Fukunaga 2006 FL literacy development using Anime ... - Oncourse
Fukunaga 2006 FL literacy development using Anime ... - Oncourse
Fukunaga 2006 FL literacy development using Anime ... - Oncourse
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“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