慶應義塾大学 シラバス・時間割

日本のオタク文化と多国籍的関係

担当者名杉浦 一徳
単位2
年度・学期2023 春(学期後半)
曜日時限金4,5
キャンパス三田
授業実施形態対面授業(主として対面授業)
登録番号87418
設置学部・研究科国際センター
学年2, 3, 4
科目概要-
K-Number CIN-CO-00133-212-86
科目設置学部・研究科CIN国際センター
学科・専攻CO
科目主番号レベル0学部共通
大分類0その他科目
小分類13国際センター講座(人文科学) - 文化・異文化理解
科目種別3選択科目
科目補足授業区分2講義
授業実施形態1対面授業(主として対面授業)
授業言語2英語
学問分野86総合・複合領域(社会科学系)

授業科目の内容・目的・方法・到達目標

"Anime", "Comic", and "Game" are some of the aggressive and innovative forms of popular culture spreading throughout the world. Japan is one of the major countries influencing this unique popular culture with its creativity. Enthusiast of such popular culture are defined as “Otaku”. It also delivers a new sense of atmosphere in terms of "Kawaii", and "Moe". These so called “Otaku” cultures are now focused throughout the globe and giving Japan an important role to enhance its innovative creativity. These contents and subcultures distributed from Japan have created trans-national cultural boom referred to as “Cool Japan” and now creating an inevitable cultural influence. Furthermore, political strategy suggests favorable international competitiveness to claim these cultural deliverable as the seeds of creativity influencing its national branding.
Objective of this course is to understand how the roots of these Otaku cultural activities in Japan have expanded internationally as one of Simulacra with creators, and activists of the fields: How the technology has been created and knowing its real motivation to drive these sub-cultural activities. This course will first address the backgrounds and characteristics as well as its innovative expansion of “Otaku” culture recognized internationally, that were once born in the age of competing creativity that comes from Social Darwinism inherent during the phase of its economic growth and development of Japan.
We will share the history of “Otaku Culture” and its technology in Japan from three perspectives. 1) Potential of expression process 2) Digital Content technologies that are being applied 3) Breakthrough of “Otaku Culture” influenced by Trans-nationalization and Internationalization. We will learn the creation process of media contents, games, and expressions for the next generation, especially learning and understanding technologies and methods to become a representative of “Otaku Culture creator and producers”. We will discuss with participants, the next generation evolving reinvented, recreated animation, games, and expression contents produced internationally outside of Japan, especially from Asia. This course will also introduce you to get use to the views, methodologies, and ideologies based on “Otaku” with practical evidence, together with knowing the route in psychological process of satisfying desire and greed with its Otaku creativity.

授業の計画

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テキスト(教科書)

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参考書

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