Pure invention: how Japan's pop culture conquered the world
"The untold story of how Japan became a cultural superpower through the fantastic inventions that captured-and transformed-the world's imagination. The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations,...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
New York
Crown
[2020]
|
Ausgabe: | First edition |
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis |
Zusammenfassung: | "The untold story of how Japan became a cultural superpower through the fantastic inventions that captured-and transformed-the world's imagination. The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese media veteran Matt Alt proves in this brilliant investigation of Tokyo's pop-fantasy complex, we don't know the half of it. Japan's toys, gadgets, and fantasy worlds didn't merely entertain. They profoundly transformed the way we live. In the 1970s and '80s, Japan seemed to exist in some near future, soaring on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the "lost decades" of deep recession and social dysfunction. The end of the boom times should have plunged Japan into irrelevance, but that's precisely when its cultural clout soared-when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and entertainment empires like Pokémon and Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. They also transformed us as we consumed them-connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. It's Japan's world; we're just gaming, texting, singing, and dreaming in it." |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | 352 Seiten Illustrationen |
ISBN: | 9781984826695 9780593236741 |
Internformat
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Datensatz im Suchindex
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adam_text | |
adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author | Alt, Matt |
author_GND | (DE-588)1018284206 |
author_facet | Alt, Matt |
author_role | aut |
author_sort | Alt, Matt |
author_variant | m a ma |
building | Verbundindex |
bvnumber | BV047052177 |
callnumber-first | H - Social Science |
callnumber-label | HD9993 |
callnumber-raw | HD9993.T693 |
callnumber-search | HD9993.T693 |
callnumber-sort | HD 49993 T693 |
callnumber-subject | HD - Industries, Land Use, Labor |
classification_rvk | AP 19630 |
ctrlnum | (OCoLC)1182832107 (DE-599)KXP1690995661 |
dewey-full | 306.30952 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 306 - Culture and institutions |
dewey-raw | 306.30952 |
dewey-search | 306.30952 |
dewey-sort | 3306.30952 |
dewey-tens | 300 - Social sciences |
discipline | Allgemeines Soziologie |
discipline_str_mv | Allgemeines Soziologie |
edition | First edition |
era | Geschichte 1945-2020 gnd Geschichte 1945- gnd |
era_facet | Geschichte 1945-2020 Geschichte 1945- |
format | Book |
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geographic | Japan (DE-588)4028495-5 gnd |
geographic_facet | Japan |
id | DE-604.BV047052177 |
illustrated | Illustrated |
index_date | 2024-07-03T16:08:27Z |
indexdate | 2024-12-06T09:08:16Z |
institution | BVB |
isbn | 9781984826695 9780593236741 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032459518 |
oclc_num | 1182832107 |
open_access_boolean | |
owner | DE-703 DE-255 |
owner_facet | DE-703 DE-255 |
physical | 352 Seiten Illustrationen |
publishDate | 2020 |
publishDateSearch | 2020 |
publishDateSort | 2020 |
publisher | Crown |
record_format | marc |
spelling | Alt, Matt Verfasser (DE-588)1018284206 aut Pure invention how Japan's pop culture conquered the world Matt Alt First edition New York Crown [2020] 352 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index "The untold story of how Japan became a cultural superpower through the fantastic inventions that captured-and transformed-the world's imagination. The Walkman. Karaoke. Pikachu. Pac-Man. Akira. Emoji. We've all fallen in love with one or another of Japan's pop-culture creations, from the techy to the wild to the super-kawaii. But as Japanese media veteran Matt Alt proves in this brilliant investigation of Tokyo's pop-fantasy complex, we don't know the half of it. Japan's toys, gadgets, and fantasy worlds didn't merely entertain. They profoundly transformed the way we live. In the 1970s and '80s, Japan seemed to exist in some near future, soaring on the superior technology of Sony and Toyota while the West struggled to catch up. Then a catastrophic 1990 stock-market crash ushered in the "lost decades" of deep recession and social dysfunction. The end of the boom times should have plunged Japan into irrelevance, but that's precisely when its cultural clout soared-when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and entertainment empires like Pokémon and Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products made Japan the forge of the world's fantasies, and gave us new tools for coping with trying times. They also transformed us as we consumed them-connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japanese ingenuity remade global culture and may have created modern life as we know it. It's Japan's world; we're just gaming, texting, singing, and dreaming in it." Geschichte 1945-2020 gnd rswk-swf Geschichte 1945- gnd rswk-swf Manga (DE-588)4627787-0 gnd rswk-swf Einfluss (DE-588)4151276-5 gnd rswk-swf Spielzeugindustrie (DE-588)4217005-9 gnd rswk-swf Massenkultur (DE-588)4125858-7 gnd rswk-swf Anime (DE-588)1041601824 gnd rswk-swf Technischer Fortschritt (DE-588)4059252-2 gnd rswk-swf Videospiel (DE-588)4063465-6 gnd rswk-swf Globalisierung (DE-588)4557997-0 gnd rswk-swf Japan (DE-588)4028495-5 gnd rswk-swf 1945-2020 Kulturgeschichte / (DE-627)09137314X / (DE-STW)15694-1 Ethnologie / (DE-627)09135823X / (DE-STW)16556-1 Popkultur / (DE-627)799321206 / (DE-STW)30024-3 Spielwarenbranche / (DE-627)091390915 / (DE-STW)13096-3 Computerspieleindustrie / (DE-627)770376975 / (DE-STW)29825-0 Freizeitwirtschaft / (DE-627)09136132X / (DE-STW)12907-4 Zivilisation / (DE-627)091402611 / (DE-STW)16599-4 Japan / (DE-627)091369282 / (DE-STW)17568-3 Toy industry / Japan / History Electronic games industry / Japan / History Amusements / Japan / History Japan / Civilization / 1945- Japan (DE-588)4028495-5 g Massenkultur (DE-588)4125858-7 s Spielzeugindustrie (DE-588)4217005-9 s Anime (DE-588)1041601824 s Manga (DE-588)4627787-0 s Videospiel (DE-588)4063465-6 s Technischer Fortschritt (DE-588)4059252-2 s Globalisierung (DE-588)4557997-0 s Einfluss (DE-588)4151276-5 s Geschichte 1945-2020 z DE-604 Geschichte 1945- z Erscheint auch als Online-Ausgabe 978-1-9848-2670-1 https://www.gbv.de/dms/bowker/toc/9781984826695.pdf 2020-10-19 Aggregator Inhaltsverzeichnis |
spellingShingle | Alt, Matt Pure invention how Japan's pop culture conquered the world Manga (DE-588)4627787-0 gnd Einfluss (DE-588)4151276-5 gnd Spielzeugindustrie (DE-588)4217005-9 gnd Massenkultur (DE-588)4125858-7 gnd Anime (DE-588)1041601824 gnd Technischer Fortschritt (DE-588)4059252-2 gnd Videospiel (DE-588)4063465-6 gnd Globalisierung (DE-588)4557997-0 gnd |
subject_GND | (DE-588)4627787-0 (DE-588)4151276-5 (DE-588)4217005-9 (DE-588)4125858-7 (DE-588)1041601824 (DE-588)4059252-2 (DE-588)4063465-6 (DE-588)4557997-0 (DE-588)4028495-5 |
title | Pure invention how Japan's pop culture conquered the world |
title_auth | Pure invention how Japan's pop culture conquered the world |
title_exact_search | Pure invention how Japan's pop culture conquered the world |
title_exact_search_txtP | Pure invention how Japan's pop culture conquered the world |
title_full | Pure invention how Japan's pop culture conquered the world Matt Alt |
title_fullStr | Pure invention how Japan's pop culture conquered the world Matt Alt |
title_full_unstemmed | Pure invention how Japan's pop culture conquered the world Matt Alt |
title_short | Pure invention |
title_sort | pure invention how japan s pop culture conquered the world |
title_sub | how Japan's pop culture conquered the world |
topic | Manga (DE-588)4627787-0 gnd Einfluss (DE-588)4151276-5 gnd Spielzeugindustrie (DE-588)4217005-9 gnd Massenkultur (DE-588)4125858-7 gnd Anime (DE-588)1041601824 gnd Technischer Fortschritt (DE-588)4059252-2 gnd Videospiel (DE-588)4063465-6 gnd Globalisierung (DE-588)4557997-0 gnd |
topic_facet | Manga Einfluss Spielzeugindustrie Massenkultur Anime Technischer Fortschritt Videospiel Globalisierung Japan |
url | https://www.gbv.de/dms/bowker/toc/9781984826695.pdf |
work_keys_str_mv | AT altmatt pureinventionhowjapanspopcultureconqueredtheworld |