This paper proposes another axis of understanding for the Minamata case study by analyzing the philosophical intricacies of the Japanese culture in contrast with Japan's politics and industrial...Show moreThis paper proposes another axis of understanding for the Minamata case study by analyzing the philosophical intricacies of the Japanese culture in contrast with Japan's politics and industrial goals. Instead of offering a technical solution to such a far-reaching event, it looks at the hidden potential of Japanese cultural practices in transforming the way politics consider the priorities of human development and how local communities’ expectations can be met when their lifestyle is taken into consideration. In that sense, the Minamata incident reveals to be more than a local disaster but also to a larger extent the illustration of a societal and philosophical discordance.Show less
Over the recent years Japanese animation has seen the rise of a new form of the science fiction genre, namely technoludic anime, or anime that involves video game elements. Commentative technoludic...Show moreOver the recent years Japanese animation has seen the rise of a new form of the science fiction genre, namely technoludic anime, or anime that involves video game elements. Commentative technoludic anime, the main focus of this research, are part of a critical discourse on techno- culture and its future. This genre of anime taps into themes such as gender identity, nationalism, societies of control and the disintegration of ontological boundaries while using video game portrayal and video game play as the main focus of their narrative. It also either tends to smear or beautify video games through technophobic or technophilic themes which are supported by binary opposition such as lived experience and fantasy, and the real and the virtual. Considering the popularity of video games, it is no surprise that commentative technoludic anime have not only gained recognition in "digitally native" Japan, but also resonate with viewers on a global scale. Kawahara Reki's Sword Art Online has gained massive attention and can be seen as one of the icons of this commentative technoludic anime genre. Through its technophilic-tinted themes the series stimulates philosophical thinking by proposing a different understanding of virtual worlds and ontological boundaries. Throughout its story a young otaku recluse heightens the intensity of his life by moving into a new virtual exterior, finding its beauty along the way. The story's proposition, one that accentuates the merits, beauty, and realness of the virtual, is strengthened through the addition of life-like AI characters, exciting adventure, a beautiful environment and most surprisingly, death. Furthermore, even though Sword Art Online represents its virtual world as a video game, its world lacks the characteristics of play, showing that the virtual world Sword Art Online revolves around isultimately, not really a video game, but a sensational replacement for life in the real world.Show less
What makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the...Show moreWhat makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the conventions of the video game medium, specifically the Japanese Roleplaying Game (JRPG) genre. This thesis analyzes EarthBound’s satire and situates it into a concrete paradigm, namely that of postmodernism.Show less
This thesis describes the development of the phenomenon of yōkai in Japan throughout time and investigates the influence of nationalism on this phenomenon using the oni as a case study.
This thesis seeks to find general commonalities and differences between Japanese science fiction and Western science fiction. exploring the definitions of science fiction and fantasy, looking at...Show moreThis thesis seeks to find general commonalities and differences between Japanese science fiction and Western science fiction. exploring the definitions of science fiction and fantasy, looking at technophobia, using the movies Ghost in the Shell and Robocop as case studies.Show less