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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

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