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206<br />

© <strong>2006</strong> INTERNATIONAL READING ASSOCIATION (pp. 206–222) doi:10.1598/JAAL.50.3.5<br />

“Those anime students”: Foreign language <strong>literacy</strong><br />

<strong>development</strong> through Japanese popular culture<br />

Animation and other popular culture texts<br />

motivate and teach students about<br />

language, society, and culture.<br />

I remember reading about that, thinking<br />

“Man! That’s not fair! I wanna play these<br />

too!” So, all of this is important because<br />

it eventually led to this idea that I got to<br />

around the seventh grade. I got this idea<br />

if I study Japanese and learn to read<br />

Japanese I can buy these imported video<br />

games, because, you know, you can import<br />

these video games and then I can play them even<br />

if, even if they haven’t been translated into English.<br />

(Sean, 21-year-old male Japanese major)<br />

This excerpt is from an interview with Sean (all student<br />

names are pseudonyms), a U.S. college undergraduate.<br />

Sean described how he found that there<br />

were a lot more video games available in Japanese<br />

because they were imported from Japan. Sean’s experiences<br />

with Japanese video games brought him<br />

to anime (Japanese animation), and motivated him<br />

to learn Japanese. Strictly speaking, anime is a word<br />

for Japanese animated films and TV programs.<br />

Some definitions include subcultures of anime<br />

such as Japanese video games and Japanese music.<br />

Interest in Japanese popular culture such as<br />

anime, manga (Japanese graphic novels), and<br />

video games is growing rapidly among youth in<br />

the United States (Gee, 2003; Napier, 2001). The<br />

front page of The Wall Street Journal on August 5,<br />

2004, featured an article titled “Learning Japanese,<br />

once about resumes, is now about cool” (Parker,<br />

Natsuki <strong>Fukunaga</strong><br />

<strong>Fukunaga</strong> teaches at<br />

Marshall University and may<br />

be contacted at Department<br />

of Modern Languages,<br />

Smith Hall 751, Marshall<br />

University, One John<br />

Marshall Drive, Huntington,<br />

WV 25755, USA. E-mail<br />

andersonn@marshall.edu.<br />

2004). The author interviewed Japanese instructors<br />

and Japanese as a foreign language (J<strong>FL</strong>) students<br />

in the southern United States and reported<br />

how the availability of Japanese popu-<br />

lar culture has changed Japaneselanguage<br />

students in the United States.<br />

Learning Japanese used to be “a smart<br />

choice for ambitious, business-minded<br />

college students” (Parker, p. A1) and is<br />

now about “cool pop culture, through<br />

comics, street fashion and animated<br />

movies called anime” (Parker, p. A2).<br />

Moreover, Manes (2005), a Japanese teacher in<br />

Philadelphia, pointed out that J<strong>FL</strong> students have<br />

become younger in the past 10 years. J<strong>FL</strong> learners<br />

used to be businesspeople, lawyers, and doctors<br />

who “had a lot of knowledge about Japanese culture,”<br />

although they “retained a certain detached<br />

attitude toward it” (Manes, p. 1). Young students<br />

who are now attracted to Japanese by the country’s<br />

popular culture were “absorbing Japanese<br />

language and customs directly with their eyes and<br />

ears” (Manes, p. 2). The National Survey of K–12<br />

Foreign Language Education (Rhodes & Branaman,<br />

1999) showed that Japanese-language learners are<br />

the fastest growing group among students of less<br />

commonly taught languages in the United States.<br />

It is clear that popular culture has affected the demographics<br />

of J<strong>FL</strong> learners (<strong>Fukunaga</strong>, 2000).<br />

These students’ involvement with Japanese popular<br />

culture also affects their Japanese <strong>literacy</strong> <strong>development</strong><br />

and their social activities. Motivated by<br />

the growing interest in anime I found among my<br />

students, I began searching for literature on popular<br />

culture and language learning.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

I conducted an interview study in 2003 with<br />

three anime fans, Emily, Ted, and Sean. This article<br />

looks at their multiliteracies and the sociocultural<br />

context of foreign language <strong>literacy</strong> <strong>development</strong>.<br />

Although these “anime students” were college-level<br />

J<strong>FL</strong> learners at South University (pseudonym),<br />

they mostly talked about their experiences with<br />

anime in their adolescence. Building on previous<br />

studies of anime and popular culture (<strong>Fukunaga</strong>,<br />

2000; Napier, 2001), I will discuss the findings<br />

from my data, connecting them to sociocultural<br />

perspectives of language learning (Gee, 2002) and<br />

to the studies of new literacies and multiliteracies<br />

(Collins & Blot, 2003; New London Group, 1996).<br />

<strong>Anime</strong> in the framework of<br />

multiliteracies<br />

In contrast to the singular <strong>literacy</strong>, multiliteracies<br />

and new literacies are wider concepts that include<br />

texts, language, situated meaning, technology,<br />

popular culture, power, identity, and critical<br />

stance (Collins & Blot, 2003; Gee, 1996). New<br />

forms of communication such as those spawned<br />

by the Internet have become vital information<br />

sources for U.S. anime fans (<strong>Fukunaga</strong>, 2000).<br />

However, individual students have different relationships<br />

with anime and its community. Two of<br />

Gee’s (2002) concepts are useful for understanding<br />

these theories in relation to anime: shapeshifting<br />

portfolio people and affinity groups. My<br />

interviews with J<strong>FL</strong> learners provided some examples<br />

relevant to these concepts.<br />

Shape-shifting portfolio people<br />

Gee’s (2002) concept provides a useful framework<br />

to understand anime as a product of multiliteracies.<br />

Gee described millennials, who were born between<br />

1982 and 1998, as youth who shape<br />

themselves according to “class-based customized<br />

standardization” (italics in original) to become<br />

“shape-shifting portfolio people” (Gee, pp.<br />

62–63). The word portfolio does not necessarily<br />

mean a collection of documents; rather, it is used<br />

as a metaphor for the invisible skills needed for<br />

success. Gee used the expression to describe youth<br />

who collect skills in order to access a variety of resources<br />

and to be successful in capitalist society.<br />

These youth continue to revise their portfolios<br />

with new experiences in order to make themselves<br />

available for different tasks in different times. In<br />

the New Capitalism, “the capitalism of our current<br />

technologically driven, knowledge-based<br />

global economy” (Gee, 2001, p. 100), class is defined<br />

not only by the amount of money one has<br />

but also by the nature of one’s experiences, skills,<br />

and achievements. For example, millennials “customize<br />

themselves” (Gee, 2002, p. 63) to gain entrance<br />

to elite schools.<br />

Young, Dillon, and Moje (2002) criticized<br />

Gee’s description of shape-shifting portfolio millennials<br />

for being “too generalized and too global”<br />

(p. 129). One of the examples that Young et al. described<br />

is of a middle class youth who resisted being<br />

labeled as a “successful candidate” so he did<br />

not shape-shift his portfolio. <strong>Anime</strong> students’<br />

goals are not transferable to mainstream success<br />

either. For anime students, gaining Japanese linguistic<br />

and cultural knowledge is one way to build<br />

their portfolios by exploring authentic Japanese<br />

popular culture. What happens once these anime<br />

students lose their interest in Japanese popular<br />

culture? Will they shape-shift their portfolio according<br />

to “shifting” goals? I explore these questions<br />

in later sections. While there is a need to be<br />

cautious about overgeneralization, the idea of a<br />

“shape-shifting portfolio” remains a helpful description<br />

of anime students’ <strong>literacy</strong> activities.<br />

Affinity group<br />

Knowledge of Japanese language is one way for<br />

anime fans to shape-shift their portfolios.<br />

Computer skills and access to the Internet also<br />

add to anime fans’ portfolios in the anime community.<br />

Gee’s concept of the “affinity group”<br />

(2002) is a form of portfolio building that incorporates<br />

sociocultural aspects of students’ <strong>literacy</strong><br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 207


practices through out-of-class activities. An affinity<br />

group is<br />

a group wherein people form affiliations with each<br />

other, often at a distance (that is, not necessarily faceto-face),<br />

primarily through shared practices or a common<br />

endeavor (which entails shared practices), and<br />

only secondarily through shared culture, gender, ethnicity,<br />

or face-to-face relationships. (Gee, p. 65)<br />

Gee explained this concept citing the example of<br />

Almon, an immigrant boy in Lam’s study (2000),<br />

who successfully learned language within an<br />

affinity group. Almon worried about his future<br />

career because, even after living in the United<br />

States for five years, he felt his English skills<br />

would never be good enough. However, his attitude<br />

toward English dramatically changed when<br />

he began discussing Japanese pop music with<br />

people from different countries through the<br />

Internet. Not only did Almon improve his written<br />

English skills, but also through his connection<br />

with this particular virtual community, he<br />

gained self-confidence.<br />

Such <strong>literacy</strong> practices may also occur<br />

through out-of-class activities. Chandler-Olcott<br />

and Mahar (2003a, 2003b) looked at two female<br />

students’ informal “fanfictions” (fanfics) that included<br />

anime characters, and were surprised at<br />

the students’ talent as writers. Those fanfic writings<br />

looked very different from their classroom<br />

essays. Chandler-Olcott and Mahar suggested<br />

that teachers should be aware of <strong>literacy</strong> learning<br />

that is not valued in school settings.<br />

Different writings such as fanfics can be used to<br />

get to know students’ “hidden” <strong>literacy</strong> skills,<br />

because the girls in this study admitted that<br />

they spent “far more time and energy” (2003a,<br />

p. 561) on their fanfics than they did on school<br />

assignments. The two girls in Chandler-Olcott<br />

and Mahar’s (2003a) study are like the students<br />

I studied who found “joy” in their anime-related<br />

<strong>literacy</strong> practices. Teachers may be surprised<br />

that some students who are not successful with<br />

classroom practices may be actively learning<br />

with out-of-school practices (Chandler-Olcott<br />

208<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

& Mahar, 2003b; Lam, 2000). Like the students<br />

in Chandler-Olcott and Mahar’s and Lam’s<br />

studies, anime students use a tool (in this case,<br />

Japanese) to acquire agency within an affinity<br />

group.<br />

Students’ <strong>literacy</strong> practices have expanded<br />

dramatically in the Internet era. The Internet<br />

enables students to access many cultures and<br />

languages. Because of this, it is difficult for classroom<br />

teachers to imagine what kind of out-ofclass<br />

activities are connected with the students’<br />

<strong>literacy</strong> <strong>development</strong>. Although there are increasing<br />

numbers of studies on Japanese popular culture<br />

in relation to first language (English) <strong>literacy</strong><br />

<strong>development</strong> in the areas of multiliteracies and<br />

the new <strong>literacy</strong> studies (Chandler-Olcott &<br />

Mahar, 2003a, 2003b; He, 2003; Lam, 2000), little<br />

information is available to understand popular<br />

culture’s effects on J<strong>FL</strong> <strong>literacy</strong> <strong>development</strong>.<br />

What, then, is anime “good for”? What<br />

draws students to it? The purpose of this study<br />

was to identify J<strong>FL</strong> students’ perspectives on anime<br />

and to explore how three students made use<br />

of their anime knowledge while learning<br />

Japanese. Data for this study came from photographs<br />

taken by participants, individual interviews,<br />

and participants’ reflection papers about<br />

the interviews. I supplemented these data with a<br />

previous survey and interview study (<strong>Fukunaga</strong>,<br />

2000) on U.S. anime fans’ perspectives of<br />

Japanese popular culture.<br />

The current study contributes to several<br />

areas of educational instruction. In the fields of<br />

first- and second-language (L1 and L2) <strong>literacy</strong><br />

studies, this study helps teachers to understand<br />

the cultural context of anime and its value for<br />

students as an out-of-class L2 learning tool. This<br />

study also gives students and teachers a better<br />

sense of the effect and scope of popular culture,<br />

especially that originating in “other” cultures. In<br />

addition, this study provides sociocultural perspectives<br />

on learning from interdisciplinary<br />

studies including L1 and L2 <strong>literacy</strong>, multiliteracies,<br />

cultural studies, media <strong>literacy</strong>, and critical<br />

pedagogy.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Setting and participants<br />

Ta b l e 1<br />

Students’ background information<br />

Name Age Sex Major Japanese study Interests<br />

Emily 21 F Instructional Took 3 semesters <strong>Anime</strong> Club, manga, fantasy,<br />

Technology and stopped the Internet, science fiction,<br />

in Education collection of anime products<br />

(toys, cards)<br />

Ted 21 M Japanese In the 4th semester <strong>Anime</strong> Club, video games,<br />

of study collection of anime series,<br />

the Internet<br />

Sean 21 M Japanese Went straight into <strong>Anime</strong> Club, manga,<br />

the highest level Japanese films, video games,<br />

(8th semester) of Japanese book reading circle,<br />

Japanese class BBS (Bulletin Board System),<br />

the Internet<br />

In order to understand J<strong>FL</strong> students’ perspectives<br />

of anime and Japanese <strong>literacy</strong> <strong>development</strong><br />

through anime, I conducted an interpretive, qualitative<br />

interview study. Emily, Ted, and Sean were<br />

chosen as participants in this study by purposeful<br />

sampling. The criteria for selection were (1) students<br />

who were at least intermediate level in<br />

Japanese, (2) students who were not taking<br />

Japanese classes from me when I conducted the<br />

study, and (3) students who had a particular interest<br />

in anime and Japanese popular culture.<br />

Emily, Ted, and Sean are Caucasian, were born in<br />

the United States, and are native speakers of<br />

English. The participants’ background information<br />

is described in Table 1.<br />

Emily, Ted, and Sean started watching anime<br />

when they were in high school. Thus, watching<br />

anime was a part of their youth culture. Emily<br />

and Ted regularly attend the <strong>Anime</strong> Club meetings<br />

at South University. <strong>Anime</strong> Club is a student<br />

organization for people who enjoy watching anime<br />

and playing Japanese video games. <strong>Anime</strong><br />

Club members gather at a theater on campus<br />

to watch six 30-minute anime programs on<br />

Mondays from 8:00 p.m. to 11:00 p.m. For three<br />

hours, the people at the meeting listen to<br />

Japanese while they watch anime with English<br />

subtitles. Ted told me, “True anime fans only<br />

watch anime with English subtitles. Many people<br />

begin watching dubbed versions of anime on<br />

Cartoon Network on TV and most of them eventually<br />

move away from dubbed anime [because]<br />

they are not authentic.” Most anime programs<br />

last for 30 minutes and have an opening theme<br />

song and an ending song. Several members of<br />

<strong>Anime</strong> Club attend weekly leadership meetings<br />

on Wednesdays. Emily and Ted attend both meetings<br />

regularly while Sean occasionally attends<br />

Monday meetings.<br />

Data collection and analysis<br />

I used a data collection method that Allen and<br />

Labbo (2001) and Allen et al. (2002) used in their<br />

project PhOLKS (Photographs of Local<br />

Knowledge Sources). This method provides a<br />

view of students’ out-of-school lives. Students<br />

were asked to photograph important objects in<br />

their homes and neighborhoods. This project allowed<br />

teachers to “extend the classroom community<br />

to include children’s home communities, to<br />

build reciprocal relationships with families”<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 209


(Allen et al., p. 314). However, the photographs<br />

that participants took were not the main focus of<br />

my study. Rather, they served as a stimulus for the<br />

interview. They also helped to create a common<br />

ground for conversation about Japanese popular<br />

culture texts.<br />

One week prior to their individual interviews,<br />

the students took photographs of things<br />

related to Japanese popular culture and language<br />

learning that they considered important in their<br />

everyday lives. Each student participated in a<br />

two-hour, open-ended, audiotaped interview<br />

and told stories about the objects. Following are<br />

some examples of interview questions: How did<br />

you become interested in anime? How does anime<br />

affect your Japanese learning? How does anime<br />

affect your social relationships? After the<br />

interview, students wrote a one-page reflection.<br />

To corroborate my initial interpretations, I asked<br />

each student to meet for a follow-up interview<br />

that lasted for about one hour. I transcribed<br />

each interview, showed the transcript to each<br />

student, and got some feedback. I analyzed the<br />

interview transcriptions, photographs, and written<br />

responses <strong>using</strong> the ethnographic content<br />

analytical method (Altheide, 1987; LeCompte,<br />

2000). I created categories and subcategories foc<strong>using</strong><br />

on the insider’s perspective of this cultural<br />

group. To ensure internal reliability, I used<br />

triangulation (Glesne, 1999) with the three data<br />

collection methods. I also used ongoing and final<br />

member checks for validity to make sure I<br />

represented the participants and their ideas accurately.<br />

My analysis is shaped by my status as both<br />

an insider and outsider in the anime community.<br />

As a native Japanese, I have my own conception<br />

of anime because of its strong presence in<br />

Japanese popular culture; however, I am not a<br />

fan who claims to know everything about anime.<br />

I question whether J<strong>FL</strong> students have the<br />

same concept of anime as Japanese natives.<br />

Many Japanese people grow up with anime as a<br />

part of everyday life. Throughout this study, I<br />

have been careful not to assume anything is<br />

210<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

“normal” just because I experienced it. Rather,<br />

my goal is to understand J<strong>FL</strong> students’ perspectives<br />

on anime. I began wondering about anime<br />

students’ perspectives and their activities outside<br />

of the classroom while I was teaching Japanese<br />

at South University, observing students and<br />

communicating with them in class. <strong>Anime</strong> students<br />

reminded me of my own experience of<br />

learning English as a second language through<br />

popular culture such as Hollywood movies and<br />

the Beatles. I was curious to see what parts of<br />

anime U.S. students are interested in and why<br />

such students are fascinated with it. I avoided<br />

including students who were in my Japanese<br />

classes as participants in this study so that I did<br />

not need to worry about participants acting as<br />

“good students,” intentionally or not.<br />

Findings: <strong>Anime</strong> and foreign<br />

language <strong>literacy</strong> learning<br />

My findings fell into four categories: overview of<br />

participants’ activities with Japanese popular culture,<br />

uniqueness of anime, advantages for J<strong>FL</strong> <strong>literacy</strong><br />

<strong>development</strong>, and individual differences. I<br />

found that anime played different roles for each<br />

student.<br />

Overview of participants’ activities<br />

with Japanese popular culture<br />

Emily, Sean, and Ted described the aspects of anime<br />

in which they were engaged. I noticed that<br />

their use of the word anime was not limited to<br />

animated films and TV programs; rather, it included<br />

subcultures around anime. In this larger<br />

concept of anime, there were subcultures of manga,<br />

video games, anime music, and anime-related<br />

activities (see Figure 1). In Figure 1, the solid lines<br />

indicate strong and direct connections between<br />

each subculture of anime while the dotted lines<br />

indicate that some parts may or may not have a<br />

direct connection to anime.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Figure 1<br />

J<strong>FL</strong> students’ perspectives of anime and its subcultures<br />

Manga:<br />

comics,<br />

Dojinshi<br />

<strong>Anime</strong> products:<br />

stationery, toys,<br />

T-shirts<br />

<strong>Anime</strong> (Japanese animation)<br />

To J<strong>FL</strong> students, anime includes TV programs,<br />

animated films, DVDs, and videos. One<br />

anime subculture, manga, includes comics and<br />

dojinshi or zines, small hand-made booklets<br />

written by anime fans that parody manga or anime.<br />

Many Japanese and English dojinshi are<br />

available on the Internet. The “fanfics” in<br />

Chandler-Olcott and Mahar’s study (2003a,<br />

2003b) can be considered a type of dojinshi. Sean<br />

and Ted entered the world of anime through<br />

playing video games from Japan, in particular,<br />

role-playing games, which have many characteristics<br />

of anime. Sean describes the connection<br />

between anime and video games this way:<br />

“Japanese video games like Nintendo games and<br />

Japanese anime are closely connected. Often<br />

video games are based upon on anime, and anime<br />

is based upon video games.” In the interview<br />

and in his written responses, Ted tried to form a<br />

theory about the relationships among anime<br />

fans, video game fans, and computer enthusiasts.<br />

TV programs,<br />

animated films,<br />

DVDs, videos<br />

<strong>Anime</strong> activity:<br />

<strong>Anime</strong> Club, online bulletin board<br />

services, the Internet, amime<br />

conventions, cos-play<br />

<strong>Anime</strong> music:<br />

soundtrack,<br />

Seiyu (cast)<br />

Games:<br />

video games,<br />

computer games<br />

J-pop,<br />

J-rock<br />

First, Ted showed me a photograph of his computer<br />

and audio equipment (see Figure 2) and<br />

explained how important technology is for him.<br />

Ted described his theory as follows: “People<br />

who are interested in anime also enjoy playing<br />

video games, and people who like computers often<br />

enjoy anime and video games.” Emily and<br />

Sean talked about similar situations involving<br />

anime fans, video game fans, and computer enthusiasts.<br />

In fact, all three participants fit this theory<br />

because they enjoy activities with anime,<br />

video games, and computers. <strong>Anime</strong> fans in the<br />

United States get most of their information from<br />

the Internet, which presupposes a certain level of<br />

computer skill. Emily did not talk much about<br />

video games, although she did mention that her<br />

boyfriend plays Japanese video games.<br />

<strong>Anime</strong>-related activities are important for<br />

Emily and Ted. <strong>Anime</strong> clubs and anime conventions,<br />

in particular, help to create communities.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 211


<strong>Anime</strong> conventions provide a means to see how<br />

anime consists of subcultures such as manga, anime<br />

products, music, costumes, video games, and<br />

animation itself. For Emily, anime products such<br />

as stationery, toys, cards, and posters were part of<br />

the subculture. All the participants talked about<br />

the strong connection between watching anime<br />

and listening to anime theme songs. Emily shared<br />

some CDs of music that was used as opening and<br />

ending theme songs of anime. This is consistent<br />

with previous interviews I conducted in which<br />

participants noted that anime fans began listening<br />

to Japanese pop or rock music once they<br />

learned some Japanese songs from anime.<br />

Uniqueness of anime<br />

All the participants pointed out that the uniqueness<br />

of anime, which differs from U.S. animation,<br />

attracts anime fans in the United States. Table 2<br />

presents an outline of the differences between<br />

212<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Figure 2<br />

Ted’s computer and audio equipment<br />

anime and U.S. animation from the three U.S.<br />

college students’ perspectives.<br />

Emily, Ted, and Sean expressed that the distinctive<br />

art style of anime, exemplified in drawings<br />

of characters with “big eyes,” is one of the<br />

unique qualities of anime. The participants also<br />

noted that the humor in anime differed from<br />

what they were used to with U.S. animation.<br />

When Sean first read Ranma 1/2 in translated<br />

Japanese manga comics (see Figure 3), he found<br />

himself loving it.<br />

Just because, it was...it was funny, but it wasn’t just<br />

funny. It had this really quirky sense of humor. I don’t<br />

even know how to describe it, but it was just this almost<br />

oddball sensibility that you just don’t find...in<br />

American comics. (Sean’s interview transcript)<br />

Soon after Sean read the first manga in English,<br />

he began watching anime.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Ta b l e 2<br />

Differences between anime and U.S. animation<br />

<strong>Anime</strong> (Japanese animation) American animation<br />

• Variety of issues, no censoring • Limited variety, strict censoring<br />

• Distinctive art style • Controlled contents<br />

• Quirky sense of humor • Sitcom style<br />

• Detailed and continuous story line • Childish stories<br />

• Deep, involved relationships<br />

• Stronger character <strong>development</strong><br />

• High-quality voices<br />

• Creativity<br />

• Popular music<br />

The participants in this study agreed that<br />

the story lines in anime are detailed, complicated,<br />

and continuous. Emily commented, “If the<br />

character dies, he doesn’t come back on the next<br />

show!” A participant in my previous study<br />

(<strong>Fukunaga</strong>, 2000) also mentioned the narrative<br />

style of anime as an attraction because of the<br />

range of issues in the stories. The most frequently<br />

emphasized point across the three students<br />

in the current study was that anime covers so<br />

many different themes, such as fantasy, everyday<br />

Japanese life, cooking, action, adventure, martial<br />

art, sports, romantic drama, comedy, and samesex<br />

relationships. Because U.S. television networks<br />

are subject to regulation and censorship,<br />

the content of anime sometimes is changed. This<br />

causes some problems for U.S. anime fans and<br />

frustration with the “American” version of anime.<br />

For example, in the first season of Sailor<br />

Moon, there were two male characters who had a<br />

relationship. According to Sean, one of them was<br />

very feminine looking, so “they turned him into<br />

her. They gave him a woman voice actor and it<br />

looked like a woman, and you couldn’t tell a difference<br />

unless” you watched the original anime.<br />

Sean said, “I remember my shock when I found<br />

out about that. I was like, no way!” The deceptive<br />

treatment of particular parts of anime in the<br />

American versions made Sean begin comparing<br />

original anime with the dubbed versions.<br />

Advantages for J<strong>FL</strong> <strong>literacy</strong><br />

<strong>development</strong><br />

Repetitive watching of anime provides multiple advantages<br />

for learning Japanese. My data suggest<br />

three linguistic aspects to the advantages: word<br />

recognition, listening and pronunciation, and<br />

awareness of various Japanese linguistic features. In<br />

the interviews, students used some Japanese words<br />

that describe anime-related concepts such as otaku<br />

(anime geeks), hentai (pervert), shōnen (boys), and<br />

shōjo (girls). Hentai refers to a genre of anime that<br />

includes pornography. Proper nouns such as characters’<br />

names (Michiru) and names of places<br />

(Harajuku), and ways to address people such as<br />

sensei (teacher), okāsan (mom), and onēchan (my<br />

big sister), are also common words learned through<br />

anime (<strong>Fukunaga</strong>, 2000). Ted shared his experience<br />

of playing video games from Japan and noticing<br />

the Japanese names of the characters: “Even though<br />

it is all in English it has all Japanese people’s names,<br />

so you can have a child who recognizes that these<br />

aren’t American names.”<br />

Emily, Ted, and Sean hear Japanese conversation<br />

at a natural speed in anime. In one of<br />

Emily and Ted’s favorites, Kareshi kanojo no jijō<br />

(His and Her Circumstances), the introduction of<br />

each 30-minute show and the opening and ending<br />

theme songs stay the same. As students watch<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 213


several episodes, they naturally get used to hearing<br />

the characters’ fast Japanese speech. Emily<br />

owns a couple of Japanese music CDs because she<br />

liked the theme songs of some anime shows, so<br />

she looked up the artists and bought the CDs on<br />

the Internet. People at <strong>Anime</strong> Club meetings sing<br />

the theme songs in Japanese even though most of<br />

these students do not take formal Japanese lessons<br />

(<strong>Fukunaga</strong>, 2000).<br />

After watching many anime shows in<br />

Japanese with English subtitles, Ted, Emily, and<br />

Sean told me that they became aware of several<br />

Japanese linguistic aspects such as male and female<br />

speech endings, tone of voice, formal and<br />

plain forms of speech, slang, and good or bad<br />

214<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Figure 3<br />

Sean’s manga collection<br />

translation. Because most of the narratives in anime<br />

are conversational, students are exposed to<br />

slang and plain forms of speech that are not<br />

taught at the beginning level of Japanese classes.<br />

In Kareshi kanojo no jijō the change in speech is<br />

obvious because the main female character,<br />

Yukino, is an honor student at her middle school<br />

where she uses “proper” manners and polite<br />

speech, while she acts quite differently at home.<br />

Thus, viewers get some ideas of different speech<br />

types and mannerisms in Japanese society. All<br />

three participants also expressed their feelings<br />

about good and bad translations of anime. Emily<br />

and Ted have made their own “fansubs,” anime<br />

videos subtitled in English by anime fans. Before<br />

DVDs and high-speed Internet were available,<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

Figure 4<br />

Cycle of anime students’ J<strong>FL</strong> learning<br />

<strong>Anime</strong><br />

Pre-exposed and reinforced by linguistic and<br />

cultural knowledge<br />

anime fans watched videos owned by local anime<br />

clubs that were not yet “officially” released in the<br />

United States with fansubs. Watching many fansubs<br />

made participants sensitive to and critical of<br />

how the language was translated.<br />

Another important advantage that learners<br />

found from watching anime was increased<br />

Japanese cultural knowledge of nonverbal gestures,<br />

mannerisms, social settings and rules, families,<br />

meals, and homes. From Kareshi kanojo no<br />

jijō, Emily explained that she learned about<br />

Japanese school settings, juken jigoku (examination<br />

hell), ijime (bullying), and katei houmon<br />

(teacher’s home visit). Ted mentioned that some<br />

of his friends started playing Go, a Japanese<br />

board game that uses black and white stones, after<br />

watching Hikaru no go (Hikaru’s Go). There<br />

are countless examples of mannerisms in Japan<br />

such as bowing, <strong>using</strong> chopsticks, and taking<br />

shoes off at the genkan (entrance of the house).<br />

Ted and Sean told me how they developed visual<br />

images of how streets look in Japan with vending<br />

Japanese class<br />

Learn and pratice grammar,<br />

writing system, speaking,<br />

and culture notes<br />

machines and konbini (24-hour convenience<br />

stores). Emily explained,<br />

In anime, you pick up the words, then go to class, you<br />

learn what the words mean, and go back to anime,<br />

...to see them in context.... So basically, just like, you<br />

keep going back, the more you learn and more you<br />

can apply to anime.<br />

As a result of my findings, I developed a cycle of<br />

anime watching and Japanese learning often experienced<br />

by anime fans (see Figure 4).<br />

<strong>Anime</strong> students have been exposed to many<br />

aspects of the language and culture of Japan<br />

through anime and its subcultures before they<br />

start taking Japanese courses. In Japanese class,<br />

anime students put their prior knowledge to use<br />

while they gain new knowledge of vocabulary,<br />

grammar, writing systems, and culture. When<br />

these students go back to anime, they find themselves<br />

recognizing more words than before and<br />

reviewing things they learned in the past. As students<br />

continue this cycle of practice, they become<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 215


aware of how Japanese expressions are translated.<br />

Thus, watching anime becomes a reinforcement<br />

of Japanese knowledge. Some anime students<br />

might extend this cycle by digging into subcultures<br />

such as Japanese music, manga, and video<br />

games.<br />

Individual differences<br />

Each participant in this study had a different relationship<br />

with Japanese popular culture and language<br />

learning. Emily told stories of how she<br />

began watching anime with her best friend in<br />

high school while showing me a photo of her collection<br />

of Sailor Moon toys (see Figure 5). This<br />

photo symbolizes her relationship with the friend<br />

with whom she collected anime toys. In contrast<br />

to these happy memories, Emily also told some<br />

stories of her fear of not being understood by<br />

other students in her college dormitory. In her reflection<br />

paper on the interview conversation,<br />

Emily expressed her uncomfortable feelings:<br />

My friends before I met the anime club people were<br />

just the people who were there—my roommate, and<br />

neighbors on my dorm hall. They were nice enough<br />

most of the time but we didn’t share many interests<br />

at all and they thought I was weird because I liked<br />

anime.<br />

Emily had been looked down upon and ridiculed<br />

by others for being “strange” and “weird” because<br />

she watches “cartoons” and reads a lot of fantasy<br />

novels, including some manga. On the other<br />

hand, Emily often used the words weird and<br />

strange in positive ways when she explained the<br />

content of some anime shows during the interview.<br />

Emily also used these words to describe her<br />

anime friends and herself. She suggested that it<br />

was good for “anime friends” to be weird and<br />

even to use the word to describe one another because<br />

they all knew they were weird. Emily used<br />

the word weird several times in her interview.<br />

216<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

I mean these people are weird and very accepting<br />

people because they know they are weird and you<br />

know...you know...and [because] everyone has the interest<br />

that people outside of the interest think it’s<br />

weird, you have more of the connection to each other.<br />

Because...they don’t see you as weird for liking that<br />

stuff. (Emily’s written response)<br />

The word weird in this case empowers Emily and<br />

her anime friends. The word weird has different<br />

meanings depending on who uses it to describe<br />

whom. That Emily takes an active role in calling<br />

herself weird implies that she is aware of her<br />

agency, instead of being passive about being<br />

viewed as weird by others. It seems as though<br />

Emily has been searching for some alternatives in<br />

her life and she found one by constructing herself<br />

through social activities within an anime community.<br />

Ted has a clear vision of how Japanese will<br />

be part of his future. He wants to be a translator<br />

of anime and video games, so he takes Japanese<br />

classes and East Asian literature classes seriously.<br />

To answer my question about whether or not anime<br />

influenced his future, Ted explained, “I think<br />

it definitely impacted, I guess, where I think my<br />

career is going. Because I liked anime so much so<br />

I decided to translate to English.”<br />

Sean started playing Japanese video games<br />

when he was in fourth grade, and he decided to<br />

study Japanese to be able to play the original<br />

Japanese games when he was in seventh grade.<br />

Then, when he started watching anime, he realized<br />

that there were many shows not imported to<br />

the United States, so he started taking private<br />

Japanese lessons from a Japanese woman.<br />

It’s really funny but in the meanwhile, I really got interested<br />

in Japanese itself and I kind of lost interest in<br />

the video games. So it was like that video games were a<br />

stepping stone into the study of Japanese language<br />

and culture, so...but I still get kind of nostalgic when I<br />

think back on it now.... (Sean’s interview transcript)<br />

Sean told me enthusiastically about traditional<br />

and historical Japanese cultural events in which<br />

he participated. In a way, Sean is shape-shifting<br />

his portfolio as a Japanese learner (Gee, 1996).<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

He does not limit himself to being a “Japanese<br />

video game fan” or “anime fan.” Instead, he actively<br />

searches for new interests.<br />

Popular culture and multiple<br />

literacies<br />

Figure 5<br />

Emily’s Sailor Moon toy collection<br />

In discussing this study, I offer a new perspective<br />

about how anime students engage with a new<br />

language by connecting my findings to the pedagogy<br />

of multiliteracies (Lankshear & Knobel,<br />

2003; New London Group, 1996), foc<strong>using</strong> on<br />

contextualized <strong>literacy</strong> practice, identity, cultural<br />

diversity, and critical dimensions of <strong>literacy</strong>. The<br />

most significant advantage that anime offers to<br />

J<strong>FL</strong> students is in the contextual and multiple<br />

meanings of text. Foreign language learning in<br />

the United States often lacks a cultural context.<br />

Therefore, some learners only gain surface knowledge<br />

of language and culture and keep “a certain<br />

detached attitude” toward the target language and<br />

culture (Manes, 2005, p. 1). <strong>Anime</strong> students compensate<br />

for this situation by becoming members<br />

of the anime community. The findings of this<br />

study include multiple advantages that anime offers<br />

to linguistic and cultural aspects of J<strong>FL</strong> <strong>literacy</strong><br />

<strong>development</strong>. Because they are accustomed to<br />

listening to Japanese speech, some anime students<br />

in my classes have excellent pronunciation, and<br />

they have also been exposed to multiple Japanese<br />

social contexts. As a part of the final oral exam,<br />

my J<strong>FL</strong> students performed minidramas in small<br />

groups. I can sometimes spot “secret” anime students<br />

in my classroom by listening to their<br />

Japanese speech in these minidramas.<br />

One challenge for J<strong>FL</strong> teachers is how to<br />

incorporate colloquial speech with class work.<br />

Most J<strong>FL</strong> textbooks introduce polite speech in<br />

beginning Japanese classes. In Japan, students are<br />

supposed to use polite speech with teachers.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 217


Naturally, J<strong>FL</strong> teachers use polite speech in classroom<br />

settings. However, J<strong>FL</strong> students point out<br />

that none of their Japanese friends talk like that<br />

among themselves. <strong>Anime</strong> students are used to<br />

hearing different speech styles in Japanese according<br />

to different situations. In classroombased<br />

minidrama performances, it is clear that<br />

some anime students are comfortable with different<br />

speech styles. These anime students also seem<br />

to have less anxiety about studying Japanese.<br />

Japanese is rated among the most difficult languages<br />

to learn for English native speakers. To<br />

have less anxiety helps students enjoy learning<br />

Japanese.<br />

<strong>Anime</strong> students are very aware of the national<br />

origins of anime. Kubota (2002) questioned<br />

the way culture should be taught in<br />

foreign language classrooms, criticizing the<br />

“static” knowledge of culture taught in language<br />

classrooms and calling for recognition of “the diversity<br />

and dynamic nature of language and culture”<br />

(p. 26). Taking this into account, I consider<br />

anime students to be active learners who gather<br />

information about Japan from multiple sources<br />

through media. What foreign language teachers<br />

should do is help all students to be active learners.<br />

These anime students actively expand their<br />

knowledge, inspired by anime. For example, one<br />

female anime student refers to herself as boku,a<br />

term commonly used by boys and men, in my<br />

Japanese class. She explains, “I know that some<br />

anime female characters call themselves boku instead<br />

of watashi. I think it suits me [because] I<br />

am a tomboy.” I was impressed by what this particular<br />

student brought to my J<strong>FL</strong> classroom.<br />

Another example of anime students’ multiple<br />

viewpoints is gendered language usage. While<br />

many J<strong>FL</strong> texts represent fixed use of gendered<br />

languages—for example, males use da while female<br />

use wa for speech endings (Siegal &<br />

Okamoto, 1996)—anime students are aware of<br />

the shifting nature of these gendered languages<br />

depending on social situations. This type of student<br />

becomes a constant reminder to get away<br />

from teaching “static” knowledge of language and<br />

culture.<br />

218<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

My findings reiterate the importance of the<br />

learner’s identity and community of practice<br />

(Chandler-Olcott & Mahar, 2003a, 2003b). A<br />

problem in many educational settings is that<br />

teachers do not have insider knowledge of anime.<br />

A study of anime fans shows that they recognize<br />

the lack of social legitimacy for anime (Napier,<br />

2001). For example, some anime fans express<br />

their dilemma of enjoying anime and animerelated<br />

activity but being viewed as “weird” by<br />

others, including family members, friends, and<br />

teachers. In Napier’s words, “[b]ecause the object<br />

of their interest is not an American pop culture<br />

icon, they may therefore feel more marginalized<br />

than fans of American cultural products” (p.<br />

244). The three J<strong>FL</strong> students showed concerns<br />

about how they were perceived by nonfans, but<br />

the anime community’s support enabled Emily<br />

to be empowered by the word weird. This act reminded<br />

me of the use of the word queer in Queer<br />

Theory: The word is used pejoratively by those<br />

outside the affinity group, but those inside the<br />

group embrace it as a way of identifying with<br />

one another and empowering themselves (Butler,<br />

1993). Emily seems to have been empowering<br />

herself through building relationships with anime<br />

fans.<br />

This critical nature is not limited to anime—indeed,<br />

many popular culture texts address<br />

it. Themes that are taboo in certain cultures can<br />

be discussed in popular culture as a creative<br />

medium. <strong>Anime</strong> creates space for new discussion<br />

topics among non-Japanese consumers. This<br />

openness within popular culture is important to<br />

understanding U.S. college students’ interaction<br />

with this medium. In a postmodern society, we<br />

are exposed to a huge amount of information. As<br />

the “American” version of Sailor Moon suggests,<br />

what we see is not necessarily true. An essential<br />

skill to develop is that of questioning what we<br />

see. This needs to be applied to every media, including<br />

anime. While anime offers advantages in<br />

terms of cultural and linguistic knowledge about<br />

Japan, it is fictional. It is dangerous to take<br />

knowledge of something only from one source.<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

We need to encourage students and ourselves to<br />

see things from multiple sources and aspects.<br />

What happens if anime students lose interest<br />

in anime? I was once asked, “Don’t you think<br />

students’ interest in popular culture is just a part<br />

of adolescence? They will soon forget about it.” I<br />

answered, “Yes for some students and no for others.”<br />

I believe that the three participants in this<br />

particular study are good examples of these multiple<br />

positions. All three students began studying<br />

Japanese motivated by their interest in anime and<br />

its subcultures. However, anime played different<br />

roles for each student. For Emily, anime was a<br />

social activity. Thus, Emily stopped studying J<strong>FL</strong><br />

after establishing her agency in the anime community.<br />

For Ted, studying J<strong>FL</strong> and his anime activities<br />

were connected to his desire to become a<br />

translator. Most likely, Ted will continue to study<br />

J<strong>FL</strong> unless he changes his mind about a career.<br />

From a Japanese teacher’s view, Sean seems to be<br />

the most successful learner who is flexible enough<br />

to shape-shift his portfolio as he passes through<br />

different stages of life.<br />

Sean is the closest to <strong>using</strong> anime as part of<br />

his portfolio in Gee’s sense. In the time since the<br />

data collection, Sean received a competitive scholarship<br />

for study abroad, spent one year as an exchange<br />

student in Japan, and expanded his<br />

perspectives of that country. Now he has come<br />

back and is searching for a graduate school, hoping<br />

to be a Japan expert in areas of history, traditional<br />

and contemporary culture and society,<br />

linguistics, literature, and martial arts.<br />

Whether these students continue studying<br />

Japanese or not, their personal connections with<br />

the target language and culture is a shared attitude<br />

among them. All three participants simply wanted<br />

to explore new worlds. These anime students engaged<br />

with the new language and culture in unique<br />

ways to meet their own needs and desires to know<br />

about other people, languages, societies, and the<br />

world. The new version of Japanese enthusiast—<br />

the anime student—provides a new way of thinking<br />

about how students engage with language and<br />

suggests a more idealistic view of the process.<br />

Implications for teachers<br />

I have four suggestions for teachers that follow<br />

directly from the findings of this study and my<br />

ongoing work as a Japanese teacher and anime researcher.<br />

1. Get to know the tools<br />

Knowledge of anime students’ activities can help<br />

teachers think about alternative ways to teach <strong>literacy</strong><br />

in a multiliteracies framework. It may also<br />

help teachers appreciate students’ love of popular<br />

culture. The participants in this study cited their<br />

frequent use of the Internet for anime-related activities.<br />

Chandler-Olcott and Mahar’s (2003b)<br />

study also reminded us of “the need to consider<br />

how those tools are specifically used as part of<br />

membership in particular communities of practice”<br />

(p. 381). It goes without saying that the<br />

Internet is becoming a necessary tool for adolescents<br />

to gather information and construct their<br />

social identities by participating in online activities<br />

as members of certain affinity groups. As Ted<br />

suggested, some people prefer communicating<br />

with others on the Internet rather than through<br />

face-to-face interaction. We may be able to find<br />

students’ potential <strong>literacy</strong> skills and their multiple<br />

identities by paying attention to their activities<br />

with popular culture texts and the Internet.<br />

2. Appreciate authentic aspects of<br />

other cultures<br />

Appreciating authentic aspects of other cultures<br />

is a better way to see language in context. In the<br />

1960s, Japanese cultural aspects in anime had to<br />

be taken out or modified to appeal to viewers in<br />

the United States. Current anime fans enjoy<br />

watching both types of anime, the new hybrid<br />

type and anime based on authentic Japanese culture<br />

with some twists such as Hikaru no go<br />

(Hikaru’s Go). Instead of changing “other” cultural<br />

norms into “American” norms, anime fans<br />

have begun to respect Japanese culture and language.<br />

Some of the students who liked watching<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 219


Hikaru no go formed a Go club and met weekly. It<br />

was a surprise to me that U.S. students took up<br />

the challenging and complicated game. Another<br />

example is from an anime and manga series<br />

called Fruit Basket, from which one of my students<br />

learned the zodiac in Japanese.<br />

Popular culture texts such as anime are a<br />

hook to draw students’ attention, and teachers<br />

can use them to help students expand their multicultural<br />

awareness. I suggest <strong>using</strong> anime that inspires<br />

discussions on aspects of Japanese culture<br />

as well as global issues. To discuss war and peace<br />

issues with elementary students, I suggest <strong>using</strong><br />

Hotaru no haka (Graveyard of the Fireflies; Studio<br />

Ghibli & Takahata, 1988). For middle school students<br />

and older, Kaze no tani no Naushika<br />

(Nausicaä of the Valley of the Wind; Takahata &<br />

Miyazaki, 1984) will provoke discussions related<br />

to war and environmental issues. In J<strong>FL</strong> classrooms,<br />

students can experience Japanese familybased<br />

humor while they listen to kansai-ben<br />

(Kansai dialect) in Houhokekyo Tonari no<br />

Yamada-kun (My Neighbors the Yamadas; Suzuki,<br />

Ishii, & Takahata, 1999).<br />

K–12 teachers can invite Japanese teachers<br />

or native informants from local colleges and<br />

communities into classrooms in order to provide<br />

knowledge of Japanese language and culture beyond<br />

popular culture. Every year around March, I<br />

visit a local elementary school and talk about<br />

Japanese culture to second graders as a part of social<br />

studies classes about Japan. If teachers cannot<br />

find any Japanese informants in their area, they<br />

can contact the embassy or consulate of Japan.<br />

For example, the Japan Information Center in the<br />

consulate in Atlanta, Georgia, offers a school-visit<br />

service for educators and students called Japan<br />

Caravan (www.japanatlanta.org/caravan.html).<br />

3. Have a critical discussion<br />

The pedagogy of multiliteracies suggests the importance<br />

of developing a critical stance for both<br />

teachers and students. I suggest teachers should<br />

hold critical discussions throughout the school<br />

220<br />

“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

year. Critical awareness is one way to encourage<br />

students to be active learners instead of passive<br />

learners. Questioning what they view is the beginning<br />

of critical awareness. “Please don’t believe my<br />

stories about Japan without questioning,” I tell my<br />

students. I try to present multiple voices from<br />

Japan. I have at least two native informants visit<br />

my classes and ask their opinions when we talk<br />

about culture. I intentionally select native informants<br />

from different areas of Japan, backgrounds,<br />

majors, age groups, and genders if possible.<br />

Hayao Miyazaki’s well-known anime film,<br />

Tonari no Totoro (My Neighbor Totoro; Studio<br />

Ghibli & Miyazaki, 1988), introduces many<br />

Japanese cultural aspects and Japanese children’s<br />

perspectives. A few years ago, a J<strong>FL</strong> teacher posted<br />

a question on a J<strong>FL</strong> teachers’ listserv asking<br />

whether she should skip one part of the movie<br />

with U.S. elementary students. The part she was<br />

referring to was a scene of two little girls taking a<br />

bath with their father. Because I am familiar with<br />

Japanese hot springs and public baths, I viewed<br />

this particular scene of a parent and small children<br />

taking a bath together as a symbol of a happy<br />

Japanese family. However, this practice differs from<br />

U.S. cultural norms. I think it could be an opportunity<br />

for classroom discussion. Seeing the full film<br />

shows how peaceful and family oriented it is.<br />

Judging different cultural representations according<br />

to other cultural norms is not the best way to<br />

expand students’ multicultural perspectives.<br />

4. Be aware of the power of popular<br />

culture<br />

Because some students shift their identities in a<br />

particular community, it is dangerous for teachers<br />

to judge popular culture based on their own assumptions.<br />

For a long time, popular culture has<br />

been looked down upon in the education field.<br />

Some teachers believe that reading comics is for<br />

children who have not reached the level of reading<br />

“real” books (Marsh & Millard, 2000). I once<br />

heard the following comment from a teacher<br />

educator who was my classmate in a graduate<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong>


“Those anime students”: Foreign language <strong>literacy</strong> <strong>development</strong> through Japanese popular culture<br />

course: “Oh, Pokemon. It contains too much<br />

fighting and violence for me.” I responded,<br />

“Really? I thought that show was more about the<br />

importance of friendship and fairness. Have you<br />

watched the show?” She said, “No. I never watch<br />

that kind of stuff.” I am not a big Pokemon fan,<br />

but I sensed a strong bias from this particular<br />

teacher against something about which she knew<br />

little. Sometimes some forms of popular culture,<br />

such as Pokemon cards, are banned in classroom<br />

settings and students might feel that teachers<br />

therefore reject their identities. Teachers can encourage<br />

students to share their insider knowledge<br />

of a particular form of popular culture and spend<br />

some time learning from students.<br />

Foreign language teachers need to encourage<br />

students to share their interests in the target<br />

language such as anime, music, and websites. The<br />

two girls in Chandler-Olcott and Mahar’s study<br />

(2003a, 2003b) are like these J<strong>FL</strong> students—they<br />

are aware of agency in their out-of-classroom <strong>literacy</strong><br />

practices. Listening to students’ voices is<br />

one way to help students be active learners without<br />

taking the joy away from them. Being aware<br />

of students’ multiple identities will help teachers<br />

to rethink their fixed ideas on particular students.<br />

I believe that a J<strong>FL</strong> teacher’s job is to introduce<br />

multiple aspects of Japan. For serious anime<br />

fans like Ted, there is a tendency to believe that<br />

anime is the best thing that Japan offers. I know<br />

four J<strong>FL</strong> students who were big anime fans, but<br />

who did not talk about anime at all after coming<br />

back from one-year exchange programs. <strong>Anime</strong><br />

students’ joy in learning is noteworthy. However,<br />

there is a hidden danger in having limited knowledge<br />

of Japan from anime alone. Teachers can<br />

give every student opportunities to widen his or<br />

her perspectives, so that students can explore and<br />

expand their knowledge of Japan.<br />

The potential of popular culture’s power is<br />

not limited to anime. For instance, the current<br />

trend of Hanryu (“Korean style”) in Japan was<br />

sparked by the broadcast of a South Korean TV<br />

drama. Many Japanese people began studying<br />

Korean and visiting South Korea, motivated by this<br />

particular drama. This is something governmentlevel<br />

relations could never have foreseen or created.<br />

It is not possible to predict the effect popular<br />

culture may have on a general audience. These<br />

trends might change the current notion of globalization<br />

as “Americanization,” such as having<br />

McDonald’s restaurants everywhere or placing<br />

too much emphasis on learning English in non-<br />

English speaking countries. Popular culture enables<br />

“other” cultural globalization. Young adults<br />

in the United States learning Japanese motivated<br />

by anime and its subcultures and Japanese audiences<br />

of a South Korean TV drama studying<br />

Korean indicate the beginning of an alternative<br />

version of globalization and multiculturalism.<br />

When people have a strong interest in popular<br />

culture originating in other cultures, they have<br />

the potential to develop a critical stance, foreign<br />

language skills, and cultural knowledge. This potential<br />

is a special feature of “other” popular culture,<br />

in addition to what popular culture in one’s<br />

own society can offer.<br />

These are some suggestions for both teachers<br />

and students to shape-shift, to have current<br />

knowledge of a different society through its popular<br />

culture. I am not suggesting that all teachers<br />

need to be experts in foreign popular culture. Nor<br />

am I suggesting that every anime fan should<br />

study Japanese as a foreign language, or that every<br />

anime student would be a successful J<strong>FL</strong> learner.<br />

Rather, I am exploring the potential influence<br />

that popular culture, especially popular culture<br />

from “other” societies, can have on developing<br />

multiple literacies. It is important to be aware<br />

that students’ communities of practice can provide<br />

a different kind of learning. By listening,<br />

watching students carefully, and asking questions,<br />

teachers might be able to bridge the generation<br />

gap between themselves and their young students.<br />

Teachers of adolescents and young adults<br />

need to be aware of students’ out-of-class activities<br />

in order to avoid preparing students for the<br />

future with yesterday’s skills (Lankshear &<br />

Knobel, 2003).<br />

JOURNAL OF ADOLESCENT & ADULT LITERACY 50:3 NOVEMBER <strong>2006</strong> 221


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