Janpanese ACG Culture
Japanese popular culture
4th July, 2019
ACG culture in Japan
The term culture refers to the high level of achievement achieved by humans such as art and learning (high culture), as well as to the system of customs and behavior that human society has formed over the years. In the latter sense, the categories are very broad, ranging from customs related to general daily life such as clothes, food and housing, and social structures such as entertainment, morals, religion, politics, and economy. Japanese culture is also not intended to be as simple people enclosed, contains a variety of elements, it comes from ancient times to the Middle Ages China Asian neighboring countries with a focus on, and in the near-contemporary of the Meiji era from the Western Affected, repeated absorption and selection, various manipulations have been made and unique development has been achieved (Lu, 2008).
Meaning of ACG Culture
ACG is the English acronym for Japanese animation (Anime), (Comics) and (Games). This vocabulary is generally not translated into Chinese and may be translated as “anime game “secondary " or " roaming " when needed. Japan does not use the word derived from the English ACG, similar concepts more frequently used for MAG (Japanese: ma gu ) word that Japanese comics (Manga), Japanese animation (Anime) and games (Games) acronym. Japanese enthusiasts often use a second element to refer to a series of animation cultures, including light novels, hand-made, etc., while the word otaku culture (オタク文化 ) refers to sub-cultures in related fields, in the English society. The word animation and comics (Anime and Manga) are also commonly used, but it does not include the game (Komiyama et al., 2003).
Overview of ACG Culture
ACG is a “two-dimensional” content that reflects the culture of Japanese animation (Anime), manga (Comic), and computer games (Game) that are mainly used in the Chinese- speaking world Generic name. It began to be used as a designation in Taiwan in 1995 and later spread to Hong Kong. ACG's popularity and influence have grown rapidly, and today, ACG culture has 200 million fans in the Chinese market, of which 60 million are seen as hardcore fans. In addition, in terms of the scale of users including potential, it is estimated to be 300 million. The background is the rising demand for the formal edition and the promotion of investment and development for domestic ACG in China (Yang et al., 2017).
Activity or influence of ACG culture in Japan
The culture in Japan has been influenced by Chinese and Korean cultures, but other countries have come as well. Religion also has an important part, the two main religions being Buddhism and Shintoism. Although anime and manga were limited in China, economic cooperation between Japan and China grew after the Chinese Cultural Revolution. In the so-called Cultural Revolution, however, one should not primarily think of a "revolution of culture". Rather, the opposite was the case and it is difficult to write in short words (Hernandez et al., 2015). The first harbingers of critical cultural heritage began with a so-called "class struggle" between the leading Mao sympathizer and the opponents, which went on to defame professors and scientists, and to destroy existing cultural property until the sanctioning of entire polite lines to the highest Level. The balance: destruction, political assassination, the use of the army in their own country, and an unmanageable number of dead.
ACG's popularity and influence have grown rapidly, and today, ACG culture has 200 million fans in the Chinese market, of which 60 million are seen as hardcore fans. In addition, in terms of the scale of users including potential, it is estimated to be 300 million. The background is the rising demand for the formal edition and the promotion of investment and development for domestic ACG in China. Under such circumstances, animation for Chinese adolescents has appeared, and ACG portal sites such as Enoki Musume Encyclopedia and Tokuden Electric Power Co., Ltd. have been enhanced (Ng, Benjamin Wai-ming, 2009).
Culture of Japan
“The culture of Japan is extremely rich and diverse. Peculiar Japanese traditions were formed under the influence of historically important events. Gradually, Japan turned into a powerful cohesive state that has the characteristics and a certain mentality of the population”.
ACG is short for animation, comics, and games. Japan's ACG cultural industry is the best in the world. The development of these three has been integrated. Japan's ACG culture is diverse including love, sports, war, and many other elements. From the perspective of Japanese history, study its relevance. In this article, investigate people's views on BL culture and examine the impact and development of BL culture.
BL and Amami
New words such as BL and Amami are often seen on Japanese networks. This is one of the performances of the popular BL culture today. From the Japanese servant system of Buddhism and the system of the minor name of the Warring States Period, BL is also the same sex that has already appeared in Japanese history. The male color that was transmitted as a system was in the same period as the introduction of Buddhism. This is the beginning of the Japanese BL culture. Buddhist canons do not allow monks to have sex with women. This is called a "female criminal." This male color replaces the female color (a teenager who is a male color object, enters the temple as a child). Therefore, in the current BL culture, there are also many historical backgrounds.
Japan's ACG industry
Japan's ACG industry development is in a leading position in the world and is very popular in China. In today's information age, the development of the ACG industry has greatly helped the economic level. Most countries in the world are developing fast, and China's ACG industry can learn from its development experience. In addition, Japanese anime has also had a profound impact on Chinese society and culture. For example, Japanese ACG culture has had a huge impact on Chinese youth's outlook on life, values, and aesthetics (Komiyama et al., 2003).
The management company Athymis Gestion, in partnership with the investment specialist ACG Management, launched the innovative fund Athymis ACG Industry 4.0 to give investors the potential of the "4th Industrial Revolution" on the move. Industry 4.0 is a new generation of connected, robotic and smart factories and production devices. This industry involves a new way of designing products, with innovation as a prerequisite to provide flexibility and adaptability. This major change must make it possible to optimize productivity thanks to digital and offer consumers unique and personalized products.
The impacts of Industry 4.0 are economic but also societal, political or environmental. The investment universe of Athymic Gestion includes both solution providers and users of these innovations when the processes of Industry 4.0 take a significant part of their activity. Athymic ACG Industries 4.0 will be an international fund of "mega-trends" invested on several strong trends, pledge of diversification (McLelland, Mark, 2010).
Japan's ACG industry development is in a leading position in the world and is very popular in China. In today's information age, the development of the ACG industry has greatly helped the economic level.
Lu, Amy Shirong. "The many faces of internationalization in Japanese anime." Animation 3.2 (2008): 169-187.
McLelland, Mark. "Australia's proposed internet filtering system: its implications for animation, comics and gaming (ACG) and slash fan communities." Media International Australia 134.1 (2010): 7-19.
Komiyama, Tomoyoshi, Kazuho Ikeo, and Takashi Gojobori. "Where is the origin of the Japanese gamecocks?." Gene 317 (2003): 195-202.
Yang, Ling, and Yanrui Xu. "Chinese danmei fandom and cultural globalization from below." Boys’ Love, Cosplay, and Androgynous Idols: Queer Fan Cultures in Mainland China, Hong Kong, and Taiwan (2017): 3-19.
Ng, Benjamin Wai-ming. "Hong Kong young people and cultural pilgrimage to Japan: The role of Japanese popular culture in Asian tourism." Asian tourism: growth and change (2008): 183-192.
Hernandez, Alvaro David Hernandez, and Taiki Hirai. "The reception of Japanese animation and its determinants in Taiwan, South Korea and China." Animation 10.2 (2015): 154-169.
Ng, Benjamin Wai-ming. "Consuming and localizing Japanese combat games in Hong Kong." Gaming cultures and place in Asia-pacific. Routledge, 2009. 99-117.
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