake campaigns, and the
emulsion-type sticker used in the Meiji campaign was a relatively new
technology for printers in Japan at the time.57 Once stickers had been
settled on, the problem then became deciding what the subject of the
stickers should be. Many ideas were floated, including using the image
Sticker Logic
The first and most apparent reason for the popularity of the stickers
was the explosive popularity of the anime series itself. The TV series, as
actor and drawn manga character is arguably a major reason for the
difference in popularity of the two series.88
The revolution of terebi manga, or “TV comics,” as anime was known
at the time, lay in the close graphical match created between the manga
image and the televisual anime image. There was no longer a gap between
the character of the manga and the character of the TV series or film, as
there had been with live-action transpositions of manga texts. Atomu
and subsequent anime provided a higher degree of consistency between
the manga image and its versions than had hitherto been possible—and
this matching of the character images only heightened their affective
power. This transmedia mimicry led to the heightened involvement
of spectators, readers, and consumers in the character and its world.
Atomu stickers were particularly successful at extending graphi-
cal consistency from previous media forms. The stickers were traced
alternately from the cels of the anime series or from the manga series
and so had a mimetic relationship to the form of the anime or manga
characters (Figures 2.15–2.17). Of course, in pointing to this visual
case of Meiji Model Chocolates (Figure 2.12). This pose would later be
replicated in the material form of the Tetsuwan Atomu metal toys, was
emblazoned on running shoes, and covered much Atomu paraphernalia.
Earlier series were marked by the disjuncture between drawn and
photographic and by too much movement. The anime series, conversely,
developed an interplay between mobility and immobility that generated
the synergy between media and commodity forms. The graphically im-
mobile Atomu image was what allowed media and commodity forms
to establish connections and to communicate. There was, moreover, an
intensity to the still poses that came from the fact that they were both
still and imbued with movement. The scenes of Atomu in flight were
in some ways the most intense of the series. Here was an Atomu at the
literal height of his powers, speeding his way toward a battle with a vil-
lain, preparing to save the day, and coordinated with the theme song.
The immobility of the image was thus traversed with the intensity of
potential-movement (anticipating the fight scenes that were generally
the most fast-paced segments of the episode) and the intensity of the
implied actual movement (as Atomu flies through the animated skies).
The peculiar intensity of these moments of graphically immobile dyna-
mism were transposed across media series and came to invest similarly
posed images and objects, from the manga images to toys to running
shoes to candy bars and the stickers themselves. Indeed, it was the very
stillness that allowed these stickers to communicate most effectively
with the dynamically immobile images of the manga and anime. It is no
surprise, then, that the commercials for the Atomu omake evoked this
graphically immobile dynamism, reminding children just how mobile
a still image could be.
Here we might recall the 1964 Marble Chocolates omake TV com-
mercial described earlier. As we saw, this ad featured the Atomu sticker
(or the scratch-on magic print) sliding across the screen to save the
distraught Marble-chan from two menacing boys. This commercial
replicated the principle of graphically immobile dynamism found in the
anime, drawing on a combination of immobile sticker image and the
sliding planes that infuse the still image with movement. The sticker’s
When I ask myself, “What was the greatest appeal of Atomu sticker?”
I feel like it must have been that you could make everything around
oneself into Atomu character goods. When Atomu stickers first ap-
peared there weren’t very many character-based stationary goods.
Most of the stationary products . . . were just serious products made
only as tools for studying, and weren’t things that children felt much
affection towards. However, as soon as one stuck an Atomu sticker
on one of those serious stationary goods, it immediately became
an Atomu character good, and something one felt affection for.
Nowadays things have characters on them from the start so there is
no need for this procedure. Probably the Atomu sticker boom was
born precisely because it was at a time before the present inunda-
tion with character goods.93
· 87
figure 3.1. Glico advertisement for its badge premiums, including a Tetsujin 28-
go badge. From Shōnen magazine, March 1964.
The term mono komi and the sticker–badge boom that it describes
exemplify the two-way convergence of media becoming objects and
objects becoming media that Scott Lash and Celia Lury have recently
dubbed “the mediation of things and the thingification of media.”4 This
mediation of things is a process whereby things or commodities are
transformed into communicational media in their own right. Yet the
importance of this transformation is not simply that things communicate.
Commodities have long been understood to communicate in some way.
With post-Fordism came the emergence of new networks—like those
developed around anime—that organize the communication between
media images and things.5 Insofar as these networks tend to develop
through the connective technology of the character, one is tempted to
describe these as image-based forms of communication. Yet it is not
through images alone that the transformation of things occurs but
rather through the mutual transformation of things and images such
that both are brought into the same communicational network. I call
the outcome of this dual process media-commodities.
The development of media-commodities occurred in tandem with
the transformation of commodity and media relations that we find with
the rise of character merchandising. While Lash and Lury focus their
analyses on the 1980s and 1990s, a particularly powerful precursor to the
transformations they describe is to be found around the emergence of
television animation in 1960s Japan. This chapter will focus on the com-
munication of things in the context of the character economy developed
with anime and in relation to one media-commodity in particular: the
masu komi gangu, the “mass communication toy” or “mass media toy,”
as character-based toys were called at the time.6 As the very term masu
komi gangu suggests, the toy itself was seen to have become, like the
sticker, a communicational medium. An analysis of the development of
this mass media toy will allow for a deeper understanding of the social,
material, and medial transformations that accompanied the emergence
of anime in the early 1960s.
Here it is worth noting two very different ways of discussing the
communication of things. The first focuses on things as vehicles for
human interaction. The second sees things as nodes in communica-
tional networks that include human–thing interactions, human–human
interactions, and thing–thing interactions. In suggesting the importance
of the badges and stickers as objects of exchange between children,
The main current of the “mass media toy” of the Showa 30s [1955–64]
was a small tool-like thing that was made to assist a child’s play.
For example, the sword toy was the tool for “Akadō Suzunosuke”
sword-fight play. . . . Beginning in the Showa 40s [1965–74] the
situation changes completely. The background of this change was
increasing urbanization, the shrinking of outdoor free play spaces
in children’s neighborhoods, as well as the decrease in play time due
to the encroachment of television and cram schools. . . .
The “mass media toy” reflected these changes. While there was
no change in the use of television heros for these toys, there was
a transformation from things that were the tools of play to, now,
making a complete product through the toyification of the mass
media character itself.73
Though Saitō’s account does not capture the full importance Atomu
had for this shift—which in point of fact occurred in 1963–64—his
point is clear: there was a transformation in the nature of toys and play
that attended the new era of mass media toys. The mass media toy of
the late 1950s gave representative aspects of a particular character that
allowed the player to become the character. The new mass media toy
was the character in its entirety.
For sociologist Saitō Jirō, this transformation in play follows from
Meiji Seika’s preemptive transformation of Atomu into a marketing tool in
the form of stickers and candy packages. Atomu-play or Atomu-imitation
was preempted, Saitō suggests, by Atomu becoming an “advertising
boy for candy makers before becoming the hero within the world of
children’s play.” Saitō further surmises that “children became absorbed
Since the 1980s, the term media mix has been the most widely used
word to describe the phenomenon of transmedia communication,
specifically, the development of a particular media franchise across
multiple media types, over a particular period of time. In a word, it is
the Japanese term for what is known in North America as media con-
vergence. Yet, despite its importance for understanding the present and
past of Japanese media, this term is undertheorized and suffers from a
surprising lack of historicization. Although there are a few important
exceptions, there has been little serious consideration of the term itself,
much less any attempt to situate it in relation to its genealogical origins:
postwar American and Japanese marketing discourse.1 Though the term
continues to be used within contemporary marketing discourse, it is
greatly overshadowed by its popular use in describing the circulation
of characters and narratives across media types—an essential part of
the anime system.2 Yet there has been almost no attempt to differentiate
the two quite distinct uses of the term and little acknowledgment that
this term originates in the realm of marketing theory.
Shifting focus from the close study of the emergence of the anime
system that occupied the first part of this book, this chapter proposes
to look at another key moment in the development of the anime media
mix: the use of the media mix strategy by publisher Kadokawa Shoten
(Kadokawa Books). Kadokawa Books is of key historical significance
for transposing the methods of media connectivity practiced by televi-
sion anime to the realms of film and the novel. It is also an important
point of reference insofar as Kadokawa is also most frequently credited
· 135
with having invented the contemporary form of media mix practice.3
Despite a degree of misplaced historical priority, however, Kadokawa
is a key player in contemporary media mix practice and an important
site from which to understand both the continuities and the transfor-
mations of the anime media mix since its emergence in the early 1960s.
This chapter will provide an analysis of the transformations of the
term media mix, from its origins in postwar marketing discourse to
its use, as of the 1980s, in describing the media mix developed around
Kadokawa. A comparison of the two models of the media mix will not
only reveal important differences between the two but will also make
visible transformations in the media and social spheres that attend the
rise of the anime media mix. Indeed, we will find that both the anime
and Kadokawa media mixes are responsible for, and bound up with, the
historical shift from a modern or Fordist social regime to a postmodern
or post-Fordist one.
For the sake of clarity, I will distinguish two applications of the
term media mix by referring to one as the marketing media mix and
the other as the anime media mix.4 Before introducing the marketing
media mix, we must begin with a brief consideration of the history of
marketing in postwar Japan and a sense of the context into which the
practice was introduced.
Three elements worth noting in this definition of media mix are, first, its
emphasis on the appearance of television as a key factor in the recogni-
tion of multiple avenues of advertising; second, its focus on medium
specificity (which is defined within the marketing context by the number
of viewers or readers, its circulation, and the chance of multiple view-
ings); and third, its emphasis on the “synthetic” use of the media toward
a particular advertising goal. This advertising goal was, for the most
part, quite simply to convince viewers to purchase the product being
marketed by the given media mix ad campaign. Murata Shōji, editor of
Senden kaigi, defined the “optimum media mix” in 1965 as “the one that
reaches the largest number of receivers for the lowest cost, and that uses
a mixture of media to transmit the message with the greatest effect.”18
The marketing media mix is thus best described as a method of adver-
tising that used multiple media forms to deliver an advertising message
to potential consumers. This method depended on a set of techniques,
mathematical algorithms, and analytical tools that allowed ad planners
to determine which among the four principal media of television, radio,
To sum up, a set of strict divisions subtends the conception of the mar-
keting media mix: the separation between the medium as vehicle and
the message as the vehicle’s inert passenger; the distinction between
commodity and advertisement, where the advertisement (as the media
mix complex) serves as a means to promote the consumption of the
commodity (the “real” content or goal of the media mix message); and
the distinction between immaterial media images and the material
objects of consumption.
Yet, despite the historical precedence of the anime media mix strategy
to Kadokawa’s, the latter’s media mix venture was nonetheless highly
significant insofar as it expanded the media logic and continuous con-
sumption found in anime media to film, the novel, and the sound track.
Kadokawa thereby also expanded the range of media mix consumers
from children to adults.59 With Kadokawa, the media mix literally grew
up. Kadokawa was thus an active agent in and also symptomatic of
wider social and medial transformations that can be best described as
a shift from a Fordist to a post-Fordist mode of capital accumulation
and media practice.
What the Regulation School writers seek to describe, then, is “the entire
set of social conditions” that enables a particular regime of capitalist ac-
cumulation to reproduce itself.63 In the regime of accumulation known
as Fordism, the Taylorist, or assembly-line-style, mass production of
uniform commodities was paired with a “uniform mode of consump-
tion of simplified production,” otherwise known as mass consumption.64
Standardization was key to both production and consumption, and all
social activities from leisure time to sexual relations were standardized
The half-life of a typical Fordist product was, for example, from five
to seven years, but flexible accumulation has more than cut that in
half in certain sectors (such as textile and clothing industries), while
in others—such as the so-called “thought-ware” industries (e.g.
The anime media mix and its Kadokawa extension are exemplary of the
shift to post-Fordist experiential commodities. What the anime system
and Kadokawa offer are temporally brief—but potentially extendable—
experiences in the form of media-commodities.
Character goods and media-commodities more generally are one
major category of fashion-based nondurables that became increas-
ingly important in Japan during the 1960s. But it was in the 1970s,
with Kadokawa Books, in particular, that the strategy of the media mix
began to be felt outside of the realm of anime media culture, extending
to books, films, and sound tracks. And perhaps not coincidentally, it
has been in the last ten years of Japan’s prolonged economic downturn
that character-based culture and the media mix strategy have been the
subject of increased popular attention.78 It is to the so-called contents
industry, and specifically to the manga, film, anime, and character goods
arena, that the Japanese government’s attention has now turned to find
a way out of its years of decline. As Anne Allison has recently noted,
the Japanese government “is treating manga and anime like national
treasures.”79 Of course, part of this interest has an eye to social prestige
and cultural influence—the gain of so-called soft power or gross national
cool.80 But, as the abbreviation of gross national cool (GNC) implies,
the potential for economic gain is also regarded as significant. By the
turn of the millennium, the character industry had become a massive
market boasting domestic retail sales of over 2 trillion yen (nineteen bil-
lion U.S. dollars) in the year 200081 and 2.5 trillion yen in 2003. Another
estimate has put the total annual value of the contents industry on the
whole (including the publishing industry, anime and live-action drama
and film, video games, music, etc.) at 12.8 trillion yen.82
Whereas the consumption of consumer durables was the basis for
the high-growth years of 1955–73 and figured large in the Japanese
imaginary during this period, the anime-based contents industry and
media consumption that developed in the 1960s and 1970s have become
Environmentalization of Media
If transmedia seriality connects television to other media forms, it also
connects these media to the realm of things or media-commodities. As
we saw in part I of this book, the character transformed both media and
things such that they became elements within an intercommunicating
network that expanded throughout the lived environment of its consum-
ers. Whereas one of the results of this expansion was the fragmentation
and flow across media texts, another was their environmentalization:
the proliferation of media-commodities into spaces and places that had
formerly been outside of their reach.101
This expansion is reflected in the development of site-specific
advertising outlets such as the store. In Japan, the 1960s saw what mar-
keters called the “mediatization of the store” and the development of
so-called point-of-purchase (POP), in-store displays.102 In the case of
The four dense points that Massumi refers to here are the four elements
of the capitalist relation: commodity–consumer and worker–capitalist.
Massumi writes that “‘postmodernity’ is the presence of the consumer/
commodity axis of the capitalist relation in every point of social space-
time: endocolonization accomplished.”110 The expansion of character
media-commodities within children’s culture in the 1960s and within
general media culture in the 1970s can be seen as a particularly visible
instantiation of this combination of exocolonization (extensive expan-
sion) and endocolonization (intensive expansion).
Television anime and the sticker brought about an extensive expan-
sion of capital, incorporating into the sphere of mass consumption a
new market segment: the child. As I noted earlier, the child’s emergence
as a new market segment in Japan is usually dated to the proliferation
of television sets in the early 1960s and was accelerated by the rise of
anime and the consumption of character goods—particularly those tied
to Tetsuwan Atomu. Exocolonization or extensive expansion initiated
ever-growing numbers of children into the ranks of consuming subjects.
Stickers and the accompanying explosion of character goods such as
the mass media toy also brought about an intensive expansion through
the proliferation of character media-commodities within a child’s en-
vironment. Endocolonization or intensive expansion brought about an
increased intensity of consumption within each child consumer’s life.
Consumption in the domestic space of the home and the environment
of the child was expanded and accelerated, colonizing interior space
with the character image.
This process, moreover, saw not merely the expansion of the com-
modity–consumer axis; the shift to post-Fordism also saw the ex-
pansion of the worker–capitalist axis, a process that occurs with the
Conclusion
The transition from Fordism to post-Fordism was, therefore, in recipro-
cal presupposition with transformations in the media environment and
in the nature of commodities and their interrelations—transformations
in which the anime and Kadokawa media mixes of the 1960s and 1970s
were instrumental. It was these transformations in media-commodities
around Atomu, and later Kadokawa, that inform and indeed make
possible the particular combination of exocolonization and endocolo-
nization that distinguishes post-Fordism. Even in the years generally
considered the height of Japanese Fordism—the 1960s economic miracle
and the rise of mass consumption—the seeds for the post-Fordist me-
dia sphere and an emphasis on the serial consumption of experiential
commodities were being sown. These years also saw a transformation
in the how media operate—a transformation that becomes most clear
when we contrast the marketing media mix to the anime media mix.
Though both conceptions of the media mix emerged at the same
time, each implies a fundamentally heterogeneous conception of the
medium–message relationship.
· 171
of companies to adopt a media mix strategy. As Alexander Zahlten
notes in his work on Kadokawa, by the 1980s, the “list of corporations
practicing what Kadokawa had preached included TV and radio sta-
tions, publishing houses, toy companies and record companies; in fact
barely a media related corporation in Japan stayed out of feature film
production in the late 1980s.”2 Following the Kadokawa initiative in the
1970s, the media mix strategy went mainstream.
The second transformation Kadokawa effectuated was the integration
of multiple streams of the media mix into a single company, creating
a media mix conglomerate. Whereas the earlier, de facto media mix
practiced by Mushi Production and other animation studios relied
on the receipt of licensing fees for the use of their anime narratives or
characters, Kadokawa integrated most aspects of media production into
one company. If Kadokawa has grown to be one of the largest and most
representative media conglomerates in Japan,3 it is because its media
integration allows it to serialize a manga in one of its many magazines,
publish a collection of several episodes through its book publishing
arm, develop a TV series, release a video game, and shoot a live-action
film—all without leaving the fold of Kadokawa Group Holdings or the
Kadokawa brand name.
Even the rise of the production committee system (seisaku iinkai)
model of financing does not contradict the tendency toward conglom-
eration but rather adopts it. The committee system is a style of financing
that first arose in the 1980s but came to prominence in the late 1990s
and early 2000s.4 The committee system sees a number of companies
temporarily band together for the aim of producing a particular film,
animation series, or media mix, with each company contributing capital
and/or resources to the project. Hence the committee system adopts
media integration as its model, albeit on a temporary, project-specific
basis (and, for better or worse, with a distributed decision-making
system that prevents complete control from being exerted by any single
member).5 This committee-based media integration not only enables
the diffusion of a series across a variety of media types but also allows
for a synergetic cross-fertilization between texts and the integration of
advertising for one media series within another.
Kadokawa’s Suzumiya Haruhi series (2003–), discussed in chapter
4, is a prime example of this media integration. Lucky Star (Raki suta,
2004–) is another example that merits consideration. Originally a
And as one and the same town viewed from different sides looks
altogether different, and is, as it were, perspectivally multiplied, it
similarly happens that, through the infinite multitude of simple
substances, there are, as it were, just as many universes, which
however are only the perspectives of a single one according to the
different points of view of each monad.49
The problem becomes, what ensures that each monad looks onto a
single, common world, albeit one inflected by the particular perspective
of the monad? The entity that guaranteed the noncontradictory coexis-
tence of these multiple monads within the same world—what Leibniz
termed their compossibility—was none other than God. God was the
guarantor of the convergence of multiple monadic series, the guarantor
of a world without contradiction, and the entity who maintained the
“pre-established harmony among all substances” such that they were “all
representations of the selfsame universe.”50
Key to Leibniz’s theory of compossibility—and presumably one of
the reasons for Lazzarato’s investment in it—is the close relation between
a monad and the world it inhabits. To use an example often invoked in
discussions of Leibniz, Adam the sinner must be paired with the world
in which Adam sinned. This is what Leibniz scholar Nicholas Rescher
Legally Unbound
Let us linger on this peculiar entity of the character, reprising a ques-
tion first asked in chapter 2: What is a character? We need to develop
a character theory much as there has been a recent move to develop a
brand theory.61 There are without doubt many overlaps between brands
and characters. Much like the character, the brand is one of the principal
relational technologies of post-Fordism. As Adam Arvidsson suggests,
“brands should be understood as an institutional embodiment of the
logic of a new form of informational capital—much like the factory
embodied the logic of industrial capital.”62 The brand is a “relational
The virtual is opposed not to the real but to the actual. The virtual
is fully real in so far as it is virtual. Exactly what Proust said of
states of resonance must be said of the virtual: “Real without being
actual, ideal without being abstract”; and symbolic without being
fictional. Indeed, the virtual must be defined as strictly a part of the
real object—as though the object had one part of itself in the virtual
into which it plunged as though into an objective dimension.80
Much of the initial form of this book was written at Brown University,
where I can safely say that I had an extraordinary graduate experience. I
thank my advisors, Mary Ann Doane and Philip Rosen, for their warm
welcome and firm intellectual guidance as well as the other faculty of
Modern Culture and Media, including Rey Chow, Wendy Chun, and
Lynne Joyrich, for an education parallel to none. My colleagues and
friends were equally inspiring, and I would also like to thank them for
their intellectual stimulation, moral support, and humor. Michael Siegel,
Braxton Soderman, Roxanne Carter, David Bering-Porter, Julie Levin
Russo, Tess Takahashi, Pooja Rangan, and Josh Guilford are all irreplace-
able, as are Daniel Ho and Lee Wen Soo and also Franz D. Hofer, to whom
I owe gratitude for his constant patronage. Jason Beveridge and Jacob
Weiss reminded me of a world of thought and levity outside of academia.
Many thanks go to Ueno Toshiya for offering me an institutional
home at Wakō University during my stay in Japan and for keeping me
thinking. I would also like to express my gratitude to institutions that
permitted the research on which this book is based: Dentsū’s Adver-
tising Museum Tokyo Library, the Japan Toy Culture Foundation, the
NHK Museum of Broadcasting Library, and the National Diet Library.
Thanks also go to Tezuka Production for kindly granting the rights to
use particular images. I also acknowledge the generous support of the
Social Sciences and Humanities Research Council of Canada and of
the Fonds de recherche sur la société et la culture, which allowed me to
conduct my initial research, undertake further research as a postdoctoral
fellow, and build this book into its final form.
· 205
My colleagues at Concordia University have made my academic home
an exciting place to be, and I want to thank Haidee Wasson and Charles
Ackland, in particular, for their support of this project, their guidance,
and their feedback on my work. Many thanks also go to Erin Manning,
Brian Massumi, Livia Monnet, Catherine Russell, Martin Lefebvre,
Rosanna Maule, Peter Rist, Shira Avni, Alanna Thain, Will Straw, Erik
Bordeleau, Victor Fan, Masha Salazkina, and Luca Caminati for their
collegiality and friendship and for making Montreal’s intellectual milieu
a highly invigorating one. Equally deserving of thanks are Tom Looser,
Anne McKnight, Christophe Thouny, Shinji Ôyama, and Akira Mizuta
Lippit, who have provided guidance and encouragement along the way.
A delayed encounter with Alexander Zahlten during the late phase
of editing this book proved fortuitous. Alex’s generosity and fine-tuned
comments were of immense help in the last edit of this manuscript. The
keen eyes of my research assistant and editor Alexander Sandy Carson
deserve mention here as well.
While not habitually done, I would also like to acknowledge the work
of several individuals whom I have never met and yet whose research
on children’s material culture of the 1950s and 1960s was incredibly use-
ful in providing me with a picture of that era and its material objects.
Whether driven by nostalgia, fascination, or interest, the decidedly
para-academic yet rigorous work of Tsunashima Ritomo, Kushima
Tsutomu, and Machida Shinobu was fundamental to the earlier sec-
tion of this book.
My sincere thanks go to Jason Weidemann, my editor at University
of Minnesota Press, for his strong support of this book from the outset
and throughout the publication process. It has been a pleasure working
with him as well as with Danielle Kasprzak at the press. I also wish to
thank my readers, who provided the feedback, criticism, and encour-
agement needed to see this book to completion.
A million heartfelt thanks—though never enough—to my wonderful
parents, who valued education, encouraged me to read voraciously, and
set me on the course of study that resulted in this book. With them I
also thank my loving grandparents, my amazing mother-in-law, and my
always-supportive sister. An equally formative influence on my intel-
lectual development and on the publication of this book was Thomas
Lamarre. It is rare to find a person so generous and so stimulating all
at once. A true mentor, Tom has remained a steady and encouraging
206 · Acknowledgments
presence throughout my academic life, and I offer him my deepest thanks.
Finally, I would like to thank my partner and intellectual ally, Yuriko
Furuhata. Her support and enthusiasm, along with her pointed criticism,
have pushed me forward. Her companionship and her joie de vivre have
always reminded me of life away from the media mix.
Acknowledgments · 207
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Notes
Introduction
· 209
products that surround the image culture and are an essential part of
the anime system. This is of necessity a rough designation insofar as
images also have a materiality of their own and a thingly infrastructure
on which they depend. Moreover, the emergence of what I call media-
commodities alongside the anime system blurs the media–things
boundary even further. Still, the usefulness of the term thing comes in
its emphasis on the material property of the objects mobilized within
the anime system—against the emphasis on the purely sign-value of
objects within Jean Baudrillard’s System of Objects or commodities
in the classical Marxist sense. It also allows me to link my discussion
of anime to the transformations that Lash and Lury, Global Culture
Industries, 25, have usefully termed the “mediation of things and the
thingification of media.” Finally, the emphasis on the material things of
visual culture reflects recent calls to think about and through things by
writers such as Brown, “Thing Theory,” and Latour, “From Realpolitik
to Dingpolitik”—calls that this book heeds.
7 Given that this book focuses on the Japanese context, I will refer to the
series by its Japanese title, Tetsuwan Atomu.
8 This understanding is an established one among scholars of anime,
manga, and character merchandising in Japan. See, e.g., Kusakawa,
Terebi anime 20 nen shi, 30–32, and Nakano, Manga sangyōron, 72–81.
9 The term system here should not indicate a closed or static set but
rather an acknowledgment that anime cannot be understood apart
from its surrounding media and commodity forms, which together
constitute a particular media ecology. It is this open, often expanding,
yet relatively stable group of media and things that I refer to as the anime
system. This conception of anime as a relatively stable group of media
in processual interaction with subjects, objects, and other media forms
owes some inspiration to systems theory sociologist Niklas Luhmann,
actor-network theorist Bruno Latour, and assemblage theorists Gilles
Deleuze and Félix Guattari.
10 Kusakawa, Terebi anime 20 nen shi, 30–32.
11 Lury, Brands; Arvidsson, Brands. For work on media convergence, see
Grainge, Brand Hollywood; Klinger, Beyond the Multiplex; Ndalianis,
Neo-Baroque Aesthetics; and Wood, “Vectorial Dynamics.”
12 Fuller, Media Ecologies; Guattari, Chaosmosis and The Three Ecologies.
The term media ecology also has a longer genealogy that includes the
writings of Marshall McLuhan (whose engagement with media as
interacting forms informs the approach taken here), Gregory Bateson
210 · Notes to Introduction
(on whose work Guattari builds in his development of the expanded
conception of ecology), and Neil Postman.
13 Though the terms postmodernism and post-Fordism are both used to
describe the present socio-cultural-economic space, I prefer the lat-
ter term, which does not carry with it the cultural baggage the term
postmodern does. The postmodern has been, in my view, too closely
associated with characteristics associated with particular artistic or
literary movements—pastiche over parody, surface over depth, space
over time—that conceal other transformations that are arguably more
lasting and more deserving of our attention. Under particular consid-
eration in this book are the transformations in forms of consumption
and production that attend media transformations that are in large
part irrespective of the characteristics of these literary or cultural forms
that were the emphasis of earlier theorists of the postmodern, the most
eminent of whom is Fredric Jameson. The dangers of anchoring an
understanding of the current era in culturalist descriptions are visible
in some of the 1980s work of Karatani Kōjin, who argued that the
Japan of the nineteenth century—because of its language games and
love for pastiche—was postmodern avant la lettre. If the concept of the
postmodern is to have any theoretical weight, it must be anchored in
an analysis of the specificities of the present that cannot be so easily
abstracted. Post-Fordism, insofar as it places emphasis on changes in
patterns of consumption regardless of their content, and suggests the
rise of communication as a key element of labor and consumption,
offers a better conceptual lens for this project. On postmodernism, see
Jameson, Postmodernism, and Karatani, “One Spirit, Two Nineteenth
Centuries”; on post-Fordism, see Harvey, Condition of Postmodernity,
and Lazzarato, “Immaterial Labor.”
14 Wasko, Understanding Disney; Epstein, The Big Picture; DeCordova,
“Mickey in Macy’s Window.”
15 Anderson, “Disneyland.”
16 Azuma, Dōbutsuka suru posutomodan, recently translated as Otaku:
Japan’s Database Animals. While the narratives of rupture Azuma and
Ōtsuka Eiji (in, e.g., Monogatari shōmetsuron) present are useful, there
is a tendency among these and other cultural critics in Japan to posit
breaks—most often along decennial or generational lines—where one can
equally read continuities. At the risk of painting a picture of the anime
system as fixed and unchanging, I have opted to emphasize the histori-
cal continuities from the 1960s to the present rather than the ruptures.
212 · Notes to Chapter 1
18 Hayashi, “Rimitteddo Anime,” 28. The Illusion of Life is the title of a
book by former Disney animators Frank Thomas and Ollie Johnston.
19 Hayashi, “Rimitteddo Anime,” 23.
20 Lamarre, Anime Machine, 185. Lamarre first offers a formulation of
limited anime in his groundbreaking essay “From Animation to Anime.”
21 See the chapter “Full Limited Animation” in Lamarre, Anime Machine.
22 If these somewhat divergent approaches are also fundamentally comple-
mentary, it is insofar as this book, following Lamarre’s approach, assumes
that the gap or interval is fundamentally productive—even as it places
greater emphasis on the immobile image. This book treats the dynamic
immobility of the character in a manner similar to the way Lamarre
treats the animetic interval: as something productive of a different kind
of movement, in this case, a movement across media forms.
23 Tsugata, Nihon animēshon no chikara.
24 Lamarre’s work in Anime Machine mounts the most nuanced challenge
to the division between full and limited animation. On the other hand,
Tsugata, Nihon animēshon no chikara, suggests the usefulness of this
framework, which I adopt here.
25 Tsugata, Nihon animēshon no chikara, 20–21.
26 As Lamarre emphasizes in his analyses of Miyazaki, however, this
director is no simple adherent to the Disney school of full animation
but has developed his own hybrid style of animation that combines
the characteristics of full animation (smooth movement) with certain
characteristics of limited animation (the use of sliding planes). See
Lamarre, Anime Machine, esp. 26–44. In this sense, one might more
properly think of there being two major poles of animation in Japan,
with Miyazaki lying along the continuum between limited and full
animation. Nonetheless, schematically speaking, Miyazaki would fall
closer to the full animation pole.
27 Yamaguchi Yasuo has argued that Toei’s history should be traced back
even further, to the first animation produced in Japan. The two principal
founders of Toei, Yamamoto Sanae and Yabushita Taiji, were trained
by one of the three founding figures of animation in Japan, Kitayama
Seitarō, who was active from 1917 to around 1923. Yamaguchi, Nihon
no anime zenshi, 49. The other two founding fathers of Japanese anima-
tion are Shimokawa Ōten and Kō’uchi Jun’ichi; all three released their
first animated films in 1917. Animation was first introduced to Japan
in 1909, through the work of Emile Cohl.
28 Tsugata, Anime sakka to shite no Tezuka Osamu, 51.
214 · Notes to Chapter 1
38 Yamamoto, Mushi Puro kōbōki, 64.
39 I thank Aaron Gerow for suggesting the importance of animated com-
mercials in the 1950s for the rise of anime in the 1960s.
40 Yamamoto, Mushi Puro kōbōki, 61.
41 Tsugata, Nihon animeshon no chikara, 123.
42 Naitō, “CM firumu jūnen shi (chū),” 48–49.
43 Naitō, “CM firumu jūnen shi (jō),” 50–53, and Naitō, “CM firumu jūnen
shi (chū),” 48.
44 Yamamoto Ei’ichi is quite candid about the awareness of U.S. limited
animation. But his account also emphasizes the difference of making
Atomu from all previous animating experience as well as previously
existing animated films and TV series. See his Mushi Puro kōbō ki.
45 Tezuka, Boku wa manga-ka, 236–37. Disney was perhaps one of the most
important stylistic influences on Tezuka’s manga, and the former’s films
were at least partly responsible for inspiring Tezuka’s desire to create
animation himself, a desire chronicled in his autobiographies, discussed
with other manga artists and narrativized in Firumu wa ikiteiru (Film
Is Alive). The latter is a manga, written in 1958–59, that, according to
Tezuka, “should be called an I-novel [I-manga?] expressing a time when
I was burning with the almost mad desire to make animation.” Tezuka,
Firumu wa ikiteiru, 133. Not surprisingly, because the publication of the
manga follows a stint working at the Toei Animation Studio, Tezuka, in
this manga, still evinces the stylistic idealization of the full animation
style of Disney. And yet, as we see, when it came time to make anima-
tion himself, Tezuka abandoned the full animation style developed by
Disney.
46 Tezuka, “Waga anime kurui no ki,” 157–58.
47 Tezuka, Boku no manga jinsei, 120.
48 Mushi Production, Tetsuwan Atomu DVD—Box 2 Data File, 44.
49 This and subsequent numbered quotations are from Yamamoto, Mushi
Puro kōbō ki, 105–6, unless otherwise noted. Tsugata, Nihon animēshon
no chikara, 141, cites Yamamoto’s outline of the devices, as does Schodt,
Astro Boy Essays, 71–72. Schodt’s notable study is a highly researched
work—nothing less than a work of love for a writer responsible for
introducing manga to an English audience—that touches on some of
the issues raised in this one, including character merchandising and
Tezuka’s move from manga to anime. However, whereas Schodt’s book
situates the Atomu phenomenon more closely in relation to Tezuka’s
career and personality and offers more extended narrative analysis,
216 · Notes to Chapter 1
yen from his agent, Man’nensha (the mediator between Mushi Produc-
tions and the TV series sponsor, Meiji Seika; Man’nensha passed the
additional cost on to Meiji), for a total of 1,550,000 yen. Nonetheless,
whatever the actual amount received, the point remains that the cost
of production significantly exceeded the amount received. Moreover,
as Tsugata notes, the effect on the industry on the whole was the same:
the official cost of 550,000 yen became the industry standard paid to
other studios when they produced television anime. Tsugata, Anime
sakka to shite no Tezuka Osamu, 122–28.
61 Kamishibai in fact traces its historical origins back to utsushi-e, or mov-
ing magic lantern exhibits. Tachi-e, a form of wood-carved puppet show,
was developed as a street-based alternative to magic lanterns; kamishibai
emerged from tachi-e around 1929. Nakagawa Masafumi suggests that
the painting-based kamishibai theater emerged as a response to a desire
for more cinematic representation—the paper medium giving the pos-
sibility of the simulation of long shots, close-ups, etc. See Nakagawa,
“Utsushi-e, tachi-e kara hira-e e,” 196.
62 The account of kamishibai offered here is a condensation of the work of
writers collected in Senchu Sengo Kamishibai Hensei; Suzuki, Kamishibai
ga yattekita!; Yamamoto, Kamishibai; and Kata, Kamishibai Showa shi.
Tsurumi, A Cultural History of Postwar Japan, offers an English-language
account of kamishibai that considers its influence on manga. A recent,
valuable English-language book about kamishibai is Nash, Manga
Kamishibai.
63 “Kamishibai no omide wa dagashi no aji,” 210; Yamamoto, Kamishibai,
27, 5. That being said, there were some exceptions, such as the kamishibai
classic Ōgon Batto (Golden Bat), whose immense popularity gave rise
to sequel after sequel.
64 Kagetsu, “‘Ika ni mo’ to ‘natsukashisa’ no jiba,” 208.
65 Ibid.
66 Cited in Suzuki, Kamishibai ga yattekita!, 76.
67 Suzuki, ibid., 31, lists the entire division of labor as going from pro-
ducer to script writer to painter to producer to branch officer chief to
performer.
68 Ibid., 95. Osaka boasted a similar number of kamishibai performers,
reaching a postwar peak of 1,545 performers in 1954. Ibid., 103.
69 Tsurumi, “Kamishibai to Kata Kōji,” 98.
70 References to early television as “electric kamishibai” are too many to
list, but see, e.g., Abe Susumu’s 1962 remarks, where he notes that “TV
218 · Notes to Chapter 1
80 Radio dramas—some of which were extremely popular among children
in the late 1950s—can also be cited as an important source of inspiration
for the emphasis on the voice carrying narrative.
81 Schodt, Manga! Manga!, 42–45. As Schodt indicates, serial images in
comic format appeared in the early 1900s, but these did not include
word balloons. The consensus is that narrative comic strips for children
took root in Japan in the 1920s. See also Kinsella, Adult Manga, 20–21,
and Shimizu, Manga no rekishi, 133–49.
82 The longer manga published in the magazines were still only several
pages in length each and generally episodic in nature. The books were
around 120 to 200 pages in length and were either compilations of se-
rialized episodes or stand-alone books composed of a single narrative.
For one of the few scholarly accounts of the prewar Shōnen kurabu, see
Iwahashi, “Shōnen kurabu” to dokushatachi.
83 Takeuchi Ichirō notes that the emonogatari boom of the late 1940s
and early 1950s was ignited by the popularity of the work of former
kamishibai artists Yamakawa Sōji (whose African adventure series Shōnen
Ōsha and Shōnen Kenya were “explosively popular”) and Komatsuzaki
Shigeru (known for his Chikyū SOS serial, for his full-color science
fiction illustrations found in the opening pages (kuchi-e) of children’s
magazines in the 1950s, and for his later work as an illustrator for the
boxes of model airplanes). Takeuchi, Tezuka Osamu = Storii manga no
kigen, 58–59. The most popular kamishibai series ever, Ōgon Batto, was
also being serialized in emonogatari form as of 1948 in Bōken Katsugeki
Bunko, the first incarnation of Shōnen gahō, one of the most popular
boys’ magazines of the 1950s. The first issue of Bōken Katsugeki Bunko
with its Ōgon serial is republished in Honma, Shōnen gahō daizen.
84 For an account of the media environment of the late 1940s and 1950s,
see Honma, Shōnen manga daisensō. For a collection of classic illustrated
novels and emonogatari from this period, see the Shōnen magazine
pieces collected in Kōbunsha, “Shōnen” kessakushū.
85 An important revaluation of the Tezuka myth is to be found in Shimot-
suki, Tanjō! “Tezuka Osamu.” One of the main lines of argument against
the “Tezuka myth” is that the man did not invent the cinematic style
of manga attributed to him; rather, this style of cinematic framing and
dynamic relation between frames was already present in prewar and
wartime works like Shishido Sagyō’s Supiido Tarō (Speed Taro). This
line of argumentation is advanced by Thomas Lamarre and Ōtsuka
Eiji, who, in their respective works, point toward the necessity of seeing
220 · Notes to Chapter 1
flashbacks, and other temporal and spatial interjections. Kajiwara Ikki
and Kawasaki Noboru’s Kyojin no Hoshi is an excellent example of this.
96 Kure, “Aru sengo seishin no igyō,” 569.
97 It is indicative of a general speeding up of manga and multiplication
of frames used to heighten the sense of speed and suspense that in his
1984 rewrite of this classic work, Tezuka significantly lengthened this
legendary scene (enshrined in manga lore on account of its impact on
young readers and future manga writers) through the multiplication of
frames. Whereas in the original work, two pages and ten frames were
dedicated to the opening car ride and speedboat trip to the ship, in the
rewrite, this same sequence occurs over ten pages and occupies thirty-six
frames. Compare the recent reprint of the original, Kanzen fukkokuban:
Shintakarajima, to Tezuka’s revised version, Shintakarajima.
98 This address is evident in any sampling of Shōnen magazine at the time
of the Atomu serialization. In the short texts included in the margins of
the manga, children are always addressed and interpolated as friends of
Atomu and asked to cheer on his activities in the manga and, eventually,
in other media such as the television drama and anime. In fact, this
strategy was planned by the Shōnen magazine editors from the start of
Tetsuwan Atomu’s serialization. In the transition from the character’s
original Shōnen serialization as Atomu Taishi (Ambassador Atomu;
1951–52) to his new personality and starring role in Shōnen’s Tetsuwan
Atomu (1952–68), an editor suggested to Tezuka that he give children
the sense that Atomu was like a living person with a personality, a sense
that he was just like one of their friends. Tezuka, Boku wa manga-ka,
146.
99 Natsume, Tezuka Osamu wa doko ni iru, 52.
100 Word bubbles and the dialogue are another important way of generating
a sense of duration in the image. These characteristics are all noted in
Scott McCloud’s “Time Frames” chapter of his Understanding Comics,
94–117.
101 Lamarre, “From Animation to Anime,” 339–40.
102 Quoted in Akita, “Koma” kara “firumu” e, 153.
103 “In effect, economic obstacles promoted technical innovation, which in
turn generated the positive unconscious of anime (minimal movement
= minimal life = information).” Lamarre, “From Animation to Anime,”
340.
104 Doane, “The Indexical and the Concept of Medium Specificity,” 131, sug-
gests the phrase “enabling impediment.” Manning, Relationscapes, 218–19,
222 · Notes to Chapter 2
Disney’s practice of earning money through copyright fees. Tokyo Shim-
bun, “TV dōga ‘Tetsuwan Atomu’ no seisaku,” 9. Tezuka also discusses
using Disney as a model for his reliance on character merchandising in
Tezuka Osamu essei-shū #3, 191–92, and Boku wa manga-ka, 242–43.
7 Kōno, “Shōhinkaken shiyō kyodaku gyōmu, dai 3 kai,” 24.
8 Kayama and Bandai Kyarakutā Kenkyūjo, 87% no nihonjin ga kyarakutā
wo suki na riyū, 186.
9 Tsuchiya, Kyarakutā bijinesu, 77.
10 Tezuka, Tezuka Osamu essei-shū #6, 167.
11 Tsunashima, “Terebi to omake,” 60.
12 Quoted in Utagawa, “Manga (anime) osoru beshi!,” 132.
13 The importance and persistence of character merchandising does not,
however, mean that the practice hasn’t experienced its ups and downs.
As early as 1969, a newspaper headline in Asahi Shinbun announced
that “The Manga Merchandising Strategy [i.e., character merchandis-
ing] Has Lost Its Magical Powers” (“Shintsūryoku o ushinatta manga
shōhō”), 14. And yet despite its periodic rise and decline, the strategy
has nonetheless remained a core element of the anime system.
14 Kyarakutā Māketingu Purojekuto, Zukai de wakaru kyarakutā māketingu,
32.
15 Yasui, “TV kyarakutā kenkyū, #12,” 35. Earlier instances of the prolifera-
tion of character images (such as the Norakuro boom in the 1930s) did
not see the strict enforcement of rights of ownership over the character
image; in this sense, the 1960s anime boom was truly the start of the
character business.
16 World Intellectual Property Organization, “Character Merchandising,”
6.
17 Yasui notes the use of the tie-in with National Kid, as well as its limita-
tions, in “TV kyarakurā kenkyū, #10,” 20.
18 Aihara, Kyara ka suru Nippon, 19.
19 The significance of the Meiji–Atomu campaign is often noted in the
volumes of Māchandizingu raitsu repōto (Merchandising Rights Report),
a trade journal dedicated to the study of character merchandising that
has, over its several decades in print, devoted several series of articles to
reviewing the history of character merchandising in Japan, in which the
pioneering roles of Atomu and the Meiji sticker campaign are inevitably
featured. See, e.g., Yasui Hisashi, “TV kyarakutā kenkyū” (TV Char-
acter Studies) series run from 1975 through 1977 and the “Nihon no
kurashikku kyarakutā” (Japanese Classic Characters) run through 1986
224 · Notes to Chapter 2
March 1962, though it had been in the planning stages since December
1961. Ōhashi, “Māburu kyanpēn no CM,” 4.
34 Machida, Za chokorēto dai-hakurankai, 90, 92.
35 Ōhashi, “Māburu kyanpēn no CM,” 4.
36 Meiji Seika, Meiji Seika no ayumi, 275.
37 Kojima, “Komāsharu to Māketingu,” 62.
38 The term total marketing (tōtaru māketingu) was itself developed around
this time, a point to which I will return in chapter 4. On these elements
as forming a total marketing campaign, see advertising manager Ōhashi
Shizuo’s account in “Meiji Māburu Choco kyanpēn.”
39 Ōhashi emphasizes the importance of the “sound policy” across Marble
ads and for the creation of a uniform product image. Ōhashi, “Meiji
Māburu Choco kyanpēn,” 99–100.
40 See Tsunashima’s important recent book revisiting this era, Atomu
shīru, 26. Like most material about the material culture of this time,
this book presents much information and many visual documents but
little analysis. Nonetheless, Tsunashima’s book—as with the similarly
detailed work of the chronicler of postwar material culture, Kushima
Tsutomu—offers a highly valuable account of the sticker campaign.
41 Ban Shōjirō—a member of the Meiji Seika advertising department and
creator of the Atomu stickers later included as a premium in Marble
packages—notes that at the beginning, Marble Chocolates’s market share
was 90 to 10 but that soon after the release of Parade Chocolates, it had
decreased to a meager 30 to 70. Interview with Ban in Tsunashima,
Atomu shīru, 25.
42 Tsunashima writes that these moving badges were first introduced
as omake in Parade Chocolates in June 1963 and that this is the first
indication in company records of Morinaga including omake in its
Parade Chocolates. Tsunashima, Atomu shīru, 117; Tsunashima, “Terebi
to omake,” 56. But this would not explain why Meiji felt the need to
introduce Atomu stickers as early as spring 1963 (perhaps March) nor
how they could mount a campaign that begins in July as a “response”
to Morinaga including premiums in their Parade Chocolates not a
month before. In short, one must assume one of two things: either (1)
that despite the absence of a paper trail, Morinaga had already been
including premiums in its Parade Chocolates before June 1963, and
most likely from their release in November 1962, or (2) the main chal-
lenge to the supremacy of Meiji’s Marble Chocolates did not in fact
come from Parade Chocolates but rather from other lines of Morinaga
226 · Notes to Chapter 2
in Meiji chocolates—in the book versions of the manga published by
Kappa Comics as of 1964. One could, of course, purchase other Atomu
goods without the mediation of Meiji.
56 A full-page advertisement published in Asahi Shinbun newspaper,
January 1, 1963, p. 6.
57 Tsunashima, Atomu shīru, 26–28; Kushima, Shōnen shōjo tsūhan kōkoku
hakurankai, 204–5.
58 “Tetsuwan Atomu, Tetsujin 28-go to otonatachi,” 24.
59 Tsunashima, Atomu shīru, 28.
60 Mushi Production, Tetsuwan Atomu DVD—Box Data File 1, 43. Ac-
cording to this data file account, the earlier test run stickers had been
based on traces from cels from the anime version.
61 “Tetsuwan Atomu, Tetsujin 28-go to otonatachi,” 22.
62 “Nerawareru kodomo shijō,” 6.
63 Yamakawa, “‘Bangumi’ to ‘komāsharu’ no aidagara,” 53.
64 “Tetsuwan Atomu, Tetsujin 28-go to otonatachi,” 24.
65 Mushi Production, Tetsuwan Atomu: DVD—Box 3, 40; Tsunashima,
“Terebi to omake,” 24.
66 The badge premium for this chocolate was not included in the pack-
age but was obtained by mailing in three coupons included on the foil
wrapper. Tsunashima, “Terebi to omake,” 43; Kodansha, Atomu Book,
129.
67 This ad as well as the previous one can be viewed at Dentsu’s Advertising
Museum Tokyo. For additional information on this ad (scant though
it is), I am drawing from Ōhashi’s comments in “Meiji Māburu Choco
kyanpēn,” esp. 90–102, as well as the comments of Takasugi Jirō (the
director of the ad, which was produced by Nihon Ten’nenshoku Eiga)
printed in Zen-Nihon CM Hōsō Renmei ed., ACC-CM nenkan ’65, 31.
The particular image of Atomu used in the commercial (the same image
as Figure 2.11, albeit a different kind of sticker), was being included in
Marble boxes as of late 1963 into 1964, according to Mushi Production,
Tetsuwan Atomu DVD—Box 2 Data File, 42. But the omake advertised
is a “magic print” (a scratch-on decal). Magic prints only came out as
of April 1964 and were only included as omake in Marble boxes as of
August 1964. Mushi Productions, Tetsuwan Atomu DVD—Box 5 Data
File, 32. So one conjectures that the ad must have run in summer 1964.
68 Lamarre, “From Animation to Anime,” 329–67.
69 This is not to say that Uehara disappears, however. She remains a pres-
ence throughout the Atomu years. However, where originally she was
228 · Notes to Chapter 2
80 Nakano, Manga sangyōron, 78.
81 The series was actually created by Fukui Ei’ichi, but Takeuchi took over
after Fukui abruptly passed away after the first monthly installment
of Akadō. For an account of Akadō that puts it into the context of the
magazine culture of the time, see Honma, Shōnen manga daisensō,
58–61, 74–79.
82 Honma, ibid., 76–78, notes that by the end of the radio drama, 90 per-
cent of boys and 80 percent of girls surveyed knew of the name “Akadō
Suzunosuke.”
83 Kan, Jidō bunka no gendaishi, 93.
84 Kushima, Shōnen būmu, 30.
85 Tsugata, “Manga no anime-kan okeru shoyōsō,” 18–19, remarks on the
greater gap between manga and live action (compared to manga and
anime) in his general discussion of adaptation.
86 Kan, Jidō bunka no gendaishi, 111–12, notes that the popularity of
Akadō came from the synergetic combination of radio voice supported
by manga image, suggesting that the film version “miscast” Akadō. Yet
it seems to me that this miscasting was more a symptom of the three-
body problem than the failure to choose a suitable actor.
87 This earlier series was broadcast on Fuji Terebi from March 3, 1959,
to May 28, 1960, and ran for a total of sixty-five episodes. Incidentally,
the famous prewar animator Murata Yasuji’s animation studio was
responsible for the animation in the opening section of the first series.
88 Conversely, one may explain the transmedia success of certain live-
action series—such as the 1958 Gekkō Kamen (Moonlight Mask) or the
1972 Kamen Raidā (Masked Rider)—by the fact that the main character
was masked. The mask covered the face, adding a drawn quality to
the live-action medium. The drawn quality of the masked face made
the connections between these live-action series and the manga series
much easier to develop. Additionally, many live-action children’s series,
particularly those that followed the success of the 1966 Urutoraman
(Ultraman), introduced fixed poses into the action, effectively stilling
the motion at key moments in the series. These fixed poses of masked
figures enabled an ease of transposition from screen to manga to toy
to the child imitating these poses in play.
89 Kan Tadamichi suggested that manga also had the properties of “any-
where, anytime” in an essay written in the 1950s about the Akadō phe-
nomenon; Kan, Jidō bunka no gendaishi, 118. The stickers are both an
intensification of this phenomenon and its qualitative transformation
230 · Notes to Chapter 2
of constant qualitative growth. . . . The world is self-augmenting. Real-
ity ‘snowballs,’ as William James was fond of saying.” There is a similar
sense in which the reality of the character is also self-augmenting, or
snowballing, at least to the degree that its layering increases in propor-
tion to the number of media in which it incarnates.
103 The simultaneously material and immaterial function of the character
in turn forces us to rethink the semiotic model of consumption that
dominated Japanese writings on the image and consumption during the
1980s and 1990s, influenced by the work of Baudrillard and his influ-
ential dictum that “the logic of consumption . . . is a logic of the sign
and of difference.” Baudrillard, For a Critique of the Political Economy
of the Sign, 66. Although this work is important for emphasizing the
relational basis of consumption and for critiquing the presumed neu-
trality of needs, it neglected to leave space for a consideration of the
persisting importance of material objects in supporting these signs and
motivating consumption. As I have argued here, there would have been
no explosion of character merchandising without the immaterial attrac-
tion and the material expansion of the character image in its multiple
media forms.
1 These badges had an adhesive patch at their back and so stuck to any
material—whether clothes, metal appliances, or desks. In effect, they
functioned like stickers. The Tetsujin 28-go anime (Iron Man no. 28,
1963–66, released in North America as Gigantor) was first serialized as
a manga in Shōnen in the 1950s and was Atomu’s main rival from early
on in its comic days. Like Atomu, it featured a robot as its title character
(Tetsujin 28-go), in this instance controlled by a young boy via remote
control. An anime version of the Tetsujin manga was produced following
the success of the Atomu series by the former commercial animation
studio, TCJ (now Eiken), and sponsored by Glico. It was televised from
October 1963 to May 1966.
2 Yamakawa, “‘Wappen būm’ to ‘terebi jin’ shijō to masu komi → kuchi
komi → mono komi,” 48.
3 A contraction of the transliteration of mass communications (masu
komyunikēshon), which was introduced into Japan in 1951 by UNESCO,
and virtually synonymous with the term more commonly used in Eng-
lish, mass media, the term masu komi was popularized by journalists
232 · Notes to Chapter 3
character products (such as Atomu running shoes) or the rights to use
the character image in a particular company’s marketing campaign
(Meiji’s use of the Atomu image is an obvious example). The latter
practice is also known as character marketing.
13 See, e.g., Schodt, Astro Boy Essays, 74.
14 Ōtsuka and Ōsawa, “Japanimeeshon” wa naze yabureru ka, 24, describe
this period as “the first real ‘character boom’ in modern history.” The
qualifier “modern” is important insofar as it implicitly acknowledges the
possibility of character booms in the premodern period. Here I refer to
Kagawa Masanobu’s interesting argument that the origins of Japanese
character culture are to be found in the Edo period, particularly in the
eighteenth century, with the visualization of the formerly folktale-based
yōkai, or “hobgoblins.” With their visualization came their commodifi-
cation and their sale in the form of card-based games that in turn laid
the basis for Japan’s vibrant character culture—a culture that still, as the
case of Pokémon exemplifies, takes monsters as the basis for characters.
Kagawa, “Bakemono kara Pokemon e” and Edo no yōkai kakumei; see
also Kabat, “Monsters as Edo Merchandise.” Although Kagawa’s work
should not be ignored, and this longer history of characters in Japan
should be kept in mind, I take the 1920s–1930s as the first instance of
character circulation in (modern) Japan in large part because the works
at that time—as they were to be later—were based around manga and
animation and emphasized the circulation of the character image across
multiple media platforms.
15 Nogami, “Manga to kyarakutā bunka,” 8.
16 Nogami, “Sekai wo sekken suru nihon no kyarakurā no miryoku,” 25.
17 Saitō, Showa gangu bunkashi, 9. Saitō’s finely researched book is the most
detailed account of the history of Japanese toys I have come across. For
two important English-language accounts of the Japanese toy industry
and its economic importance for Japan, see Allison, Millennial Monsters,
and Cross and Smits, “Japan, the U.S., and the Globalization of Children’s
Consumer Culture.”
18 Tezuka himself remarks on the pioneering role of Disney in mobilizing
copyright law, media, and relations with companies to limit the circula-
tion of pirated materials in early postwar Japan. Tezuka, Tezuka Osamu
essei-shū #3, 191.
19 Kōno, “Shōhinkaken shiyō kyodaku gyōmu, dai 2 kai,” 26.
20 Ibid. For an excellent account of Walt Disney’s early marketing strategy
in the U.S. context, see DeCordova, “The Mickey in Macy’s Window.”
234 · Notes to Chapter 3
35 Saitō, Showa gangu bunkashi, 95.
36 Ibid., 132–33.
37 Allison, Millennial Monsters, 36.
38 Zaidan Hōjin Nihon Gangu Bunka Zaidan, “Keikōgyō no hatten to
dai’ichi ōgon jidai no omochatachi,” 36.
39 Saitō, Showa gangu bunkashi, 183.
40 Both trade journals later changed their names, Gangu shōhō to Toizu
magazin (Toys Magazine) and Tokyo gangu shōhō to Toi jānaru (Toy
Journal).
41 Gangu Shōhō, February 1958, 37.
42 Saitō, Showa gangu bunkashi, 25–34, emphasizes the importance of
this distinction; small-article toys are the focal point of an informative
discussion between Katō and Kōno, “Kyarakutaa shōhin hassei no dodai
to natta komono gangu,” 15–21. While the terms ōmono gangu and
komono gangu are infrequently used in the present day—particularly
as omocha has replaced gangu as the Japanese word for toy—the dis-
tinction between the two persists, particularly as there tends to be a
division of labor between companies that produce more expensive toys
and those that produce toys or novelty items for inclusion with candies
as premiums or as small and inexpensive items in convenience stores.
43 Saitō, Showa gangu bunkashi, 51.
44 See Takayama, 20 Seiki omocha hakubutsukan, 13; Saitō, Showa gangu
bunkashi, 25; and Tada, Omocha hakubutsukan #20.
45 Katō and Kōno, “Kyarakutaa shōhin hassei no dodai to natta komono
gangu,” 15.
46 Saitō, Showa gangu bunkashi, 219.
47 Allison, Millennial Monsters, 37–38.
48 Kondō and Kōno, “Kore kara wa gurumi jidai,” 22–23.
49 Given the dearth of historical research on the history of toys—and par-
ticularly the scarcity of histories of character-based toys and character
merchandising—I rely on the articles and ads in the pages of Gangu
shōhō and its Tokyo version, Tokyo gangu shōhō, to get a sense of the toys
of the time. It is certainly possible that certain toys were simply neither
advertised nor mentioned. However, these principal trade journals offer
a wealth of information about what was going on in the realm of toys
at the time. As such, they are an invaluable resource for tracking trends
in toys during the 1950s and 1960s.
50 There is another reason to believe that this was in fact a year that saw
the proliferation of Disney toys—and not simply ads for them. In a
236 · Notes to Chapter 3
popular manga series, Yaguruma Ken’nosuke. The item could also be
purchased via mail order to Shōnen magazine.
62 Kodansha, Atomu Book, 24–26. Shōnen magazine’s publisher Kōbunsha
is cited as the maker of this 1958 Atomu figurine.
63 It was the Kappa Comics editions of the Tetsuwan Atomu manga that
were published as of December 1963 that proved to be the real “record-
breaking huge bestsellers,” according to Mori, Zusetutsu Tetsuwan
Atomu, 93. While the earlier hard-cover book collections of Atomu
were popular enough for a total of eight volumes to be released (Mori,
Zusetutsu Tetsuwan Atomu, 78), the real popularity of Atomu books
appears to have come with the Kappa Comics editions after the televi-
sion anime.
64 Saitō, Showa gangu bunkashi, 281–82. See also Katō and Kōno, “Kyarakutā
shōhin hassei no dodai to natta komono gangu,” 18.
65 Saitō, Kodomo tachi no genzai, 49; Nogami, “Kōdo seichō to omocha
no tayōka,” 78.
66 Gladwell, Tipping Point, 9.
67 Nogami, Omocha to asobi, 58, writes that TV’s and toys’ indissociable
relationship first began with Tetsuwan Atomu in 1963, precisely because
of the mass extent of television’s reach. Katō and Kōno, “Kyarakutā
shōhin hassei no dodai to natta komono gangu,” 17, similarly note the
essential relation between the proliferation of TV sets and the rise of
mass media toys around the time of Atomu.
68 Indeed, it was not until the anime version of Atomu’s positive reception
that manga became generally accepted by adults. Saitō, Kodomo tachi
no genzai, 46, 51.
69 Kan, Jidō bunka no gendaishi, 118.
70 In an article originally published in 1965, Kan, ibid., 231, writes that
“television is at the center of mass communications.”
71 Yamakawa, “Shōhinka keikaku ni tsunagaru terebi manga no būmu,”
47.
72 Expressions of this sentiment can be found in many accounts of the
Atomu boom by writers who were children at the time of anime’s emer-
gence. E.g., Inamasu Tatsuo, a professor of Hosei University who was a
child at the time of the release of the Atomu television series, notes that
while people like Yasuo Ōtsuka “felt like the animation wasn’t moving,”
younger viewers “had the intense feeling that the Tetsuwan Atomu from
Tezuka’s magazine [manga] was moving, and this was the reason for its
explosive popularity.” Quoted in Akita, “Koma” kara “firumu” e, 153.
238 · Notes to Chapter 3
which emphasizes the importance of Popy’s sponsorship of character-
based television programs.
87 The theory of affordances was developed by psychologist Gibson,
Ecological Approach to Visual Perception, and refers to the particular
capacities or possibilities for action an object or environment offers to
a particular subject.
88 Fleming, Powerplay, 102. The inventive, Star Wars–derived urban vinyl
toys produced by Sucklord are wonderful examples of this refusal of
closure.
89 Here I am situating creative play with the character toy in the same
lineage as current fan practices like the writing of slash fiction, the
creation of mash-up songs or videos, and the making of machinima.
In short, play itself can be understood to be an active fan practice that
creates new texts as much as it consumes—and reconfigures—existing
ones.
90 Saitō, Showa gangu bunkashi, 46.
91 Ibid., 177.
92 This understanding of media as a network or system owes some debt to
the treatments of media in the systems theory of Luhmann, Reality of
the Mass Media, and the processually postsystemic theory of Massumi,
Parables for the Virtual, 68–88, and “National Enterprise Emergency.”
However, the understanding of media connection sketched here holds
more interest in the transmedia and transgeneric networking (Massumi’s
event-transitivity) of particular franchises such as Tetsuwan Atomu than
in the genre differentiation between “programme strands”—such as
news, entertainment, or advertising—that informs Luhmann’s study.
Transmedia movement here implies a kind of transversal movement
across media and things that creates potentially different organizations
of media and things but that nonetheless settles into established patterns
of relation (media mixes).
93 Bolter and Grusin, Remediation, 45, 68. Bolter and Grusin are here
relaying industry discourse; the counter term they offer for repurpos-
ing—remediation—is much more complex. See also Klinger’s discussion
of repurposing in Beyond the Multiplex, 7–8.
94 Krauss, “Reinventing the Medium,” 296.
95 Ibid., 300.
96 Douglas and Isherwood, World of Goods, 38. Later, in a more struc-
turalist vein, they write that “all goods carry meaning, but none by
itself. . . . The meaning is in the relation between all the goods” (49).
240 · Notes to Chapter 4
in capitalism in Millennial Monsters; and Lamarre’s theorization of
transmedia seriality in Anime Machine.
2 For an example of the term’s use in a recent marketing textbook, see
Shimamura, Atarashii kōkoku, 156–58.
3 For an excellent consideration of the place of Kadokawa in relation to
Japanese film practice that takes account of its media mix initiatives and
similarly puts into question the common presumption that Kadokawa
originated this practice, see Alexander Zahlten’s dissertation “The Role
of Genre in Film from Japan.” This work is an important resource that
situates Kadokawa more closely in relation to developments in inde-
pendent film production.
4 This term is used with some caution. The anime media mix is to be sure
not limited to anime but rather prominently includes live-action TV
series and films. However, two reasons justify this usage: first, I contend
that this mode of linking media together coalesced around TV anime
as it emerged in the early 1960s, and second, the term presently refers
to a phenomenon that is most prevalent in anime and its related media
cultures (video games, comics, and light novels), though of course, this
term is applied to non-anime media mixes as well. A final note of cau-
tion: marketing media mix should not be confused with the marketing
mix, one of the most fundamental concepts of modern marketing, which
refers to the four Ps of product, price, place, and promotion. Advertising
(and hence the marketing media mix) is a component of promotion.
5 Ishikawa, Yokubō no sengo shi, 88. According to Ishikawa, the term was
first introduced to Japan in the late Taisho period (1912–26), around
1924, but only came into general usage in the mid-1950s.
6 Kohara, Nihon māketingu shi, 68. See also Shimokawa, Māketingu, 120.
7 Kohara, “Nihon no māketingu,” 11–12. The prior existence of Senden
kaigi—a monthly marketing and advertising magazine first published
by the Kubota marketing agency in 1954—would seem to indicate a
growing interest in marketing predating this 1955 trip. However, it is
striking how most marketing journals begin to be published in 1956 or
thereafter, with Dentsū kōkoku ronshi (1955–) and Marketing to kōkoku
(1956–) being two good examples.
8 Kotler, Marketing Management, 20.
9 Keith, “Marketing Revolution,” 35. Not surprisingly, this shift brought
with it an increasing concern for the study of the consumer, and the
1950s saw the “development of an academic discipline of consumer
behavior within the marketing departments of colleges of commerce
242 · Notes to Chapter 4
20 Bass and Lonsdale, “An Exploration of Linear Programming in Media
Selection,” 179; emphasis added.
21 With the recent rise of the concept of “cross-media marketing,” market-
ing discourse would seem to bring the marketing media mix closer to
the anime media mix—albeit under a different name. With cross-media
marketing, the movement from one medium to another would initially
seem to be the goal, as when, to use a typical example, a fragmentary
narrative on television asks viewers to use their cell phones or computers
to access a website that will complete the narrative. In some sense, this
is much closer to what the anime media mix has practiced since the
1960s. And yet, as Tanaka Hiroshi’s overview of the concept suggests, the
initial media crossing is only meant to be the foreplay to a final venture
into the store where an object will be purchased. In short, this differs
little from the marketing media mix after all because the consumption
of a final material good distinct from the advertisement is posited as
the goal. Tanaka, “‘Kurosu media kenkyūkai’ hōkoku 2,” 4.
22 This grid is sustained, it would seem, by the hold a certain epistemology
of the media and the exigency of quantification (how much money +
how many viewers + how many times = how many purchases of the
product) has on them, which militates against recognizing the fuzziness
of real media operations.
23 Suzumiya Haruhi in fact goes under different names, depending on
the novel, video game, or anime series in question: Suzumiya Haruhi
no yū’utsu (The Melancholy of Suzumiya Haruhi), Suzumiya Haruhi
no taikutsu (The Boredom of Suzumiya Haruhi), Suzumiya Haruhi no
sōshitsu (The Disappearance of Suzumiya Haruhi), etc. I will follow
common protocol and refer to the entire series as the Suzumiya Haruhi
series.
24 “Tetsuwan Atomu, Tetsujin 28-gō to otonatachi,” 22.
25 As early as 1964, the advertising critic Yamakawa Hiroji wrote that “the
program and the commercial’s relations have already become one entity.
Can we not say that the entire 30 minutes of Tetsuwan Atomu is a com-
mercial for the ‘Atomu caramels’ commodity?” Yamakawa, “‘Bangumi’ to
‘komāsharu’ no aidagara,” 53. The suggestion that the program has itself
become a commercial is also put forward in American and Canadian
critics’ discussions of what, with the deregulation of the 1980s, were
known as “toy-based programs” (such as G.I. Joe and Jem). This is a
very similar phenomenon to what emerged in Japan in the early 1960s
and yet, thanks to the efforts of government regulatory bodies, did not
244 · Notes to Chapter 4
34 On the light novel as an increasingly important element of the anime
media mix, see Hirota, “Raitonoberu wa anime kai no kyūseishu na
noka.”
35 The first tier—in terms of sales and size—was occupied by the three
publishing giants Kodansha, Shueisha, and Shogakukan. I take the lib-
erty of referring to Kadokawa Gen’yoshi and Kadokawa Haruki by their
given names to differentiate them more succinctly. I follow the same
practice in the next chapter, when I discuss Haruki’s younger brother
Kadokawa Tsuguhiko.
36 The first Kadokawa Gen’yoshi passage is quoted in Asahi Shinbun Yūkan
(Asahi Newspaper, Evening Edition), August 28, 1993; the second comes
from a one-page declaration by Gen’yoshi written in 1949, titled “On
the Occasion of the Launching of Kadokawa Paperbacks,” published in
the back pages of every Kadokawa paperback edition to this day.
37 Higuchi, “Suna no utsuwa” to “Nihon chinbotsu,” 211. The strategy of
combining novel with film also took off in the United States in the 1970s.
This and the importance of Love Story for Hollywood are detailed in
Justin Wyatt’s fine work, High Concept. The rise of the media mix within
the Japanese film and book industries—through the efforts of Kadokawa
Haruki—is thus contemporaneous to the development of what Wyatt,
drawing on a Hollywood industry term, calls high-concept films.
38 Kadokawa Haruki discusses this in his autobiography, Wa ga tōsō, 132.
If the title of his autobiography (My Struggle) seems to overlap with
Adolf Hitler’s Mein Kampf (My Struggle), this is no accident: Kadokawa
has provocatively expressed his admiration for Hitler’s book, which
he claimed was his “most important textbook” for his media strategy.
In fact, he reads Hitler’s use of uniforms, music, Rilke’s poetry, and
Nietzsche’s thought as elements of a wider media strategy key to total
mobilization. See Kadokawa, “Wa ga tōsō,” 80–81.
39 Sotooka, “Baburu bunka no hate,” 6.
40 On the use of color for the first time on paperback covers and its Ameri-
can inspiration, see Kadokawa, Wa ga tōsō, 133; on advertisements in
paperback editions, see Yamakita, Kadokawa Haruki no kōzai, 110.
41 Kogawa Tetsuo, as quoted by Sotooka, “Baburu bunka no hate,” 9.
42 Yamakita, Kadokawa Haruki no kōzai, 111. Kadokawa Haruki is dismissed
as someone who “ran the publishing with the sense of a fashion event”
in the roundtable discussion between Ijiri Kazuo, Tayama Rikiya, and
Kasuya Kazuki, “Kadokawa Haruki no mita yume,” 310.
43 Ueno, “Shōhin no bunka-ka arui wa kōkoku to shite no eiga,” 10, suggests
246 · Notes to Chapter 4
as the “media mix age”—is Utagawa, “Manga (anime) osoru beshi!,”
130. Another article that refers both to the anime media mix and to
Kadokawa marketing is Noda, “Goraku gata shuppansha no media mix.”
55 E.g., Sotooka, “Baburu bunka no hate,” 6, and Ijiri et al., “Kadokawa
Haruki no mita yume,” 304, 309.
56 Kadokawa, “Wa ga tōsō,” 80–81; Kadokawa, Wa ga tōsō, 133. We should
also note that the connections between literature and film in Japan go
back to the beginnings of Japanese cinema (albeit in a less coordinated
fashion than Kadokawa), and the connections between film and music
similarly go back before Kadokawa’s time, symbolized by the career of
singer-actress Misora Hibari and the kayō eiga or “pop song films” that,
according to Fujii, Gosanke kayo eiga no ōgon jidai, had their golden era
in the mid-1960s. Kadokawa’s feat was thus not so much the invention
of relations between media as their systematic deployment.
57 Zahlten, “Role of Genre in Film From Japan,” 255–56, also suggests that
we see Tetsuwan Atomu as an important precursor to Kadokawa’s media
mix strategy. A parallel case for the importance of television for develop-
ing cross-media strategies later used in the film world has been made
in the American context by Caldwell, “Welcome to the Viral Future of
Cinema (Television),” 95, who writes, “The film industry has become as
good at merchandising, repurposing, syndication, sponsorship, product
placement and audience feedback as the television industry was in the
1950s. Studio executives did not discover these strategies in the post-
classical, ‘high-concept,’ or postmodern age; they merely adopted the
tried and proven business strategies that television and broadcasting had
successfully developed many decades earlier.” “Cinema,” he concludes,
“in some odd ways, has become television” (96).
58 Kōno, “Atarashii kyarakurā senryaku no riron to jissen, #1,” 39. Tsuchiya,
Kyarakutā bujinesu, 51, also remarks on the similarities between Popy’s
and Kadokawa’s media mix strategies.
59 By this time, anime no longer solely appealed to children but also appealed
to young adults with series like Uchū senkan Yamato (Space Battleship
Yamato, 1976) and Kidō senshi Gundam (Mobile Suits Gundam, 1979).
Still, this was a relatively specific audience, whereas Kadokawa appealed
to a mass audience.
60 Ueno, “Shōhin no bunka-ka,” 11.
61 Ibid., 12. Here we see the phenomenon observed earlier in this chapter
with respect to the Tetsuwan Atomu television series and its products:
its operation as a kind of promotional relay to other media forms.
248 · Notes to Chapter 4
term gross national cool (GNC) was coined by McGray, “Japan’s Gross
National Cool,” and refers to the economic benefits that soft power—or
“coolness”—might bring. Kadokawa Haruki’s brother Kadokawa Tsu-
guhiko—the current president of the media conglomerate Kadokawa
Holdings, which I will discuss in greater detail in chapter 5—has recently
written on the importance of the contents industry and “Cool Japan”
from a business perspective in his Kuraudo jidai to “kūru kakumei.”
Condry offers a critical take on the GNC in “Anime Creativity.”
81 Kayama and Bandai Kyarakutā Kenkyujo, 87% no nihonjin ga kyarakutā
o suki na riyū, 196.
82 Onouchi, “Sūji de yomitoku kontentsu bijinesu, dai ikkai.”
83 Kadokawa, “Waga tōsō,” 81.
84 Even here, however, films were often already part of film serials or in-
formal series that extended over time and a body of works, and novels
were often first serialized in newspapers and magazines before being
bound into single book volumes. As I have noted here, with anime and
Kadokawa’s film–novel project, there was more of an acceleration and
systematization of an existing practice than a total transformation.
85 In a fascinating analysis of what he at the time (1977) calls the “mul-
timedia” environment, Tamura, “Maruchi media ni yoru zōfuku no
mechanizumu,” 6–9, points to the importance of magazines and other
information media for amplifying messages transmitted elsewhere and
for developing topics (wadai) that are then picked up and transformed
by other media.
86 Sasakibara and Ōtsuka, Kyōyō to shite no <manga/anime>, 248–49.
87 Deleuze, Desert Islands and Other Texts, 13.
88 Two useful overviews of the concept of flow and the debates around it
are White, “Flows and Other Close Encounters with Television,” and
the first chapter of Dienst, Still Life in Real Time.
89 Williams, Television, 86.
90 Ibid., 97.
91 Ibid., 86.
92 Ibid., 87.
93 Ibid., 88.
94 Ibid., 93.
95 Feuer, “Concept of Live Television,” 15–16.
96 Ellis, Visible Fictions, 112.
97 The importance of television, and TV anime, in particular, for the devel-
opment of the children’s market and the incorporation of the child into
250 · Notes to Chapter 4
Harry Cleaver, Nick Dyer-Witherford, Jason Read, and Michael Hardt.
109 Massumi, A User’s Guide to Capitalism and Schizophrenia, 132.
110 Ibid., 133.
111 Smythe, “On the Audience Commodity and Its Work”; Browne, “Politi-
cal Economy of the Television (Super) Text”; Beller, Cinematic Mode
of Production. Maurizio Lazzarato develops this understanding of con-
sumption as production in his “Immaterial Labor” essay. Negri similarly
develops this approach in his theorization of the social factory, wherein
all acts, particularly those that involve communication, become directly
productive for capital: “The entire society becomes one enormous
factory, or rather, the factory spreads throughout the whole of society.
In this situation, production is social and all activities are productive.”
Negri, Politics of Subversion, 204. Terranova offers a superb account of
the voluntary labor of consumers in “Free Labor.”
112 This was arguably an early development of what Kücklich, “Precarious
Playbour,” has termed, in the context of video game modders, playbour.
1 This export of the marketing and media practice from children’s culture
into a wider cultural milieu is a phenomenon that one also sees in the
context of North American media production of film and other texts
from the mid-1970s onward. See Marshall, “New Intertextual Com-
modity,” 71–73.
2 Zahlten, “Role of Genre in Film from Japan,” 295.
3 A recent book on a media mix phenomena describes the Kadokawa
Group as the “representative media conglomerate of Japan.” Yawaraka
Sensha Rengōgun, Yawaraka sensha ryū, 194.
4 Matsutani, “Jissha eiga,” 61, notes that publishers began participating
in the committee production system as of 2001. See also Matsutani,
“Manga no media mikkusu to seisaku iinkai hōshiki.” Tada, Kore ga
anime bijinesu da, 101, suggests that the production committee system
is a “recent trend” (at least with regard to anime production). Thanks
to Alexander Zahlten for additional information on the history of the
committee system.
5 Matsutani, “Jissha eiga,” 75, suggests that we should differentiate the
Kadokawa media mix from the production committee system media
mix—insofar as the former has the media mix as its goal and the lat-
ter has the media mix as its effect. Yet the similarities outweigh the
252 · Notes to Chapter 5
seen in the 1980s. On Tokuma’s “sukima” shōhō (“gap” business strategy)
or market segmentation, see Noda, “Goraku gata shuppansha no media
mix.” On the wider theoretical and strategic shift by marketers in the
1980s that recognized and exploited the fragmentation of masses into
micromasses, see Ivy, “Formations of Mass Culture.”
13 Shinoda, “‘Daisōran’ hete Kadokawa Shoten.”
14 Deleuze and Guattari, Anti-Oedipus, 101. At one point in the book,
Deleuze and Guattari associate the 4 + n with “primitive production”
(178), but it seems more suitable for the schizophrenic production of
connections (the “and, and . . . ”) they oppose to the oedipal formation.
15 The importance of this character–world relation even to the more
recent film media mixes developed around the production committee
model is remarked on by Matsutani, “Jissha eiga,” 71. The importance
of the concept of the world for Hollywood’s media mix development
is noted in Jenkins’s discussion of the Matrix phenomenon (which, as
he points out, was inspired by Japanese media mix practices). Jenkins,
Convergence Culture, 114, remarks that “more and more, storytelling
has become the art of world building.”
16 Though some critics have argued that Kadokawa Tsuguhiko’s turn
to live-action film production in recent years has marked a return or
repetition of the Kadokawa Haruki media mix practice (see “Kadokawa
Tsuguhiko HD shachō,” 66–67), this emphasis on the character–world
relation is one of the aspects that marks the significant difference in
this repetition.
17 Originally published in 1989, this book was expanded and republished
in 2001 as Teihon monogatari shōhiron. I have translated a key essay
from this volume as “World and Variation.”
18 Azuma, “Animalization of Otaku Culture”; Otaku.
19 On Ōtsuka’s entry into Kadokawa Media Office and the conditions he
had already conceived for a more minor type of media mix, see Ōtsuka,
“Boku to Miyazaki Tsutomu no ’80 nendai, #17,” 264–69. Ōtsuka,
“Otaku” no seishinshi, 242, notes that he began working at Kadokawa
Media Office in 1987.
20 Ōtsuka and Azuma, “Hihyō to otaku to posutomodan,” 7. This dialogue
has recently been republished (with the previously quoted section edited
out) in a collection of dialogues between Ōtsuka and Azuma, Riaru no
yukue. Dentsū is Japan’s largest advertising agency.
21 Ōtsuka, “Otaku” no seishinshi, 244; Ōtsuka and Azuma, “Hihyō to otaku
to posutomodan,” 7.
254 · Notes to Chapter 5
28 Ōtsuka, “Otaku” no seishinshi, 244.
29 Ōtsuka, “World and Variation,” 107–8. For an English-language account
of the Gundam world, see Simmons et al., Gundam.
30 Ibid., 109–10.
31 For a good account of the comic market and its politics, see Thorn,
“Girls and Women Getting Out of Hand.”
32 Ōtsuka, “World and Variation,” 113.
33 Ōtsuka is particularly critical of his “shameless” use of the then popular
semiotic approach, leading him to resist republishing this book until
2001. Ōtsuka, Teihon monogatari shōhiron, 319.
34 Ōtsuka, “Otaku” no seishinshi, 243, remarks on Kadokawa Tsuguhiko’s
interest in U.S. tabletop role-playing games, or TRPGs, and their pub-
lishing form.
35 Here I am reading Ōtsuka’s more recent critique of a transcription model
of the media mix as a retroactive critique of Kadokawa Haruki’s media
mix. Ōtsuka contrasts the “replay” of narratives in different media to
the uniformity across media found in Kadokawa Books: “The reason
why the routine and ‘work-like’ right to left transcription from works
of anime and films whose production has been decided to manga and
novels—recently begun by not only Kadokawa Books but various other
companies—the reason why these works are so uninteresting is that
the writers of these novels and manga are not given any room for the
‘pleasures of replay.’ These half-baked works don’t even deserve being
called media mix.” Ōtsuka, Kyarakutā shōsetsu no tsukurikata, 186.
36 Azuma, Yūbinteki fuantachi#, 393–407, discusses the split within the
Psycho series into Real and Fake.
37 Terranova, “Free Labor,” offers a concise and far-reaching treatment of
this. See also Arvidsson’s discussion of consumers’ creation of a brand’s
value in Brands.
38 Ōtsuka, Monogatari shōmetsuron, 57.
39 Given the importance of the environmentalization of media to our
understanding of the media transformations of the 1960s, it is of more
than mere anectotal interest that Ōtsuka’s workplace at Kadokawa was
designated by the nameplate “Narrative Environment Development.”
Ōtsuka, “Otaku” no seishinshi, 246.
40 Lazzarato, Les Revolutions du Capitalisme, 94.
41 Ibid., 96.
42 Ibid.
43 Deleuze, Negotiations, 177–82.
256 · Notes to Chapter 5
60 Azuma, Gēmu teki riarizumu no tanjō, 125; italics original. Azuma
emphasizes the importance of the character as an entity that gathers
together comics, anime, video games, novels, figurines, etc., within the
1990s media mix in his earlier work as well. See Azuma, Dōbutsuka suru
posutomodan, 76–77; Azuma, Otaku, 53 (where media mix is translated
as “multimedia”).
61 On brand theory, see Lury, Brands, and Arvidsson, Brands.
62 Arvidsson, Brands, vii. Arvidsson cites two main characteristics of
informational capitalism: first, the “blurring of the distinction between
‘production’ and ‘consumption’ or ‘circulation,’ that was central to theories
of industrial society,” and second, “the putting to work of communica-
tion”—what Lazzarato has referred to as “immaterial labor” (9–10).
63 Ibid., 126.
64 Ibid.
65 To use an oft-invoked phrase: they are cute (kawaii). On cuteness, see
Kinsella, “Cuties in Japan.”
66 Lury, Brands, 88–92.
67 Condry, “Anime Creativity,” 148.
68 Saitō, Sentō bishōjo no seishin bunseki, 204.
69 For a book that productively applies brand analysis to narrative worlds—
such as the Matrix—see Grainge, Brand Hollywood. Nonetheless, Grainge
understandably tends to maintain a distinction between the narrative
world of a particular franchise and the brand of the company that is
behind it.
70 Ushiki, Kyarakutā senryaku, 23, 42, a legal theorist and practitioner who
specializes in character commerce, asserts that the basic requirements
for the legal protection of the character are a recognizable name and a
particular visual design. This book is an excellent resource on the legal
theory—and case history—of character merchandising, by a writer who
was involved from the early stages in the debates around and approaches
to character merchandising law in Japan.
71 See the roundtable discussion of the issue, “‘Shōhinkaken’ to iu kotoba
ga umareta koro.”
72 Ushiki, Kyarakutā senryaku, 22. See also the 1994 report by the World
Intellectual Property Organization, “Character Merchandising,” 13.
73 Ushiki, Kyarakutā senryaku, 123.
74 Ibid., 212.
75 Ibid., 230.
76 Trademark law and unfair competition law are two other sets of laws
258 · Notes to Chapter 5
single place, at a single time. Rather, like the interface of the internet,
it is distributed across a number of surfaces (of, for example, products
and packaging), screens (television, computers, cinemas) or sites (retail
outlets, advertising hoardings, and so on).” Ibid., 50. The character,
similarly, is an interface that is present at all levels of production, ad-
vertising, and consumption.
89 Lipietz, as cited in Harvey, Condition of Postmodernity, 122.
90 Kline et al., Digital Play, 62.
91 Kohara, “Nihon no māketingu: Dounyū to tenkai,” 11.
92 On looking as a form of value-production within late capitalism, see
Beller, Cinematic Mode of Production; Arvidsson, Brands; and Marazzi,
Capital and Language, 64–68. Lazzarato’s concept of noo-politics also
assumes attention to be immediately productive for capital.
93 Kline et al., Digital Play, 29.
94 Ōtsuka, Kyarakutā shōsetsu no tsukurikata, 219.
95 Ibid.
96 Ibid., 220.
97 Ibid., 221.
98 Ibid., 223.
99 E.g., see the discussion of the importance of the character–world relation
in the how-to media mix business books Yawaraka Sensha Rengōgun
Yawaraka sensha ryū, 116, and Kyarakutā Māketingu Purojekuto, Zukai
de wakaru kyarakutā māketingu, 60, and Condry’s very useful ethnog-
raphy of anime production, “Anime Creativity,” 152.
100 This drive for knowledge is, nonetheless, important. Allison, Millen-
nial Monsters, 206–15, offers a wonderful analysis of the ways in which
the drive to accumulate knowledge forms one of the motivations for
engaging with the world of Pokémon. Jenkins, Convergence Culture,
98–99, also notes the importance of this epistemophilia in the Matrix
phenomenon.
101 The character good is thus the point of contact between the media mix
as industrial phenomenon and the “hypersociality” that Ito describes in
her case study of Yu-Gi-Oh!, “Technologies of the Childhood Imagina-
tion,” 91.
102 It should be noted that a very important shift in the anime demographic
also occurred in the intervening years since the emergence of anime in
the early 1960s. Anime has become increasingly geared toward adults
as much as children, beginning with the 1970s Uchū senkan Yamato
(Space Battleship Yamato; 1974–75) and Gundam (1979–), but even
260 · Notes to Chapter 5
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Index
· 287
animated television commercials, 11– See also dynamically immobile
13, 215n39; techniques developed character image
in, 12–13; trademark characters, 13 Anime Machine, The (Lamarre), 6
animation: anime shock, 17–20; anime media mix, 141, 168, 241n4,
definitions of, 1–2; emergence 243n21, 246n54; character–world
of animetic movement, 13–17; relation in, 200; continuous,
founding fathers of Japanese, serial consumption across media
213n27; full, 2, 5, 8–9, 16, 17–20, texts, 152; environmentalization
213n26; manga and, 1930s and of character image and rise of,
1960s compared, 214n30; 168; extension into film and
recouping costs of production, literature, 149–53, 154, 245n37,
39–40, 222n3–4; shorts, 11, 94, 95, 247n56; key features, 148, 182–83,
214n30; two streams of, in Japan, 244n33; marketing media mix
7–13 and, similarities and differences
anime: anime shock, 17–20; animetic between, 141–42; post-Fordist
movement, emergence of, 13–17; experiential commodities offered
appeal to young adults, 247n59; in, 158; synergy in, 141–42, 143;
associated media forms, viii; from Tetsuwan Atomu to Suzumiya
characteristics of, 8; character Haruhi, 142–49; transformations
merchandising embedded at very characterizing, 169
core of, 40; demographic, shift in, anime system: character
259n102; development at Mushi merchandising and, ix; concepts
Production, 9, 10–11; as distinct of media and, x–xi; Disney’s
form of limited animation, 3, 5, 17; influence on formation of, xii–
dynamically still image as aesthetic xiii, 215n45, 222n6, 233n18,
precursor to, 33; emergence of, viii, 250n101; emergence of (1963),
ix; emergence of, media contexts 139; emergence of (1963), as
of, 20–36; expanded interval as tipping point in postwar Japanese
essential element of movement visual culture, xiii, xvi–xvii,
in, 32–33; explosive popularity 108; Kadokawa media mix as
of, 34; as intermedia, 17; as extension of, 153, 171; mode
kamishibai plus alpha, 18, 20, 35; of communication within,
limiting movement and inventing, 132; overlaps with global
33–36; “midnight anime” television transformations of capitalism, x;
time slots, 260n102; “positive use of term “system,” 210n9
unconscious” of, 35, 221n103; animetic interval, 6, 7, 213n22
sources of stylistic and technical animetic movement, emergence of,
inspiration for development 13–17
of, 9–13, 244n32; specificity of, Anti-Oedipus (Deleuze and Guattari),
ease in developing transmedia 175
connections and, xiii–xiv; army manga, 97
storyboard theater as outer limit of, art toys, 202
14, 20; television and production Arvidsson, Adam, x, 190–91, 210n11,
of, 10, 214n31; Tsugata’s definition 212n18, 255n37, 257n62, 259n92
of, 8; use of term, viii–ix, 214n34. Asahi sono sheet records, 145
288 · Index
Asakusa Toys, 114–17, 118 253n20; on Psycho series, 255n36;
Asō Yutaka, 93 transformation of Ōtsuka’s theory
association: brand working through of narrative consumption, 176, 178,
logic of, 191; omake–product 254n27
relation of, 58–63
Astro Boy. See Tetsuwan Atomu ballistic model of media
(manga); Tetsuwan Atomu consumption, 130
(television series, 1963–66) Bandai, mass media toys, 117, 121,
Atomization: of Meiji, 54–64; of 238n86
objects by stickers, 80–81 Bandai Kyarakutā Kenkyūjo, 223n8,
Atomu Chotokkyu (Atomu Super 232n7, 236n52
Express), 117, 120 bank system (cel bank or dual use),
Atomu goods, 107–11, 228n77. 16, 216n51
See also Atomu toys; character Ban Shōjirō, 225n41
merchandising; mass media toy Barthes, Roland, 111–12
Atomu image: independence and Bateson, Gregory, 210n12
wider circulation of, 143; stickers, Baudrillard, Jean, 131, 210n6,
43, 57–64, 142–43, 145. See also 231n103, 232n11; on
Meiji Seika–Atomu marketing communication of commodities,
campaign 129–30, 240n101
Atomu konjyaku monogatari (Atomu: Baudry, Jean-Louis, 212n11
Tales of Times Now Past), 189 Belk, Russell W., 242n9
Atomu shīru (Tsunashima), 225n40. Beller, Jonathan, 129, 168, 212n18,
See also stickers, Atomu 240n105, 251n111, 259n92; on
Atomu toys: buriki toys, 114–25, cinematic mode of production,
127–28; grafting of character 130–31
image onto buriki toy, 117–22, Benjamin, Walter, 111–12, 238n76–
127; inflatable toys, 116; matter, 77
narrative openness, and movement Betty Boop, 95
contributed by, 122–25 Bikkuriman Chocolates sticker-based
attention economy, 212n18 premium campaign, 177–80;
author’s copyright (chosakuken), 192, mechanisms behind, 178
193 black box fallacy, 209n1
Autonomist Marxist school, 166–67, blockbuster film, model of, 173–74
250n108 Bōken Dankichi manga series, 95,
autonomy of character, 83–84, 143, 214n30
144, 195 Bōken katsugeki bunko (magazine),
Azuma, Hiroki, xiii, 68, 191, 219n83
211n16, 212n19, 240n1, 244n32, Boku no manga jinsei (My Manga
253n18; on character as meta- Life) [Tezuka], 13–14
narrative nodal point, 44, 190, Bolter, Jay David, 127, 239n93
224n21, 257n60; on characters as Bolton, Christopher, 212n19
“simulacra,” 192; on contemporary Boutang, Yann Moulier, 212n18
otaku moe characters, 228n72; Boys’ Club (Shōnen kurabu)
dialogues between Ōtsuka and, magazine, 26, 95, 96, 234n27
Index · 289
brand: as binding agent of commodities under, 129; real
contemporary capitalism, 187–88; subsumption and, 166–67, 169;
brand analysis applied to narrative regimes of accumulation, 155–56,
worlds, 257n69; character and, 196–97; reliance on material
differences between, 191, 230n101; differences, 131; rise of media
Lury on, 196, 230n101, 258n79, convergence and transformations
258n88; as one of principal in, x
relational technologies of post- Carefree Dad (Nonki na Tōsan), 93,
Fordism, 190–91 95
brand image, 138 “cartoon film” (manga eiga), 8,
Brechtian theater, effect of 214n31
distantiation of, 5 cel bank (dual use or bank system),
broadcasting: planned flow as 16, 216n51
defining characteristic of, 162; character: autonomy/mobility
transformation of fundamental (kyara) of, 83–84, 143, 144, 195;
unit of, 162–63. See also television brand and, differences between,
Brown, Bill, 210n6, 232n11 191, 230n101; character–world
Burch, Noël, 27, 29, 220n87, 220n93 contributed to toy by, 122–23;
Buriki no omocha (The Tin Toy) coincidence of economic downturn
[Kumagai], 112 and character booms, 158, 248n78;
buriki toys (tin toys), 99, 100, 112, communicative aspect of, 84;
114, 238n84; Atomu, 114–25, consistency of character image, 69–
127–28; intraseries closure of early, 70, 201; definition of, 83, 194, 196;
128; mediatization of, 122 design flexibility, through “squash
Buster Brown (serial comic), 94 and stretch,” 28, 31; desirability
of product and omake yoked to
Caldwell, John T., 247n57 appeal of, 54; doubled quality of,
candy industry, in postwar Japan, 68–70, 84–85; gravitational pull
45–46, 224n24–25. See also of, 44, 45–50, 82; as im/material
Meiji Seika; Meiji Seika–Atomu entity, 44, 188, 194, 195, 198,
marketing campaign; Morinaga 231n1–3; increasing ubiquity of
(chocolate company) character image, 64–70, 81–82, 84;
capitalism: brand as binding agent of independence or quasi-actuality
contemporary, 187–88; commodity of, 195; legal protection of, 257n70,
as reflection of whole social 257n76; limitations of, 228n76;
organization of, 156; consumption material embodiment of, 188; as
within contemporary, 183–84; a “meta-narrative nodal point,”
creation of worlds and, xvi, 83, 44, 190, 224n21, 257n60; origins
183–87; crisis in 1970s, 197; culture of Japanese character culture,
as determinant in late, xvi, 212n18; 233n14; as regulatory mechanism,
four elements of capitalist relation, 190; as self-augmenting, 231n102;
167; informational, 257n62; media- as “simulacra,” 192; as surface or
commodities as the representative interface, 258n88; term imported
commodity form of late, xv; into Japan by Walt Disney
mediums of communication for Productions, 102; toys allowing one
290 · Index
to be, 103; trademark characters relations, history of, 50–54;
in animated TV commercials, 13; periodic rise and decline, 223n13;
transductive unity across multiple post-Fordist commodity culture,
incarnations, 195, 258n83; virtual, shift toward, 81–82; redefined, 82–
post-Fordism’s, 194–98 83; role of specific image regime
character business, 92–93, 94, of anime in, 42–43; second era of
223n15. See also character character media, 98–107; from star
merchandising to character, 64–70; third era of,
character good(s), 259n101; affect- 107–11; tipping point for, 108; by
laden, 81–82; consumption of, Toei, 40–41; in United States, 94
to access character’s world, 188, character theory, 191–94, 257n70
199–200; impromptu, 81; inter- character–world relation, xvi, xvii,
or intragenerational human 175–90, 198–200, 253n15–16,
communication using, 90; as 259n99; capitalism and the
nodes in larger interobject and creation of worlds, xvi, 83, 183–87;
transmedia network, 89, 90–91; character and narrative world, 191;
spun off from manga, 93, 95–97; company’s world, brand belonging
use of term, 256n57. See also to, 191; consumption of character
character merchandising; material goods to access character’s world,
communication and the mass 188, 199–200; God-enterprises and
media toy character divinities, 187–90; mass
character marketing, 233n12 media toy and, 122–23; narrative
character merchandising, ix, xv, 9, consumption and, 176–83, 254n27
36–85; Atomization of Meiji, 54– children: absorption in game
64; character as core element of, of consumption, 110–11;
43–45; character–media synergy, environment and, 44, 70, 80,
83–85; communication within, 81–82, 167–68; as new consumer
131–32; consumer’s affective class/market segment, 46, 163,
engagement with character image 167, 169; shift in role from playing
and, 19; defining, 41–42; Disney as to playing with character,
as model for, xiii, 19, 40, 222n6; 109–10, 113; toys as medium of
economic motivation for, 19; communication between, 90
embedded at core of anime, 40; children’s culture: export of
experiments within system of, 202; marketing and media practice
first era of character circulation into wider culture from, 251n1;
(mid-1920s–1930s), 93–98; multiplication of media forms
gravitational pull of character, 44, affecting, 108–9
45–50; legal theory of, 192–94, children’s market, development of,
257n70; material dispersion of 163, 167, 169, 249n97
character image, 44–45, 70–80; China, war in (1937), 97
materially inflected network chocolate companies. See Meiji Seika;
creation at the core of, 131; Meiji– Morinaga (chocolate company)
Atomu sticker campaign, xiv, 43, chosakuken (author’s copyright), 192,
57–64, 66, 70–71, 74–85, 177, 193
223n19, 225n42; omake–product Chun, Jayson Makoto, 22–23, 218n72
Index · 291
“Cine Colt,” 107, 236n61 capitalist relation, expansion of,
cinema: cinema–novel media mix, 167
151–52; cinematic conception communication: character goods for
of realism, 9; cinematic mode of inter- or intragenerational, 90; of
production, 130–31; cinematic commodities, 129–30, 240n101;
revolution in manga, 27, 28–32; communicative aspect of character,
highest impression of reality, of 84; as immaterial labor, 212n18,
all media, 2; institutional, Lyotard 257n62; interobject, network
on, 4, 5 of relations formed through,
Cinema 1: The Movement Image 131–32; models of, 128–32; thing
(Deleuze), 24 (mono-komi), xv, 87–91, 125, 132;
closed object, imitative toy as, 111–13 transmedia, xiv–xv, 7, 37–38,
Cohl, Emile, 1, 213n27 39; use of term, 232n5. See also
collection, premium system based on material communication and the
process of, 52–53 mass media toy
Comic Market (Komiketto), 149, 179 communicational networks around
commercials, animated television, anime. See anime system
11–13, 215n39 company–product independence,
commercial works created as 143
experimental works, 35–36 company’s world, brand belonging
committee system of financing to, 191
(seisaku iinkai), 172, 251n4–5, compossibility: character divinities
253n15 and, 188–90; Deleuze on, 186–87;
commodities and advertisement, Leibniz’s theory of, 185–86
shift in relation between, ix, 142, Comptiq (Komputiiku) magazine,
154–55, 169 173, 174
commodity(ies): abstraction from Condry, Ian, 212n19, 249n80, 259n99
material form, 129, 240n100; conglomerate, media mix, 172–73
communication of, 129–30, consumer behavior, academic
240n101; culturalization of, discipline of, 241n9
154–61; dematerialization of, consumer durables: distinguishing
157, 159; experiential, 157–58, characteristics of, 157; as ideal-type
159, 160; ideal, 155–56, 196–97, commodity of Fordist era, 156–57,
198, 248n76; ideal, of regime of 158, 159, 248n76
accumulation, 156–60; in Marxist consumers: children as new
thought, 129, 130, 240n102, consumer class, 46, 169; generation
240n104; as objectification of mode of desire in, 42, 44, 70–80, 82; as
of production, 156; post-Fordist producers, xiv–xv, 179–80, 182; as
commodity culture, shift toward, “prosumers,” 182, 200
81–82; shift in relation between consumer society, postwar, 136–41
advertising and, ix, 142, 154–55, consumption: ballistic model of
169; transforming modes of media, 130; Baudrillard on logic
consumption, 70. See also media- of, 231n103; children’s absorption
commodity(ies) in game of, 110–11; commodities
commodity–consumer axis of transforming modes of, 70; within
292 · Index
contemporary capitalism, 183–84; to logic of, 192–93; use of, 92–93,
continuous mode of character, 145; 94, 100–102
database, 254n27; environmental, Count of Monte Cristo, The
145; as form of participating (Gankutsuo, 2004–5) [Maeda
in networks of communicating Mahiro], 35, 202
media-things, 113–14; as kind Crayon Shin-Chan (1992 to Present),
of work within post-Fordism, 35
167–68, 169; narrative, character– creative experimentation, anime as
world relation and, 176–83, area of, xvii
254n27; of playfully closed yet Cross, Gary, 233n17
mediatically open objects, 113–14; cross-media marketing, 243n21
and production, marketing as cross-media seriality. See convergence
technology of relation connecting, culturalization of commodity, 154–61
137–38; and production, regulating culture: character, 107, 233n14; as
relation between, 197; production determinant in late capitalism,
of media-objects and their xvi, 212n18; mass, 72, 90, 202,
worlds of, 83; transformations of 256n59; post-Fordist commodity,
temporality and rhythms of media shift toward, 81–82; television’s
and commodity, 144–45, 157–58 intertextual pervasion of, 163–64
contents industry (kontentsu sangyō), cute communication among shōjo
158–59, 202, 249n80 girls, 90
control societies, 184–85, 187, 196
convergence, vii–xvii, 209n2; anime dagashiya, penny toys sold in, 99
system and, ix; in character design, Daiei (distribution firm), 102
political economy, and desire, database consumption, xiii, 68,
196; constitutive role of users in 254n27
creation of transmedia franchises, Debord, Guy, 129
xiv–xv; defined, vii; between media DeCordova, Richard, 68, 211n14,
forms around character image, 84; 228n74, 233n20, 234n22
media theory and, x–xi; of multiple Deleuze, Gilles, 24, 210n9,
monadic series, Leibniz’s God as 222n106, 249n87, 256n52–54;
guarantor of, 185–86; omake– on communication across series,
product relation of, 53–54, 63–64; 232n5; on compossibility, 186–87;
post-Fordism/postmodernism and, on control societies, 184; on
xi–xii, xvii; rise of digital media diagram, 258n85; models of 3 + 1
and, vii, 209n4; semantic shift of and 4 + n, 175, 253n14; opposition
term, vii; from Tetsuwan Atomu to to two kinds of image making,
Kadokawa books, xii–xvii. See also 218n79; theory of seriality and,
media mix 161; on the virtual, 194, 258n81,
Convergence Culture (Jenkins), vii, 258n84
viii Dentsū advertising agency, 87,
copyright business, 41, 232n12 253n20
copyright law: attitude change de Peuter, Greig, 198
toward, 102; author’s copyright, designer toy, 260n103
192, 193; for characters, objections design law (ishōhō), 193
Index · 293
desire: generation of consumer, on, 188–90, 256n58; post-Fordist
42, 44, 70–80, 82; post-Fordist societies of control marked by,
transformation in organization of, 187; of Tetsuwan Atomu anime and
159 manga, 189–90
detective fiction, 151, 181, 244n32 Doane, Mary Ann, 221n104
dialogue, temporality of manga image Doragon magajin (Dragon Magazine),
and, 29 174
diegesis (universe of fiction), Douglas, Mary, 128, 239n96
impression of reality produced drawn character: double body of
by, 2–3. See also character–world character on level of drawing
relation style, 69; mobility of, 84; visual
Dienst, Richard, 249n88 consistency across media types, 109
diffusion of character, tendency dual use (cel bank or bank system),
toward, 44–45, 70–80; sticker’s 16
mobility and, 79–80 Dyer, Richard, 67, 228n70
digital media, 145, 209n4; Dyer-Witherford, Nick, 155, 198,
convergence equated with rise of, 248n62, 251n108
vii, 209n4 dynamically immobile character
disciplinary power, 184 image, xiv, 6, 213n22; Atomu
Disney, Roy, 234n22 image in television ads, 66; Atomu
Disney, Walt, and Disney Studios, toys as another form of, 125;
xii–xiii, 9, 13, 92, 222n105, dynamism of still manga images
233n20; animated shorts, 94; as model for, 28–32; as locus for
character design, 28; character potential movement across media
merchandising by, influence of, forms, 6–7; postwar kamishibai
xiii, 19, 40, 222n6; copyright law and, 24–25; resonance between and
enforcement by, 94, 100–102; full across media types, 69; temporal
animation style, 2, 5, 8; influence duration of, 25; transmedia force
of, xii–xiii, 40, 215n45, 222n6, of, 36
233n18, 250n101; licensing
contract of 1950s, 40; licensing echo strategy, 144, 244n27
use of characters, business model ecology, media. See media ecology
based on, 94, 100–102, 236n53–54; economic miracle, 137, 168, 242n13;
Mickey Mouse character, 93–95 emergence of child as new
Disney Caramels, Morinaga’s 1960 consumer class during, 46
release of, 53–54, 55 economy: attention, 212n18;
Disneyland (TV show), 53, 250n101 character booms and downturn
Disney toys: ads for, 236n50; in, 158, 248n78; postwar Japanese,
inflatable toys, 114, 115; Mickey conversion from manufacturing to
Mouse character goods, 93–94, 95, service based, ix
234n25; proliferation of, 235n50 Edo period (1603–1868), 136; origins
divergence: character as glue of Japanese character culture in,
between divergent series, 195–96; 233n14; penny toys of, 99
divergent series in Japanese media electronics industry, marketing by,
productions, increasing emphasis 242n13
294 · Index
Ellis, John, 162, 218n77, 249n96 Firumu wa ikiteiru (Film Is Alive)
emonogatari (picture stories), 26–27, [Tezuka], 2, 215n45
219n83–84, 226n51 Fiske, John, 163–64, 180, 250n98
enabling constraint/enabling Fleming, Dan, 123–24, 239n88
impediment, concepts of, 221n104 flexible production system, 156,
endocolonization, 167, 168 157–58
environment: children and, 44, 70, 80, flow, concept of, 161–62, 249n88,
81–82, 167–68; media, xi, 19, 44, 250n100. See also segmentation
51, 70, 93, 108, 145, 163, 166, 173, and flow
195; multimedia, 249n85 Fordism: advertising in, 197; analytic
environmental consumption, 145 category of, 155; characteristics
environmentalization of media, 165– of, 156; consumer durables as
68, 173, 252n6, 255n39 ideal-type commodity of, 156–57,
event-transitivity, 239n92 158, 159, 248n76; culturalization
“exchange” of badges and stickers, as of commodity and shift to post-
“thing communication,” 87 Fordism from, 154–61; disciplinary
exchange value, commodity regimes and model of Fordist–
communication through, 129, 130 Taylorist factory, 184; formal
exocolonization, 167, 168 subsumption under, shift to real
experiential commodities, 157–58, subsumption from, 166–67; mass
159, 160 consumption paired with, 155–56;
experimental works, commercial standardization and, 155–56,
works created as, 35–36 256n45
extrinsic omake-product relation, formal subsumption, 166
51–52, 54, 56, 64 4 + n, connectively open model of,
Ezaki Ri’ichi, 51, 226n44 175, 253n14
fragmentation: dissolution of work
fan club magazines, 145 into serial fragments, 160–61;
fan production (secondary textual logic of segmentation and
production), 179, 182; importance flow, rise of, 161–65
of inconsistency for, 182 framing, 29–31; multiple styles and
Fantasmagorie (1908), 1 angles of modern manga, 30–31;
Feuer, Jane, 162, 249n95 new relationality between frames,
film: high-concept, 245n37, 247n57; 31; theatrical style of prewar
literature and, extension of manga, 29–30
anime media mix into, 149–53, Fujikawa, Chisui, 28–29, 220n92
154, 245n37, 247n56; media mix Fuji Terebi (Fuji TV), 45
strategy in, 247n57, 253n15; music Fujiya, 46
and, connections between, 247n56. Fukui Ei’ichi, 103, 229n81
See also cinema full animation, 2, 5, 7–9, 13, 15,
Film Is Alive (Firumu wa ikiteiru) 213n26, 215n45; anime shock
[Tezuka], 2, 215n45 among producers of, 17–20;
financing, production committee drawings required for anime vs.,
system (seisaku iinkai) model of, 16; limited animation and break
172, 251n4–5, 253n15 with, 3, 6, 10
Index · 295
Fuller, Matthew, x, 210n12 graphically immobile dynamism,
furoku, 50, 55, 107 25, 35; of Atomu image in flight,
75–78; development of transmedia
gaitō terebi (“street corner TV”), 23 communication and, 76–77;
games: as character goods, 97; intensity of potential-movement
prevalence of character images in, in, 77–79
234n31; video, 69, 84, 148, 157–58, gross national cool (GNC), 158,
172, 174, 175, 177, 198, 202, 241n4, 249n80
243n23, 251n112 Grusin, Richard, 127, 239n93
Gangu shōhō (Toy Business Bulletin), Guattari, Félix, x, 175, 210n9, 210n12,
99, 100, 101, 102, 103, 235n49; ads 222n106, 253n14
for toys in, 104, 105, 106, 115–16, Gundam (1979–), 179, 182, 255n29
118–21 Gunning, Tom, 212n11
Gankutsuo (The Count of Monte
Cristo: 2004–5) [Maeda Mahiro], Hakka Tetsuwan Atomu (Ignition
35, 202 Tetsuwan Atomu) toy, 117, 121
Gekkō Kamen (Moonlight Mask) Hakujyaden (Legend of the White
[children’s TV show], 218n76, Serpent, Panda and the Magic
229n88 Serpent in U.S.), 8–9, 11, 214n29
Gerow, Aaron, 215n39 Hanna Barbera, 11, 17
Gibson, James J., 239n87 Hardt, Michael, 251n108
Gilbert, Jeremy, 238n83 Harvey, David, 156, 157–58, 211n13,
Ginga Tetsudo 999 (Galaxy Express 248n63, 248n67
999: 1978–81), 35 Hayashi, Jōji, 5, 213n18
Girl’s Club (Shōjo kurabu) magazine, Hello Kitty character goods, 90, 91
26 Hershey’s chocolate, 46
Girl Who Leapt through Time, The high-concept films, 245n37, 247n57
(Toki o kakeru shojo) [novel, film], high growth (1955–73), period of,
173 137, 156–57
Gladwell, Malcolm, 108, 237n66 Higuchi, Naofumi, 245n37
Glico, 46, 64, 226n44; premiums His and Her Circumstances (Kareshi
(omake), 51–52, 54, 87, 88, 95, kanojo no jijō: 1998–99), 35
226n47–48; Tetsujin 28-go badges, Hitler, Adolf, 153, 245n38
87, 88, 177, 231n1 “hobgoblins” (yokai), 233n14
God as guarantor of compossibility, home, environmentalization of
Leibniz’s, 185–86, 187 media-commodities in, 166, 167
God-Enterprises, 187–90 Honjin satsujin jiken (Yokomizo),
Golden Bat (Ōgon Batto) 246n45
[kamishibai], 217, 219n83 Honma, Masao, 219n84, 229n81–82
Gorz, André, 212n18 Hu, Tze-Yue G., 214n29
Graduate, The (novelization), 150
Grainge, Paul, 210n11, 257n69 Ichikawa Kon, 151
Gramsci, Antonio, 155, 248n65 ideal commodity, 196–97, 198; of
grand narrative, 178–79, 183, 254n27 Fordism, consumer durables as,
graphical consistency, 143 156–57, 158, 248n76; of post-
296 · Index
Fordism, 157–60; of regime of released in North America as
accumulation, 156–60 Gigantor)
Ignition Tetsuwan Atomu (Hakka Isherwood, Baron, 128, 239n96
Tetsuwan Atomu) toy, 117, 121 Ishikawa, Hiroyoshi, 241n5
Iikura, Yoshiyuki, 240n1 ishōhō (design law), 193
Ijiri, Kazuo, 245n42, 247n55 Italian Autonomist Marxist school,
Imada, Chiaki, 41 166–67, 250n108
image-to-image relations, 222n106 Itō, Gō, 83, 191, 195, 230n99, 258n82
image-value, shift from use-value Ito, Mizuko, viii, 209n5, 259n101
to, 81 Ito Noizi, 148
imaginative play, nonmimetic vs. Ivy, Marilyn, 253n12
mass media toy and, 111–14
immaterial labor, communication as, James, William, 231n102
212n18, 257n62 Jameson, Fredric, 211n13, 212n18
immobility. See dynamically Japan: child’s emergence as new
immobile character image; stillness market segment in, 163, 167, 169;
impression of reality, Lyotard on, economic miracle, 46, 137, 168,
4–5 242n13; as “Empire of Characters,”
Inamasu Tatsuo, 34, 237n72 41; flexible production system
incompossibility, 186; of concurrent (Toyotism) in, 156, 157–58; high-
Atomu manga serializations growth era of postwar (1955–73),
(1967–68), 189–90; control 137, 156–57; postwar recovery
societies and, 187 period (1945–54), 137; postwar toy
independence: of character, 54, 63, industry, 98–99, 122, 124, 238n86;
83, 195; company–product, 143; of reliance on contents industry to
mass media toy, 112–13; medium, turn around economy, 158–59;
143 shift from toy exports to domestic
individual brand and family brand, market, 122, 238n86; society of
relations between, 138 mass consumption, development
inflatable toys, 114, 115, 116 of, 136–41
informational capitalism, 257n62 Japanese model of convergence. See
Inoue, Masaru, 144, 244n26 media mix
Instant History series, 12 Jenkins, Henry, vii, xiv–xv, 180,
interframe movement, 28, 30–32 209n1, 253n15, 256n58
intermedia, anime as, 17 jidaigeki (samurai period drama)
intermedia–commodity genre, 103
communication, 132 job instability, flexibilization as, 156
interval: animetic, 6, 7, 213n22; Johnston, O. B., 213n18, 220n90,
between images, expansion of, 234n23
32–33
intraframe movement, 28–30, 31 Kabat, Adam, 233n14
Inugamike no ichizoku (The Inugami Kabaya Books novel-based omake
Clan) [film and novel], 151–52, 246 campaign, 52–53, 54
Iron Man no. 28. See Tetsujin 28- Kadokawa, Gen’yoshi, 149, 245n35–
gō (Iron Man no. 28, 1963–66, 36
Index · 297
Kadokawa, Haruki, 173, 183, 201, 171–76; under Tsuguhiko, 174–76,
245n35, 245n37–38, 245n40, 181, 201
246n49; admiration for Hitler’s Kadokawa Media Office, 174–77, 180,
Mein Kampf, 153, 245n38; arrest 187, 190, 253n19
on charges of drug trafficking, 152, Kadokawa Media Works, 174–75
175; blockbuster phase, 252n7; Kadokawa Shoten. See Kadokawa
criticism of, 245n42; films and Books
novels treated as exchangeable, Kagawa, Masanobu, 233n14
154; as founding father of media Kagemaru, Jōya, 151–52, 246n47–48
mix, 152–53, 247n56; media Kajiwara, Ikki, 221n95
mix model, critique of, 180–81; Kamen, Herman Kay, 94
media mix model, right-to-left Kamen Raidā (Masked Rider),
transcription between media mix 229n88; snacks, 177
works, 181, 255n35; media mix kamishibai (storyboard theater),
strategies, 149–51; rift between xiv, 14, 33, 217n61–63, 226n51;
Tsuguhiko (brother) and, 174–76; audiences prepared for anime by,
on shift in nature of commodities, 19–20; books on, 217n62; division
159 of labor, 21, 217n67; dynamic
Kadokawa, Tsuguhiko, 183, 188, nature of still images of, 24–25;
245n35, 249n80, 252n12; media effects of mass medium, 22; form
mix model, 174–76, 177, 181, 201; of entertainment, 20–21; form of
turn to live-action film production, movement, 218n78–79; historical
253n16 origins, 217n61; performers,
Kadokawa Books, xii, xvi, 135–36, 21–22, 217n68; plus alpha, anime
150; as cinema paperback, 150; as, 18, 20, 35; postwar, 20–25;
film production company within, segmentation of image of, 25;
150–51, 152, 246n50–51, 249n84; similarity of emonogatari and, 26;
rise of, 149–50; Sneaker Bunko status as low and even threatening
imprint, 148; Tsuguhiko’s ascension art form, 22; television as “electric
to president of (1993), 175 kamishibai,” 14, 20, 22, 217n70;
Kadokawa business strategy temporal duration of images of, 25;
(Kadokawa shōhō), 150–51, 154 upsurge in popularity of, 21–22
Kadokawa Group Holdings, 172, 175, Kan, Tadamichi, 79, 229n86;
251n3 on manga, 229n89; on
Kadokawa media mix, xvi, 135–36, television, 237n70; on three-
149–53, 154, 158, 159, 160, 173–76, dimensionalization of mass
246n46, 247n56–58; as extension communications, 71–72, 108–9
of anime system, 153, 171; under kanrensei (relationality), 138, 160,
Haruki, 149–51, 180–81, 255n35; 163–64, 198
“holy trinity” (sanmi ittai) Kappa Comics, 145, 146, 227n55,
strategy, 150–51, 152; production 237n63
committee system media mix vs., Karatani, Kōjin, 211n13
251n5; Suzumiya Haruhi franchise, Kareshi kanojo no jijō (His and Her
148–49, 244n33; transformations Circumstances: 1998–99), 35
of media mix effectuated by, Kasuya, Kazuki, 245n42
298 · Index
Kata, Kōji, 217n62 Krauss, Rosalind E., 126, 239n94
Katō, Ken’ichi, 234n27 Kūchū Buranko (Trapeze: 2009), 35
Katō, Tei, 235n42, 236n56 Kücklich, Julian, 251n112
katsudō gangu (action toys), 124 Kumagai, Nobuo, 112–13
Kawai, Ryōsuke, 246n45 Kure, Tomofusa, 30, 221n96
Kawajaki, Noboru, 221n95 Kusakawa, Shō, ix, x, 210n8
Kawasaki, Takuto, 240n1 Kushima, Tsutomu, 46, 72, 103,
Kayama, Rika, 223n8, 232n7, 236n52 224n27, 225n40, 226n45, 226n52,
kayō eiga (“pop song films”), 247n56 229n84
Keith, Robert J., 137, 241n9 kyara (mobile aspect of character),
Kemonozume (Yuasa Masa’aki), 202 83–84, 143, 144, 195
Ken the Wolf Boy (Ōkami shōnen kyarakutā. See character
Ken: 1963–65), 41, 46 Kyarakuta Maketingu Purojekuto,
Kinsella, Sharon, 219n81, 257n65 223n14, 232n12, 259n99
Kitahara, Teruhisa, 51, 226n44, Kyojin no Hoshi (Star of Giants: 1968–
230n91 71), 35, 221n95
Kitayama, Seitarō, 213n27
Kline, Stephen, 90, 111–12, 123, 198, labor: communication as immaterial,
232n9, 244n25, 248n76, 259n90 212n18, 257n62; real subsumption
Klinger, Barbara, 209n2, 210n11 and transformation of, 166
knowledge, drive for, 259n100 Lamarre, Thomas, viii, 32, 44, 191,
Kōbai baseball card–based omake 209n5, 212n19, 213n20–22,
campaign, 52 214n36, 219n85, 221n101,
Kobayashi, Tasaburō, 242n16 224n21, 241n1; on animated film
Kobunsha, Bunko, 237n62 as multimedia or intermedia,
Kodansha (publishing giant), 150, 216n54; on force of anime
227n66, 244n30, 245n35 image in generating transmedia
Kogawa Tetsuo, 150, 245n41 connections, 222n106; on limited
Kohara, Hiroshi, 136, 138, 259n91 animation, 6, 213n20, 213n24;
Komatsuzaki, Shigeru, 219n83 on Miyazaki, 213n26; on positive
Komiketto (Comic Market), 149, 179 unconscious of anime, 35,
Komiya, Jun’ichi, 54, 226n54 221n103; theory of otaku imaging,
komono gangu (small-article toys), 228n75
99–100, 235n42, 236n56 large-article toys (ōmono gangu),
Komputiiku (Comptiq) magazine, 173, 99–100, 102–3, 107, 236n56
174, 235n42, 236n56 Lash, Scott, 89, 132, 210n6, 232n4
Kondō, Tokushi, 235n48, 236n50 Latour, Bruno, 210n6, 210n9, 232n11
Kōno, Akira, 94, 153, 223n7, 233n19, Lazzarato, Maurizio, xvi, 83, 191, 195,
235n42, 235n48, 236n50, 236n53, 200, 211n13, 230n98, 250n108; on
236n58, 238n86, 246n43; definition capitalism and creation of worlds,
of character, 194, 196 183–85, 187; on consumption
kontentsu sangyō (contents industry), as production, 251n111; on
158–59, 202, 249n80 immaterial labor, 257n62; noo-
Kotler, Philip, 137, 226n50 politics, concept of, 184, 259n92;
Kō’uchi Jun’ichi, 213n27 Tarde’s influence on, 256n55
Index · 299
Lee, Martyn J., 156, 157, 160, 198 245n37; translation of, 149–50
legal theory: character theory Lucky Star (Raki suta, 2004–), 172–
development through, 192–94, 73; TV anime version, 173
257n70; legal protection of Luhmann, Niklas, 210n9, 239n92
character, 257n70, 257n76. See also Lury, Celia, x, 191, 210n6, 210n11,
copyright law 232n4, 242n9, 257n61; on brands,
Legend of the White Serpent 196, 230n101, 258n79, 258n88;
(Hakujyaden), 8–9, 11, 214n29 on mediation of things and
Leibniz, Gottfried, 184, 185–87, 199, thingification of media, 89, 132; on
256n49–50 televisual flow, 250n100
Leslie, Esther, 1, 212n2 Lyotard, Jean-François, 3–5, 33, 36,
libidinal energy, Lyotard on 212n12, 254n27
organization of, 4
license business, character business Maboroshi Tantei mask sets and guns,
as, 92, 94 105
light novel genre, 148, 176, 199, Māchandizingu raitsu repōto
244n32, 245n34 (Merchandising Rights Report),
limited animation, 213n26; anime 223n19
as particular form of, 3, 5, 17; Machida, Shinobu, 48, 224n24,
dynamism of still image in, 6–7; 225n34
expanded interval in, 32–33; machinic enslavement, 222n106
Lamarre on, 6, 213n20, 213n24; Madara manga (1987–97), 177, 182
Mushi’s development of anime, Maeda Mahiro, 202
9, 10–11; pioneered by UPA, 11; magazine culture, boys’ and
still images of characters and girls’, 249n85; furoku and, 107;
backgrounds used in, 75–76; in infrastructure for character boom,
United States, 214n37, 215n44 102; Kadokawa Media Office
Lipietz, Alain, 155, 197, 259n89 media mix based on magazines,
literature and film, connections 174; rise of mass media toy and,
between, 149–53, 154, 247n56 103–7; Shōjo kurabu (Girl’s Club),
live-action films/TV, 201, 229n85–88, 26; Shōnen gahō (boys’ magazine),
253n16; disjuncture between 71, 102–3, 219n83; Shōnen kurabu
manga image and, 71, 72, 229n85; (Boys’ Club), 26, 95, 96, 234n27.
mass media toys based on, 103; See also Shōnen (boys’ magazine)
media mix, 175–76, 241n4; magic prints (omake), 66, 227n67
transmedia success of some series, Maltin, Leonard, 214n29
229n88; Uehara in Meiji–Atomu Manchurian Incident (September
campaign, 47, 48, 49, 56, 58, 64–66, 1931), 97, 234n32
138; version of Tetsuwan Atomu manga (comics), xiv, 26–33, 219n82;
(1959–60), 72–74, 75, 229n87 acceptance by adults, 237n68;
logo, 191, 250n100 animal manga characters, 97,
Looser, Thomas, 212n19 234n33; animation shorts based
Lost World (Rosuto wārudo) on popular, 214n30; anime’s
[Tezuka], 220n86 movement of return and, 18–19;
Love Story (film and novel) [Segal], army, 97; Atomu anime series
300 · Index
in continuity with, 9, 10–11; package design, 48, 49, 138; sales
audiences prepared for anime by, of, 48; sticker premium, xiv, 43,
19–20; books of, 219n82; break 57–64. See also Meiji Seika–Atomu
between modern and prewar– marketing campaign
wartime styles, 27–28; brought marketing: American marketing
to life in Atomu anime, 34, 124; debates, 242n15; American style of,
character goods spun off from, 93, importation to Japan of, 136–37,
95–97; cinematic revolution in, 241n5; consumer at the center
27, 28–32, 219n85; connection to of, by 1950s, 137; cross-media,
Kadokawa’s cinema–novel media 243n21; equilibrium of production
mix, 151–52; continuity editing and consumption through,
in, 220n94; continuous mode 197; era of sales, 137; journals,
of consumption through, 145; 241n7, 242n14; media mix and
dynamism, methods of producing, marketing discourse, 136, 138–41;
28–32; history of, 26–28; postwar, 136–41; as technology of
“industrial revolution” of manga relation connecting production to
production, 216n51; light novels as consumption, 137–38; of television
source for, 244n32; manga image as sets, 242n13; total, 49, 225n38
moving image, 14–15; media mix marketing department, firms
and, 109; Mickey Mouse, 234n25; reorganized around, 137
narrative comic strips in Japan, marketing media mix, 139–41, 168,
219n81; as original work, 160; 241n4, 243n21; anime media mix
parody gag, 148, 149; post–2001 and, similarities and differences
return to use of, 201–2; story, 27– between, 141–42; guiding
28; turned into radio drama, 71; principles, 140; strict divisions
versions of Haruhi franchise, in, 140, 141, 142; synergy in, 141;
148 vehicular conception of medium
manga eiga (cartoon film), 8, in, 140–41, 142
214n31 marketing mix, 241n4
manga generation, 151, 153 “Marketing Revolution, The” (Keith),
Man’nensha, 217n60 137
Manning, Erin, 221n104 market segmentation, model of,
Marazzi, Christian, 259n92 174–76, 252n12
“Marble-chan” (Little Miss Marble). Marshall, P. David, 251n1
See Uehara Yukari (“Marble-chan”) Marx, Karl, 4; on commodities, 129,
Marble Chocolates, 37–38; 130, 240n102, 240n104; on real
advertising for, 47, 48–49, subsumption, 166
225n39; development of, 46–48; Masa’aki, Yuasa, xvii, 202
displacement of live-action icon of, Masked Rider (Kamen Raidā), 177,
by character image, 64–70, 78–79; 229n88
first TV commercial incorporating mass consumption: Fordism and,
Atomu omake, 66, 227n67; “Happy 155–56; postwar marketing and
Marble” commercial for, 49, 64–66; society of, 136–41
market share, 225n41; Morinaga mass culture, 72, 90, 202, 256n59
challenge to, 49–50, 225n42; mass media toy, 89, 103, 232n6,
Index · 301
238n82; Atomu toys, 114–25, materialization of character image,
127–28; closure to enduring, 114–25
creative play and openness to material ubiquity of character image,
media networks and fashions, 43, 64–70, 82–83, 84; diffusion of
111–14; coining of term, 103, 106; character, tendency toward, 44–45,
forerunners of, 95; grafting of 70–80
character image onto buriki toy, Matrix trilogy (Wachowskis), 188,
117–23; matter, narrative openness, 253n15
and movement contributed to Matsuoka, Hideo, 216n60
character, 122–25; medium of, Matsushita Denki (also known as
from confluence of internal and National), 42
external conventions, 127; pleasure Matsutani, Sōichirō, 251n4–5, 253n15
of participation from, 113–14; matter, Atomu toy’s contribution of
proliferation of TV sets and the dimension of, 123
rise of, 237n67 McCloud, Scott, 221n100
Massumi, Brian, 81, 167, 230n95–96, McDonald, Paul, 228n73
251n109; event-transitivity, McGray, Douglas, 249n80
239n92; on world as self- McLuhan, Marshall, 210n12
augmenting, 230n102 McQuail, Denis, 240n98
Masuda, Hiromichi Mechademia, 212n19
masu komi (mass communications/ media: concepts of, x–xi;
media), 126, 139; use of term, environmentalization of, 165–68,
231n3, 232n6 173, 252n6, 255n39; Japanese
masu komi gangu. See mass media words for, 242n19; thingification
toy; material communication and of, 89, 132, 210n6; vehicular
the mass media toy conception of, in marketing media
masu komi no rittaika (three- mix, 140–41, 142
dimensionalization of mass media-commodity(ies), xv, 164,
communication), 71–72, 79, 165, 198, 210n6; development
108–9 of, 89; model of communication
material communication and the between, 131–32; nature of
mass media toy, 87–132; Atomu medium and, 126–28; networks of
toys, 114–25, 127–28; character intercommunicating things formed
business and, 92–93, 94, 223n15; by, 91; toy as, 125, 126
character–world relation and, 122– media conglomerates, rise of, 149. See
23; communication model, 128–32; also Kadokawa Books
first era of character circulation, media connectivity, operational
93–98; media-commodity and power of, 36. See also character
nature of medium, 126–28; open merchandising
and closed toys, 111–14; second era media convergence. See media mix
of character media, 98–107; third media ecology, x, xi, 210n12; anime’s
era of character merchandising, place within its larger, 18–19;
107–11 communication as formation
material dispersion of character and maintenance of connections
image, 44–45, 70–80, 82–83 between elements of, 129;
302 · Index
multiplication of media forms mediation of things, 89, 91, 132,
affecting children’s culture, 108–9; 210n6
of postwar Japan, manga’s key mediatization: of buriki, 122; of the
position in, 27 store, 165–66, 250n102
media environment, xi media transformations, 142;
media landscape, shift since 1963, culturalization of commodity
148–49 and shift to post-Fordism,
media mix, 6–7, 135–69; Akadō and 154–61; dissolution of work
beginning of, 71; anime system into serial fragments, 160–61;
and, viii–ix; corporate adoption environmentalization of media,
of strategy, 172; definition in 165–68; at Kadokawa Books,
Senden kaigi’s “Contemporary 149–53; segmentation and flow in
Advertising Dictionary” column, television, 161–65, 250n100
139, 140; earlier terms for, medium: defining, 126–27; distinct
246n53; emergence of anime properties of each, 84; media-
as major turning point in, viii; commodity and nature of, 126–28;
media theory and, x–xi; network specificity of, xi, 139
of relations formed through medium–message model, 126
interobject communication, Meiji Model Chocolates, 64, 65, 77,
131–32; nonlocalizability of 227n66
original work defining, 160–61; Meiji Seika, ix, 12, 224n32; history
optimum, 139; origins in postwar of company, 45–46; preemptive
marketing discourse, 136, transformation of Atomu into
138–41; origins of term, xvi, marketing tool, 110–11; as sponsor
240n1; Ōtsuka’s model of, 177; of Tetsuwan Atomu, 37–38, 39. See
post-Fordism/postmodernism also Marble Chocolates
and, xi–xii, xvii; rise of, 201, Meiji Seika–Atomu marketing
202–3; segmentation and flow, campaign, 43–85; Atomization
161–65, 250n100; television and, of Meiji, 54–64, 82; convergence
161–65; from Tetsuwan Atomu relation of, 63–64, 82; gravitational
to Kadodawa books, xii–xvii; pull of character, 44, 45–50, 82;
theory of seriality for, 161–68; material dispersion of character
three-dimensionalization of mass image, 44–45, 70–80, 82–83; from
communication, 71–72, 79, 108–9; star (Uehara) to character (Atomu)
uses of term, 135, 136, 152, 241n2. in, 64–70, 142; sticker giveaway,
See also Kadokawa media mix; xiv, 43, 57–64, 66, 70–71, 74–85,
anime media mix; marketing 177, 223n19, 225n42; sticker logic,
media mix; synergy 70–80
media mix conglomerate, creation of, Meiji Tetsuwan Atomu Caramel, 63
172–73 merchandising rights (shōhin
media mix worlds, xi kaken), 192. See also character
media-objects, production of, 83 merchandising
media synergy, 83–85. See also Merchandising Rights Report, 153
convergence metal toy. See buriki toys (tin toys)
media theory, x–xi Metz, Christian, 5, 33, 212n5, 212n11;
Index · 303
on motion and realism in film, 2–3 13–17; interframe movement, 28,
Mickey Mouse, 93–95; character 30–32; intraframe movement,
goods, 93–94, 95, 234n25 28–30, 31; “kamishibai plus alpha,”
micromarket strategies, 174, 252n12 anime movement style as, 18,
militarism: Manchurian Incident 20, 35; limiting, inventing anime
and, 97, 234n32; shift in 1937 and, 33–36; motion–stillness
from animal army manga to army rhythms, 5, 9, 10, 17, 18, 19–20,
manga and, 97, 234n33; war toys, 35, 36, 38–39, 42, 64, 79, 84, 165,
97–98 201; movement loop, repetition
Mind Game (Yuasa Masa’aki), 202 to create, 16; perception of, 2, 3;
Misora Hibari, 247n56 realism and, 2–3
mixed temporality of manga image, “moving badge” (ugoku bajji), 50,
29 53, 55
Miyadai, Shinji, 90, 232n8 MPD Psycho, 181–82
Miyamoto, Hirohito, 195, 258n82 “multimedia” environment, 249n85
Miyao, Daisuke, 214n29 Multi-personality Detective Psycho or
Miyazaki Hayao, xvii, 8, 213n26 MPD Psycho (Tajū jinkaku tantei
mobility/autonomy of character saiko, 1997–) series, 181–82
(kyara), 83–84, 143, 144, 195 Mulvey, Laura, 212n11
monad–world relations, Leibniz’s Murata Shōji, 139
philosophy of, 185–87 Murata Yasuji, 229n87
Monogatari shōhiron (A Theory of Mushi Production Studios, 9, 10–11,
Narrative Consumption) [Ōtsuka 12, 38, 172; contract for licensing
Eiji], 176–83; republication as characters, 236n54; Disney’s
Teihon monogatari shōhiron, influence on, 250n101; fan club
253n17; “World and Variation: The magazine, 145, 147; labor-saving
Reproduction and Consumption of devices invented by, 15–16,
Narrative,” 177–83, 253n17 17; price per Atomu episode,
mono-komi (“thing communication”), 216n60, 222n2; recouping costs
xv, 87–89, 132, 232n3 of production through royalties
Moonlight Mask (Gekkō Kamen), from characters, 39–40; stilling
229n88 of moving image by, 34; use of
Mori, Haruji, 237n63, 244n28 multiple images with short shot
Morimura Sei’ichi, 152 lengths, 31
Morinaga (chocolate company), 12, Mythologies (Barthes), 111
41, 45–46; Disney Caramels, 53–
54, 55, 226n54; Parade Chocolates, Nagata Masaichi, 102, 236n52
49–50, 57, 225n41, 225n42; as Naitō, Toshio, 12, 215n42–43
sponsor, 46 Nakagawa, Masafumi, 217n61
motion/movement: Atomu character- Nakajō, Fukujirō, 242n18
toy’s contribution of, 124–25; Nakano, Haruyuki, 210n8, 229n80,
constituting life, type of, 2, 4; 244n29
dynamic immobility of image, 6; Napier, Susan, 212n19
emergence of animetic movement, narrative consumption, character–
304 · Index
world relation and, 176–83, [kamishibai], 217, 219n83
254n27; consumers-as-producers Ōhashi, Shizuo, 63, 224n31, 224n33,
as endgame of, 179–80; grand 225n38–39
narrative, 178–79, 183, 254n27 Ōkada, Toshio, 228n75
narrative openness, Atomu toy’s Ōkami shōnen Ken (Ken the Wolf
contribution of, 123–24 Boy: 1963–65), 41, 46
narrative worlds, applying brand omake–product relations, 225n42,
analysis to, 257n69 226n44, 226n47–48; association
Nash, Eric P., 217n62 relation, 58–63; based on collection
National Kid (1960–61), 42, 223n17 process, 52–53; convergence
Natsume, Fusanosuke, 31, 214n31, relation, 53–54, 63–64, 226n54;
221n99 extrinsic relation, 51–52, 54, 56,
Ndalianis, Angela, 209n2, 256n58–59 64; history of, 50–54; reciprocal
Negri, Antonio, 250n108, 251n111 exclusivity, relation of, 53, 54, 64;
New Culture (Shinbunka), 178 with-pack premium, 226n50. See
New Treasure Island also stickers, Atomu
(Shintakarajima), 26, 30, 32, Omake-tsuki [premium-included]
221n97 Tetsuwan Atomu Caramel, 63
Nihon Dōga, 8 ōmono gangu (large-article toys),
Ningen no shōmei (Proof of the Man) 99–100, 102–3, 107, 236n56
[Morimura], 152 Opry House, The (1929), 94
Noda, Masanori, 247n54, 253n12 original work (gensaku): fan
Nogami, Akira, 93, 218n76, 233n15– production as valid or legitimate
16, 237n67 as, 179; media mix and loss of
Nonki na Tōsan (Carefree Dad), 93, primacy of, 160–61
95 Ōsawa, Nobuaki, 233n14, 234n25
noo-politics, 184, 259n92 Oshii Mamoru, xvii, 202
Norakuro (“Black Stray,” manga), otaku (anime or manga fan)
95, 214n30, 234n27; Norakuro micromarkets, 174, 228n72
character goods, 95–97, 220n91 Otogi Pro, 12
Norakuro (manga character), 51 Ōtsuka, Eiji, xvi, 174, 176–83,
novelizations of American films, 188, 191, 201, 211n16, 219n85,
149–50 233n14, 234n25, 244n32, 249n86;
novelty and repetition, rhythm of on coincidence of economic
commercial, 143–44 downturn and character booms,
Nye, Joseph S., 248n80 248n78; critique of transcription
Nyū taipu (New Type: anime model of media mix, 181, 255n35;
magazine), 174 dialogues between Azuma and,
253n20; editorial theory or theory
Obake no Q-tarō, 46 of publishing, 177, 178, 180; guide
Occupation, American GI handouts to writing light novels, 199; at
to Japanese children during, 46 Kadokawa Media Office, 176–77,
Oda Shōsei, 93 253n19, 255n39; on Kadokawa
Ōgon Batto (Golden Bat) Tsuguhiko’s interest in U.S. tabletop
Index · 305
role-playing games, 255n34; media Pokémon, 233n14, 259n100
mix model, 177; theory of narrative political economy, Regulation School
consumption, 176–83; on use of of, 155
semiotic approach, 255n33; on “pop song films” (kayō eiga), 247n56
worldview, 198–99 Popy company, 238n86, 247n58
Ōtsuka, Yasuo, 20, 34, 237n72; post-Fordism: brand as one of
on anime movement style as principal relational technologies
“kamishibai plus alpha,” 18, 20; on of, 190–91; commodity culture,
anime shock, 17–18 shift toward, 81; consumption
Out of the Garden (Kline), 90 as kind of work within, 167–68,
Ōya Souichi, 22, 23 169; convergence and, xi–xii, xvii;
Ozu Yasujiro, 218n72 culturalization of commodity and
shift to, 154–61; divergence and
Panda and the Magic Serpent difference in control societies in,
(Hakujyaden), 8–9, 11, 214n29 187; ideal-type commodity of,
pans in manga, expanding range of 157–60; media mix and, xi–xii,
relations between one frame and xvii; modes of consumption,
another, 31 multiplicity of worlds
paperback publishing, 150, 245n36, characterizing, 254n27; power
245n40 as modulation of differences in,
Parade Chocolates, Morinaga’s, 49– 184–85, 187; rise of (early 1970s),
50, 57, 225n41, 225n42 248n67; segmentation and flow in
parody manga, 148, 149 capitalist regime of, 164–65; shift
participation in spectator, affective from formal to real subsumption
and perceptual, 2, 3 under, 166–67; use of term,
Partner, Simon, 10, 214n32, 218n74, 211n13, 230n94; virtual character
242n13 of, 194–98
penny toys, 99 Postman, Neil, 211n12
perception of motion, 2, 3 postmodernism, 211n13. See also
perspectivalist, Leibniz’s philosophy post-Fordism
as, 185, 199 postwar recovery (1945–54), period
picture stories (emonogatari), 26–27, of, 137
219n83–84, 226n51 power: in control societies, 184–85,
planned flow, 162 187, 196; soft vs. hard, 158, 248n80
play: as active fan practice, 239n89; premiums. See omake–product
imaginative, nonmimetic vs. relations; stickers, Atomu
mass media toy and, 111–14; producers, consumers as, xiv–xv,
openness of character toy to 179–80, 182
unscripted, 123–24; toys based production: commodity as
on imitation and possibilities for, objectification of mode of, 156;
111; transformation in, with mass and consumption, marketing as
media toys, 109–11, 122 technology of relation connecting,
playbour, 251n112 137–38; and consumption,
point-of-purchase (POP), in-store regulating relation between, 197;
displays, 165–66 and consumption, standardization
306 · Index
of, 155–56, 256n45; flexible relationality (kanrensei), 138, 160;
(Toyotism), 156, 157–58; as principle of post-Fordist media
secondary (fan), 179, 182 consumption, 198; television’s
production committee system intertextual pervasion of culture,
(seisaku iinkai) model of financing, 163–64
172, 251n4–5, 253n15 relay, transformation of text into,
productivity: real subsumption and, 154–55
166; standardization for, 156; of remediation, 127, 239n93
viewer or fan, xiv–xv, 180 repetition: movement loop created
product marketing campaign, with, 16; novelty and, rhythm of
interrelation of different aspects of, commercial, 143–44
138. See also media mix repurposing, 126, 142, 209n2,
product–product relations, 138 239n93. See also convergence
Proof of the Man (Ningen no shōmei) Rescher, Nicholas, 185–86
[Morimura], 152 return, economy of: anime’s
prosumers, consumers as, 182, 200 dynamically immobile character
Psycho series, 255n36 image and expanded, 7; anime’s
publishing, Ōtsuka’s theory of, 177, movement of return, 18–19;
178, 180 interruption of circuits of return,
publishing industry, 149–51. See also 5; Lyotard’s “figure of return,” 4, 5;
Kadokawa Books Marx’s M–C–M cycle, 4
pull-cels, 15–16 Revolutions du Capitalisme, Les
(The Revolutions of Capitalism)
radio drama, 71, 103, 108, 219n80, [Lazzarato], 183, 187
229n81–82, 229n86, 229n89 rhythms of consumption,
Raki suta (Lucky Star, 2004–), 172–73 transformations of, 144–45, 157–58
Read, Jason, 240n100, 251n108 right-to-left transcription media mix
realism: cinematic conception model, 181, 255n35
of, 9; implicit evocation of, in “robot” characters, stiff character
full animation, 2; Lyotard on design of early, 220n91
impression of reality, 4–5; motion robot toys, 99, 100; walking Atomu
and, 2–3; in toys, rise in, 97–98 models as take on, 117. See also
real subsumption, 166–67, 169 buriki toys (tin toys)
reciprocal exclusivity, omake-product role-playing games, in Kadokawa
relation of, 53, 54, 64 Tsuguhiko’s media mix model, 174,
recognition, stars and characters 177, 181, 255n34
functioning on principle of, 68 Rosuto wārudo (Lost World)
records, asahi sono sheet, 145 [Tezuka], 220n86
regimes of accumulation, 155–56, rotoscoping, 9, 214n29
196–97; ideal-type commodity- Ruby Cairo (film), 252n7
form of, 156–60
Regulation School of political Sabu to Ichi (Sabu and Ichi: 1968–69),
economy, 155, 196–97 35
“Reinventing the Medium” (Krauss), Saitō, Jirō, 110, 224n28
126–27 Saitō, Ryōsuke, 124, 232n3, 233n17,
Index · 307
234n26, 235n42, 236n60; on mass Shintakarajima (New Treasure
media toy, 93, 94–95, 97, 110 Island), 26, 30, 32, 221n97
Saitō, Tamaki, 44, 191, 224n21 Shiraishi, Kazushige, 242n16
Sakamoto Naoki, 220n91 Shiraishi, Sara, 209n5
Sakamoto Yusaku, 14, 20 Shishido, Sagyō, 219n85
samurai period drama (jidaigeki) Shō-chan (mass character), 93, 95
genre, 103 Shō-chan no bōken (The Adventures
Sankei shinbun (newspaper), Atomu of Little Shō), 93
konjyaku monogatari series in, 189 Shochiku, 246n47
Sanrio, 90 Shogakukan (publishing giant),
Sasakibara, Gō, 160, 249n86 245n35
Sato, Tadao, 27–28, 220n88 shōhinkaken (merchandising rights),
Schodt, Fredrik, 28, 215n49, 219n81, 192
220n89, 222n5, 233n13 shōhin no bunkaka (culturalization of
secondary production (fan commodity), 154–61
production), 179, 182; importance shōjo girls, cute communication
of inconsistency for, 182 among, 90
sectioning, 16 Shōjo kurabu (Girl’s Club) magazine,
segmentation and flow, 161–65, 26
250n100; in Anglo-American Shōnen (boys’ magazine), 12, 30,
television theory, 161–64; Japanese 45, 47, 55, 71, 76; Atomu manga
television and, 163, 164–65 in, 189, 221; CineColts giveaway,
Seiter, Ellen, 90, 232n10 236n61; furoku, prizes and selling
sekaikan (worldview), 179, 181–82, of merchandise in, 107; Meiji–
198–99, 200, 254n27 Atomu ad in, 56–57
Senden kaigi (Advertising Meeting), Shōnen ace (manga magazine), 148
87, 139, 140, 226n54, 241n7 Shōnen gahō (boys’ magazine),
sender–message–receiver 71, 219n83; Akadō Suzunosuke
communication model, 128 serialized in, 102–3
serial fragments: dissolution of work Shōnen Jet mask sets and guns, 105
into, 160–61; fan production of, Shōnen kurabu (Boys’ Club)
179, 182 magazine, 26, 95, 96, 234n27
seriality, theory of, 161–68; Shōriki Matsutarō, 23, 218n74
divergence of narrative short shot length, 16
worlds and development of Shueisha (publishing giant), 245n35
transmedia seriality, 188–90; Shūkan shōnen (Weekly Boys)
environmentalization of media, magazine, 152
165–68; segmentation and flow in Shuppan nenkan (Publishing
television, 161–65 Yearbook), 152, 246n50
serial novels, illustrated, 26 Simondon, Gilbert, 195, 258n83
Shichima, Sakai, 26, 30 Skeleton Dance, The (Disney short),
Shimokawa Oten, 213n27 234
Shinbunka (New Culture), 178 Sky-Flying Atomu (Sora Tobu
Shinji Oyama, 258n81 Atomu), 114, 118
Shinoda, Hiroyuki, 252n7–10 small-article toys (komono gangu),
308 · Index
99–100, 235n42, 236n56 57–64, 66, 70–71, 74–85, 177,
Smits, Gregory, 233n17 223n19, 225n42; proliferation of
Smythe, Dallas W., 168, 251n111 impromptu character goods using,
Sneaker, The (light novel magazine), 81
148 still image: dynamism of, 6–7, 33,
Snow White (film), 9 66; extensive use of, in response to
social body, organization of libido as constraints of TV, 13–14; manga
essential mode of organizing, 4–5 images as model for dynamically
social factory, 251n111 immobile character image, 28–32;
society of mass consumption, postwar postwar kamishibai, 24–25
marketing and, 136–41 stillness: motion and, rhythm of, 5,
soft power, concept of, 158, 248n80 9, 10, 17, 18, 19–20, 35, 36, 38–39,
sono sheets, 145, 244n29 42, 64, 79, 84, 165, 201; of stickers,
Sora Tobu Atomu (Sky-Flying 78–79; visual consistency and, 189,
Atomu) toy, 114, 118 201. See also dynamically immobile
Sotooka, Hidetoshi, 247n55, 252n8–9 character image
speed lines, use of, 28, 31, 57 stop-images, 15
sponsors, television, 37–38, 39, 46, store: mediatization of, 165–66,
222n1 250n102; as total media
standardization of production and environment, 166, 252n6
consumption, Fordist, 155–56, storyboard theatre. See kamishibai
256n45 (storyboard theater)
star: body of, as doubled body, 68; story manga, 27–28
displacement by character image, “street corner TV” (gaitō terebi), 23
64–70; secondary star system structured polysemy, 67–68
around voice actors, 69 Studio 4ºC, xvii
Star of Giants (Kyojin no Hoshi: subject’s world. See media
1968–71), 35 environment
sticker-based campaign, Bikkuriman subsumption, real vs. subsumption,
Chocolates, 177–80 166–67, 169
sticker logic, 70–80; graphically Sucklord, 239n88
immobile dynamism of character Sutton-Smith, Brian, 238n77
image and, 76–79, 84; material Suzuki, Tsunekatsu, 217n62, 217n66–
specificity (physical mobility, 67
stickerability, and ability to be seen Suzumiya Haruhi franchise, 148–49,
anytime), 79–80, 84, 230n90; as 244n33
means of advertising, 87; mimetic Suzumiya Haruhi series (2003–),
relationship to form of anime or 172, 173, 202; different names for,
manga characters, 74–75 243n23; promotion of, 244n31
stickers, Atomu, 43, 142–43, 146, synergy, 71, 195; American version of,
226n55, 227n60, 230n90, 230n92, 94; in anime media mix, 141–42,
230n97; Atomization of any item 143; between Atomu TV series and
by, 80–81; continuous mode of manga, 71; character–media, 83–
consumption through, 145; Meiji– 85; of Kadokawa media mix, 151,
Atomu sticker campaign, xiv, 43, 152; between literature and film,
Index · 309
154; in marketing media mix, 141; axis of children’s culture, 109;
between media and commodity critics of new medium of, 22–23;
forms, interplay between mobility cyclicality of consumption of, 163;
and immobility generating, 77–79; development of anime and, 10,
media integration and, 172–73; 214n31; as “electric kamishibai,”
surplus or addition from one 14, 20, 22, 217n70; emphasis on
medium to another, 79, 84 sound over image, 218n77; mass
systems theory, treatments of media viewing of, in 1950s, 23; media
in, 239n92 mix and, 161–65; revaluation of
interval, 162–64; segmentation and
tabletop role-playing games (TRPGs), flow, 161–65, 250n100; television
255n34 set marketing through concept
tachi-e (wood-carved puppet show), of “bright life,” 242n13; television
217n61 set ownership in Japan, 10, 107–8,
Tachiguishi retsuden (The Amazing 109, 139, 237n67; temporal and
Lives of Fast Food Grifters: 2006) financial constraints of, 13; tie-ins
[Oshii Mamoru], 202 on, earlier uses of, 42
Tada, Toshikatsu, 235n44 television commercials, animated,
Tada Seisaku, 117, 120 11–13
Tagawa Suihō, 51, 95 Television Culture (Fiske), 163–64
Tajū jinkaku tantei saiko (Multi- television sponsors, 37–38, 39, 46,
personality Detective Psycho 222n1
or MPD Psycho, 1997–) series, Television: Technology and Cultural
181–82 Form (Williams), 161–62
Takatoku Gangu KK, 104, 105, temporality: of consumption,
236n56, 236n60; coining of term acceleration of, 144–45; of
“mass media toy,” 103, 106 consumption, post-Fordist, 157–
Takayama, Hideo, 224n26, 235n44, 58; in manga, new relationality
250n97 between frames and, 31; mixed, of
Takeuchi, Ichirō, 216n51, 219n83 manga image, 29
Takeuchi Tsunayoshi, 71, 103, 229n81 Ten to chi to (film), 252n7
Tanigawa Nagaru, 148 terebi manga (“TV manga”), 10, 74
Tanku Tankurō, 95 Terranova, Tiziana, 251n111,
Tarde, Gabriel, 256n55 255n37
Tatami Galaxy (Yojōhan shinwa taikei, Tetsujin 28-gō (Iron Man no. 28,
2010) [Yuasa Masa’aki], 202 1963–66, released in North
TCJ, 12 America as Gigantor), 12, 46,
Teihon monogatari shōhiron. See 226n48; as Atomu’s main rival,
Monogatari shōhiron (A Theory of 231n1; badges, 87, 88, 177, 231n1
Narrative Consumption) [Ōtsuja Tetsuwan Atomu (manga), 15, 45,
Eiji] 76, 145, 146, 237n63; concurrent
television, 9–13, 237n70; animated serializations (1967–68), 189–90;
commercials, 11–13, 215n39; naming, 224n22; readers addressed
beginning of broadcasting in as “friends” of Atomu, 30, 221n98;
Japan (1953), 9, 12; as central synergy between TV series and, 71
310 · Index
Tetsuwan Atomu (television series, Tetsuwan Atomu kurabu (Tetsuwan
1963–66), ix, xii–xiii, 23, 41, Atomu Club) magazine, 145, 147
92, 202–3; anime media mix of, text, media: television and re-
142–47; Atomu pose in flight, evaluation of concept of textual
75–78; boom in Atomu goods, unit, 162; textual logic of
107–11; character merchandising segmentation and flow, 161–65;
in Japan and, 41; chocolate boom transformation from self-enclosed
of 1960s and link between Marble entity to transmedia fragment,
Chocolates and, 46; collapse in 160–61
distinction between program Tezuka, Osamu, xii–xiii, 2, 9, 10, 11,
and promotion in, 144, 168, 12, 20, 35, 83, 212n4, 215n45–47,
243n25; “Dentō ningen no maki” 220n90; addressing children as
(The Electric Man Episode), 24; friends of Atomu, 30, 221n98;
divergence from manga series concurrent Atomu manga
(1966), 189–90; earlier 1959–60 serializations of, 189–90; on
live-action version of, image gap contemporary anime, 216n55; as
of, 72–74, 75, 229n87; early ad copyright holder, 92; on Disney,
for, 56; “Furanken no maki” (The 222n105, 233n18; Disney’s
Frankenstein Episode), 23–24; influence on, 40, 215n45, 222n6,
increasing centrality of characters 233n18, 250n101; dynamism
to Marble products and marketing developed by, 28–32; on emergence
campaigns, 56–64; interplay of anime, 13–14; “industrial
between mobility and immobility revolution” of manga production
generating synergy between media and, 216n51; information on, in
and commodity forms, 77–79; fan club magazine, 145; legacy
labor-saving devices invented of, 36; multiplication of frames
to create, 15–16, 17; manga and, to heighten sense of speed in
relation between, 9, 10–11, 26; Shintakarajima, 30, 221n97;
as manga come alive, 34, 124; postwar manga and, 26, 27, 28,
Meiji Seika as sponsor, 37–38, 39; 219n85; price for Atomu episodes,
popularity of, 17, 18, 70–71; price 19, 39–40, 216n60, 222n2;
per episode vs. cost of production, recouping costs of production,
19, 39–40, 216n60, 222n2; ratings 39–40, 222n4; Rosuto wāruto,
at peak, 228n79; reference to 220n86; star system in his manga
kamishibai throughout, 23–25; writing, 68; toys endorsed by, 119
retroactive transformation of Tezuka Is Dead (Itō), 83
origins in, 161; rhythm of novelty Tezuka’s curse, 40
and repetition, 144; rival of, 12; Theory of Narrative Consumption,
speed lines used in, 29; theme A (Monogatari shōhiron) [Ōtsuka
song, use in TV ads of, 67; “Time Eiji], 176–83; “World and
Machine” episode, transmedia Variation: The Reproduction and
connectivity in, 37–38, 39, 56 Consumption of Narrative,” 177–
Tetsuwan Atomu Chōtokkyū 83, 253n17
(Tetsuwan Atomu Super Express) “thing communication” (mono-komi),
toy, 117, 119 xv, 87–91, 125, 132; thing–thing
Index · 311
communication, 90–91; ways of inflatable, 114, 115, 116; open and
discussing, 89–91 closed, 111–14; penny, 99; small-
thingification of media, 89, 132, article vs. large-article, 99–100,
210n6 235n42, 236n56; transformation
things: mediation of, 89, 91, 132, in 1960s in nature of play and,
210n6; use of term, 209n6 109–11, 122; transformation
Thorn, Matthew, 255n31 into mass media toys, 107–11;
“thought-ware” industries, 157–58 unlicensed, 236n58; war, 97–98.
three-dimensionalization of mass See also mass media toy; material
communication [masu komi no communication and the mass
rittaika], 71–72, 79, 108–9 media toy
three-frame shooting, 15 toy-based programs, 243n25
3 + 1, oedipal model of, 175 Toy Business Bulletin (Gangu shōhō),
“Three Sacred Treasures”: of Showa 99
30s (1955–64), 156; of Showa 40s “toy chocolates,” 46
(1965–74), 157 toy industry, Japanese, 98–100,
tie-ins on television, earlier practice 233n17; postwar, 124; postwar,
of, 42 emphasis on foreign consumption,
Tin Toy, The (Buriki no omocha) 98–99; trade journals, 99, 235n40,
[Kumagai], 112 235n49; transformation from
tin toys. See buriki toys (tin toys) export-based to domestic, 122,
tipping point, emergence of anime 238n86
system as, xiii, xvi–xvii, 108 Toyotism (flexible production), 156,
Toei Animation Studio, 8–9, 34, 157–58
215n45; anime shock among trademark characters in animated TV
animators at, 17–18; character commercials, 13
merchandising by, 40–41; founders trademark law, 257n72
of, 213n27; training of animators transcription model of media mix,
at, 11 181, 255n35
Toki o kakeru shojo (The Girl Who transductive unity of character, 195,
Leapt through Time) [novel, film], 258n83
173 transformations, media. See media
Tokuma Shoten (Tokuma Books), transformations
174, 190, 201, 252n12 transmedia. See convergence
Tokyo gangu shōhō (Tokyo Toy transmedia communication:
Business Bulletin), 99, 235n49 connectivity in “Time Machine”
total marketing (totaru māketingu), episode of Tetsuwan Atomu, 37–38,
49, 225n38 39; expanded economy of return
toy(s): action, 124; Akadō, 102–3, and, 7; media-commodity fostered
108; art, 202; buriki, 99, 100, by, xv; specificity of, xiv–xv
112, 114–25, 127–28, 238n84; as transmedia migrations of
communicational medium, 89, 90; anime image. See character
designer, 260n103; environmental merchandising
consumption and, 145; guns, 99; transmedia movement, 239n92
312 · Index
Trapeze (Kūchū Buranko: 2009), 35 toys (1980), 111, 112
Tronti, Mario, 250n108 unfair competition law, 257n72
Tsuchiya, Shintaro, 151, 223n9, United Production of America
247n58 (UPA), 11, 17
Tsugata, Nobuyuki, 7–8, 212n19, Urutoraman (Ultraman), 229n88
213n23–25, 213n28, 214n33–34, use-value, shift to image-value from,
215n41, 215n49, 224n19, 234n24; 81
on animation based on manga, Ushiki, Ri’ichi, 193, 230n100, 257n70
214n30; on animation for TV Utagawa, Hideo, 223n12, 247n54
commercials, 11–12; definition of utsushi-e (moving magic lantern
anime, 8; on gap between manga exhibits), 217n61
and live-action, 229n85; on price
per episode of Tetsuwan Atomu, variation: as critique of Kadokawa
216n60, 222n2; on Tezuka and Haruki’s media mix model, 180–
development of anime, 10, 214n34, 81; media mix based on principle
214n36 of infinite, 181–82, 188
Tsunashima, Ritomo, 50, 81, 223n11, vehicles, toy: buriki Atomu toys,
224n19, 225n40, 225n42, 227n66 117, 118–20; mobility through, 97,
Tsurumi, Shunsuke, 22, 217n62, 124–25; war toys, 97–98
217n69 video games, 69, 84, 148, 157–58,
Tsutsui Yasutaka, 173 172, 174, 175, 177, 198, 202, 241n4,
TV. See television 243n23, 251n112
“TV manga” (terebi manga), 10 Virno, Paolo, 250n108
virtual, Deleuze on the, 194, 258n81,
ubiquity of character image, material, 258n84
43, 64–70, 81–83, 84; diffusion of virtual character, 194–98
character, tendency toward, 44–45, virtual objects, brand and character
70–80 as, 258n81
Uchida, Hitoshi, 240n1 visual consistency of character image
Ueda, Yasuo, 151, 153, 246n46, across media types, 109
246n53 voice actors, secondary star system
Uehara Yukari (“Marble-chan”), 47, around, 69
48, 49, 56, 58, 138; displaced in TV
ads by Atomu character, 64–70, Wachowskis, 188, 256n58
142, 143, 227n60; “Happy Marble” Walt Disney Productions, 100–102.
commercial, 49, 64–66 See also Disney, Walt, and Disney
Ueno, Chizuko, 70, 228n78 Studios
Ueno, Kōshi, 154–55, 160, 245n43, war toys, 97–98
246n51, 252n8 Wasko, Janet, 211n14
Ueno, Toshiya, 212n19 Watanabe, Yasushi, 234n24
ugoku bajji (“moving badge”), 50, Wells, Paul, 1, 212n1
53, 55 White, Mimi, 249n88
Understanding Animation (Wells), 1 Williams, James, 212n13
UNESCO, 231n3; report on imitative Williams, Raymond, 161–62, 249n89
Index · 313
Willis, Susan, 250n103 243n25, 244n27, 250n97
Wood, Aylish, 210n11 Yamakawa Sōji, 219n83
work: consumption as, within post- Yamakita, Shinji, 245n42, 246n53
Fordism, 167–68, 169; dissolution Yamamoto, Ei’ichi, 10–11, 12, 35,
into serial fragments, 160–61 214n35, 215n38, 215n48, 216n35,
worker–capitalist axis of capitalist 222n2; awareness of U.S. limited
relation, expansion of, 167–68 animation, 215n44; on Hanna
world (sekai), concept of, xi, xvi. See Barbera’s TV animation, 11
also character–world relation Yamamoto, Taketori, 217n62–63,
“World and Variation: the 218n75
Reproduction and Consumption of Yamamoto Sanae, 213n27
Narrative” (Ōtsuka), 177–83 Yasui, Hisashi, 223n15, 223n17,
World Intellectual Property 223n19
Organization, 223n16, 257n72 Yatsuhakamura (Yokomizo), 151–52,
World Intellectual Property 246n48
Organization, definition of Yawaraka Sensha Rengōgun, 251n3,
character merchandising, 41–42 259n99
worldview (sekaikan), 179, 181–82, Yojohan shinwa taikei (Tatami
198–99, 200, 254n27 Galaxy: 2010) [Yuasa Masa’aki],
World War II: postwar emphasis on 202
foreign consumption, 98–99; toy yōkai (“hobgoblins”), 233n14
industry and, 98 Yokohama, Yūji, 240n1
Wyatt, Justin, 245n37 Yokomizo, Seishi, 151–52, 246n45–48
Yokoyama Ryuichi, 12
Yabushita Taiji, 213n27 Yoshimizu Kagami, 173
Yamaguchi, Kasanori, 234n24 Yuasa Masa’aki, xvii, 202
Yamaguchi, Yasuo, 213n27
Yamakawa, Hiroji, 87, 90, 109, 125, Zahlten, Alexander, 172, 241n3,
155, 224n19, 227n63, 231n2, 247n57, 251n2, 251n4, 252n7
314 · Index
Marc Steinberg is assistant professor in the Mel Hoppenheim
School of Cinema at Concordia University and is a member of
the editorial board for Mechademia.