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Friday 30 May 2014

Kindle Removes Manga That Tokyo Designated as 'Unhealthy'

Kindle Removes Manga That Tokyo Designated as 'Unhealthy'

Comic ranks #1 on bestseller list before removal

Amazon removed the Imōto Paradise! 2 manga from its Kindle store on Wednesday after the Tokyo Metropolitan Governmentruled earlier this week that the book is considered an "unhealthy publication." Earlier on Wednesday, the book had ranked number one on Amazon's comic bestseller list for Kindle.
Full restrictions on the book will go into effect on Friday, at which point bookstores will be prohibited from selling or renting the book to minors younger than 18 years old, or allowing them to browse the book. To that end, bookstores will be legally obligated to separate and place the book in an adult section.
Imōto Paradise! 2 was designated under the revised Youth Healthy Development Ordinance due to its “glorification of incestuous acts.” The publication was the first to be formally restricted as such by the government since Bill 156 went into effect in July of 2011.
The revised Youth Healthy Development Ordinance expanded the number of manga and anime that fall under "harmful publications," the legal category of works that must not be sold or rented to people under the age of 18. Erotic material was already restricted before the amendment, but the amended law also restricts the sales and renting of materials that the Tokyo Metropolitan Government considers "to be excessively disrupting of social order."
The Imōto Paradise! 2 manga by artist Sekizai Mikage adapts Moon Stone Cherry's 2013 adult game of the same name. The first Imōto Paradise! game inspired an adult original video anime project.
Source: http://www.animenewsnetwork.com/news/2014-05-14/kindle-removes-manga-that-tokyo-designated-as-unhealthy

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Tuesday 27 May 2014

Japanese Comic Ranking, May

Japanese Comic Ranking, May 5-11

NarutoKuroko's BasketballAssassination ClassroomBleachOne-Punch Man in top 5

RankTitleEst.
Weekly
Copies
Est.
Total
Copies
Release DatePublisher
AuthorHighest
Rank
Weeks
on List
1Naruto 69279,127723,8522014/05Shueisha
Masashi Kishimoto12
2Kuroko's Basketball(Kuroko no Basuke) 27217,998543,6552014/05Shueisha
Tadatoshi Fujimaki22
3Assassination Classroom 9216,901518,8682014/05Shueisha
Yusei Matsui32
4Bleach 63187,703415,8572014/05Shueisha
Tite Kubo42
5One-Punch Man 6170,991328,2022014/05Shueisha
Story: ONE / Art:Yuusuke Murata52
6Ajin 4165,304165,3042014/05Kodansha
Gamon Sakurai61
7Nisekoi 12124,346271,7742014/05Shueisha
Naoshi Komi62
8The Heroic Legend of Arslan 2112,330112,3302014/05Kodansha
Manga: Hiromu Arakawa / Original Story: Yoshiki Tanaka81
9Gintama 54107,882240,6242014/05Shueisha
Hideaki Sorachi72
10Seraph of the End575,195155,1392014/05Shueisha
Original Story:Takaya Kagami / Art: Yamato Yamamoto / Continuity Organization:Daisuke Furuya92
11Prison School 1371,833133,7892014/05Kodansha
Akira Hiramoto112
12Ane no Kekkon 762,76362,7632014/05Shogakukan
Keiko Nishi121
13Attack on Titan 1357,8291,635,6252014/04Kodansha
Hajime Isayama15
14Attack on Titan: No Regrets 149,089292,4462014/04Kodansha
Story: Gan Sunaaku(Nitroplus) / Original creator:Hajime Isayama / Art: Hikaru Suruga / Collabortation:Attack on TitanProduction Committee45
15Baki-Dou 148,85648,8562014/05Akita Shoten
Keisuke Itagaki151
16Un chocolatier de l'amour perdu 848,67248,6722014/05Shogakukan
Setona Mizushiro161
17Shaman King -Flowers- 546,70746,7072014/05Shueisha
Hiroyuki Takei171
18BTOOOM! 1445,90745,9072014/05Shinchosha
Junya Inoue181
19Broken Blade 1345,54845,5482014/05Flex Comics
Yunosuke Yoshinaga191
20Magi 2140,645548,0622014/04Shogakukan
Shinobu Ohtaka14
21Kindaichi Case Files: Takato's Side35,14935,1492014/05Kodansha
Story: Seimaru Amagi / Art: Fumiya Sato211
22xxxHOLiC: Rei 235,090264,8492014/04Kodansha
CLAMP33
23Rosario + Vampire Season II 1432,89568,5832014/05Shueisha
Akihisa Ikeda232
24Haikyu!! 1032,742398,6512014/04Shueisha
Haruichi Furudate46
25Hori-Miya 531,479171,5302014/04Square Enix
Original Creator:HERO / Art: Daisuke Hagiwara83
26Detective Conan8329,917475,8052014/04Shogakukan
Gosho Aoyama14
27KanColle Nano Desu! Katai Collection ~KanColle~29,18929,1892014/05Kadokawa
Art: Nanaroku / Original Story: "KanColle" Operations Base271
28Yōkai Watch 328,417248,7102014/03Shogakukan
Art: Noriyuki Konishi / Original Creator, Supervision: Level 547
29Giant Killing 3127,889255,8282014/04Kodansha
Story: Masaya Tsunamoto / Art:Tsujitomo23
30Haikyu!! 127,865529,3522012/06Shueisha
Haruichi Furudate2274
31Haikyu!! 227,745511,2532012/08Shueisha
Haruichi Furudate1863
32Haikyu!! 327,587496,8212012/10Shueisha
Haruichi Furudate1152
33Haikyu!! 426,557485,4112013/01Shueisha
Haruichi Furudate642
34Amanchu! 825,82225,8222014/05Mag Garden
Kozue Amano341
35Haikyu!! 525,584462,4782013/03Shueisha
Haruichi Furudate733
36Yōkai Watch 124,840278,4582013/06Shogakukan
Noriyuki Konishi2721
37Haikyu!! 624,604452,6622013/05Shueisha
Haruichi Furudate532
38Haikyu!! 724,448432,1202013/08Shueisha
Haruichi Furudate723
39Haikyu!! 824,357421,9182013/10Shueisha
Haruichi Furudate328
40The Heroic Legend of Arslan 124,052250,4792014/04Kodansha
Manga: Hiromu Arakawa / Original Story: Yoshiki Tanaka65
41Haikyu!! 923,842390,2902014/01Shueisha
Haruichi Furudate719
42Hibi Chōchō 723,294162,6182014/04Shueisha
Suu Morishita93
43Blood Lad 1123,27653,7552014/05Kadokawa
Yūki Kodama302
44Mitsudomoe 1423,16423,1642014/05Akita Shoten
Norio Sakurai441
45Uso-Kano 321,92945,1882014/05Hakusensha
Mikase Mori452
46Psychometrer 1321,23540,7802014/05Kodansha
Story: Yuma Ando / Art: Masashi Asaki462
47Isobe Isobee Monogatari ~Ukiyo wa Tsurai yo~ 221,22246,8512014/05Shueisha
Ryō Nakama362
48Mairu no Vich 1120,572104,5682014/04Shueisha
Zakuri Satō183
49Jitsu wa Watashi wa 620,30720,3072014/05Akita Shoten
Eiji Masuda491
50Tobaku Datenroku Kaiji One Poker-hen320,12235,4372014/05Kodansha
Nobuyuki Fukumoto502
Source: http://www.animenewsnetwork.com/news/2014-05-14/japanese-comic-ranking-may-5-11

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Saturday 24 May 2014

Attack on Titan Creator Apologizes for Hidden Dirty Message in Manga

Attack on Titan Creator Apologizes for Hidden Dirty Message in Manga

Hajime Isayama accepts responsibility & vows to ensure it does not happen again

Attack on Titan manga creator Hajime Isayama posted an apology on Wednesday for the hidden dirty message in the latest manga chapter. The June issue of Kodansha'sBessatsu Shōnen Magazine shipped on Friday with the manga's 57th chapter, and the chapter featured a panel with text apparently written in the in-world language. However, the text was actually a message with crude language in upside-down katakana characters.
Isayama said that the text was unintentionally added and bears no relevance to the story. Nevertheless, he accepted full responsibility for not noticing it while going through the draft.
Isayama apologized profusely for disappointing those who enjoy the series. He then vowed to be more careful to ensure nothing like this appears in future drafts of the manga, and also to devote himself to making the manga better.
The editor in charge of the manga also apologized for not catching the message during the proofreading stage, and vowed to take steps to ensure something similar does not happen again. He explained that an assistant had written the message without the editor or Isayama noticing.

Source: http://www.animenewsnetwork.com/news/2014-05-15/attack-on-titan-creator-apologizes-for-hidden-dirty-message-in-manga

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Wednesday 21 May 2014

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part Two)

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part Two)

Fandom constitutes a particular form of leisure. How does it fit within the exam culture which so shapes the lives of Chinese youth?
I do not feel in a confident position in answering this question. Basically I have personal experience to draw upon on all other questions, save this one. I myself had passed the age of being afflicted by the most tediously part of the exam culture when I entered the Lord of the Rings online fandom as a collective community for the first time; I was a sophomore in college then. Before then, yes, I was a fan, but I didn’t know there is something called fandom (and the fandom before 2003 did have much less observable a presence in Chinese society).
Fandom activity is a very good complimentary to the tedious exam culture for the youth in China, especially when exams are not consuming all time of the students. It is difficult for fandom to take much of their time, but leisure times? Very possible. I often find a fan fiction author explaining his/her slow update with the reason “I am a senior in high school, and you know, I don’t have time at all.” Or “I am a high school student living on campus and can only be back home to use the computer on weekends…” or “I live on campus and I can only use my cellphone to update my fic! Please forgive me for the problems on the format.” etc. Some young students may post on fan forums their art products or doodles made in their classrooms, at the back of an exam paper, in a lined notebook; in some online chat, some young fans express their excitement when they encounter anything relevant to their beloved products in a classroom situation. Fandom activities do find a way squeezing into their busy life. However busy the students are, there is always some time left for themselves.
Fan culture has actually existed in Chinese high schools for a long time. I have heard of people who started to write fan fiction with pen and paper in high school years to communicate with other fans, even before the internet is available to average urban families, but such sporadic phenomena cannot be compared to the current situation, when more and more young students are at least aware that there are fandoms for them to participate if they are interested in. We can see that the fan culture is really becoming a major choice for leisure time activities for the busy students in China, and probably a type of convenient refuge for them. Yet I am also reluctant to claim that it is unique comparing to other types of leisure time activities and hobbies for young people in China. After all, even if the fandoms are more and more widespread and observable in Chinese society right now, fan culture still belongs to a small audience and remains a comparatively marginal community.
What are the dominant modes of fan cultural production and participation in China?
I guess that fan fiction is still one of the dominant modes of fan cultural production and participation, and of course, fan art and fan video are also immensely important. The fan fiction I discuss here, which is characterized by female perspectives and commercial consumptions, started around the mid-1990s, and has been prosperous since then. Considering fan art, it is now not only restricted to originally created paintings, but sometimes involves technical manipulation on screen grabs to make them present certain effects. There was not a VHS age for Chinese fan videos so far as I know. The earliest ones I encounter were produced around the turn of the century and are directly circulated online. The earliest ones are usually flash video files; then the production shifted to other formats when online streaming sites become popular. Fan music exists, but the creation of which is more restricted to certain groups of people. Yet even though only a limited number of people participate in fan music writing, these people are very prolific. There are other types of fan activities, for example, fan game designing. But video game designing requires technical expertise of quite a high level, and therefore is very rarely seen. But if created successfully, fan video games are highly welcomed by fans. I have also seen friends who participated in designing fan board games. Fan translation is another type of activities that are able to connect and gather fans of a certain media product. Fan translation is not restricted to subbing a video of reports or interview or other media products related to the original material; it also involves translating certain news and interviews, and even fan fictions, fan arts and fan videos. Another fan activity online recent called “language-cosplay” cannot be categorized in any of the types I stated above. It is an activity for a group of people, with each of them role-plays a character in the original media and interacts with one another online in dialogues as if s/he is the characters.
Fan books and fanzines started later than fan fiction and fan arts in China, and in early 2000s, digital versions of fanzines were more frequently seen than printed ones. Recently the trend changes: fanzines and fan books in printed forms are becoming popular. One reason is the easy access to direct online merchandize with the emergence of platform website such as Taobao 淘宝, and the rapid development of convenient private postal delivery systems, thus direct one to one merchandizes have become possible. Nowadays most fan books and fanzines are planned and pre-ordered online. There is a website called Tianchuang lianmeng 天窗联盟 (Alliance of Roof Windows), which is the largest online search engine of any Chinese language fanbooks and fanzines. Tianchuang, meaning roof windows, is a jargon in the fan community: if a fan artist or fan author is not able to finish his/her work on time, the fanzine or fanbook will not be available for the proposed cons. Then it is called “roof windowed.” (And this jargon is originally from a slang in the publish industry.) This is the link to the website in case that you are interested: http://doujin.bgm.tv/. From this website we can see clearly that the production and circulation of materialized fan products now still has direct connection to the digital media.
For the activities in the “real world,” cosplay and cosplay photography are of the most eye-catching and prevalent phenomena in the fan communities, and have attracted attention in the mainstream media. These activities often take place in fan conventions, though cosplay photography also takes place outside the conventions. The number of conventions is rapidly growing each year and has spread from several major cities to almost all large cities in China. For example in the year 2011, there were more than 100 fan conventions across the country, though the size varies (most conventions register onTianchuang Lianmeng, you may want to explore that website to see). Sales of fan books and fanzines are one of the major functions of fan conventions in China. Comparing to the conventions held in the US, Chinese conventions are totally supported by the fan artists and fan writers who bring their works to the conventions to sell, since it is usually impossible to invite media celebrities or producers in the media industry for panels and autography—because a large portion of the original materials that the fans consume do not even have a legal distribution channel in China (though, celebrities’ participation is not totally impossible, Chinese manga authors, writers, illustrators, and most recently, celebrities as Japanese voice actors begin to attend conventions). Since there has not been such a tradition for holding panels and discussion sessions in cons, many Chinese fan conventions usually look exactly like flea markets with sellers and customers all dressed up in costumes. Smaller fan gatherings have been a longer tradition from before the 21st century, but such gatherings usually are much smaller in scale, usually turn out to be a dinner, a Karaoke party, or an afternoon spent together in a board game café.
I personally feel that concerning the types of fan activities, fandoms around the world are very similar to each other. Even though some details may vary because of different social historical context, in the end all fan activities are about consumption, interpretation and appropriation. Indeed there are cultural differences, but fans’ communities around the world share astonishing amount of similarities. Because of the possibility of instant interaction and communication brought by the internet, the fan communities around the world is gradually breaking the language boundary, which is more observable in a third world country as in China, as people volunteer translating and reposting the fan products in other languages they like. But sadly, in most cases, it is still a unidirectional process.
Are there distinctive forms of fan production which have originated in China?
Since it is hard to determine all the fan production forms in other culture, I am not sure whether there is some form that is authentically “made in China.” But I feel that fan sub, or more broadly speaking, fan translation is specifically important in China, much more so than in many other countries. One reason is of course, the imported media products have from the beginning held special significance to the development of Chinese fan culture. The original media products are not the only things that Chinese fans translate; but also foreign fan productions, including fan fiction, fan art and other relevant periphery productions and news surrounding the original media products. I am not sure whether it is the condition of all fandoms in other third world countries, but just as I mentioned above, you do feel the powerful existence of globalization in fandoms. Even in the case of fandoms on pure Chinese materials, we find interactions and communications among different Chinese speaking regions (I have encountered fans from Malaysia in several fandoms I participate in). Again, I am not claiming that it is exclusively “made in China,” but fan translation is something that makes Chinese fandom more complicated than the fandoms I see in the US and in Japan, but beyond my scope, it is still hard to say.
By Henry Jenkins

Author’s Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins’s Textual Poachers into Chinese, not as a voluntary fan translator, though.

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Monday 19 May 2014

The Cultural Context of Chinese Fan Culture: An Interview with Xiqing Zheng (Part One)


From time to time, I have shared with my readers glimpses into the forms fan culture has taken around the world. For example, see this discussion of Harry Potter fandom in Russia or this discussion by one of my former USC graduate students about Chinese vids made in response to Kung Fu Panda or see this interview regarding the growth of Otaku Studies in Japan.
This week, I am sharing with you the insights of Xiqing Zheng, a PhD candidate in Comparative Literature at the University of Washington. We have been corresponding off and on for the past year because she is working on a translation of Textual Poachers for the Chinese market. In the course of our correspondence, she shared with me some of her work which touches on the relationship between Chinese fandom and Japanese Otaku culture. She was nice enough to let me interview her about her work, which touches on some fascinating issues concerning fandom, the global circulation of media, gender and sexuality, fan subs and digital piracy, and issues of cultural, economic, and political change in contemporary China.
You have been doing research about “otaku” cultures in China. “Otaku” as a concept originates in Japan. Why is this the most appropriate word to describe what has developed in China? Are Chinese Otaku draw primarily to Japanese media content or are they adopting and localizing Otaku practices but applying them to specifically Chinese content?
Frankly, I have to admit that the wording choice for this is partly determined by the fact that the article I sent you was written for a Japanese journal: I was trying to make their translator’s work easier, as well as to save some work on my own side—you really do not need to explain what is “Otaku” to a Japanese reader, while a strict definition of “fan” may take some time and space. Out of the Japanese context, I prefer using the word “fan” as a descriptive term for the community that I am interested in. Yet I do not see a clear distinction between the so-called otaku culture, in its current meaning, and the media fan culture in the Euro-American context. So I am against the tendency of connecting either of the identities with a fixed type of media, whether it is Japanese ACG (abbreviation of “anime”, “comic” and “game,” I will use this word constantly in below), or Euro-American sci-fi TV series.
But at the same time, I feel the word “otaku” especially appropriate in describing the situation in Chinese online fan community, because: First of all, the Japanese material actually was the starting point of the current Chinese fandoms, which was imported from Japan at the end of the 20th century. Secondly, generally the condition of Chinese fandoms looks similar to the Japanese ones, more than the US media fandom, with a boundary more thoroughly torn-down between high art and popular culture, the readers and the writers. Thirdly, in daily usage, the word “otaku” is often more connected to a certain media or a group of media, while “fan” can be linked to a media, but is more frequently associated with a single text or a single individual.
Usually if we talk about “sub-community” in Chinese fan community, there are several ways to divide up the group, and one of them is a division according to the origin of the original media text. Using this criterion, the fan community in China can be divided into Euro-American media and literature fans, Japanese ACG and literature fans, Korean media fans, Chinese media and literature fans, etc. According to the statistic of a fan author, Wang Zheng, around the year 2007, 70% of the whole fan fiction writing in China is based on Japanese original texts, especially anime and manga, 20% of Chinese fan fiction is based on Chinese texts while the other is based on Euro-American texts. I do not trust her statistic completely because such statistic is hard to conduct accurately in the internet age, but from one aspect, we can see the strong presence of Japanese media in Chinese fandoms.
However, the distinction among each group is very vague, as one person can be simultaneously put in all groups mentioned above. For example, I am personally a fan of Lord of the Rings, which is a British novel and a Hollywood film trilogy; a fan of Legend of Galactic Heroes, which is a Japanese space opera and a long series of anime; a fan of Three Kingdoms, which is a traditional colloquial historical novel written in China in the 14th century and derivative media products in China and Japan.
Most of my friends in fandoms are in exactly the same situation. And in many ways, the materials from all nations are treated in a similar way from the ending point of the media distribution and acceptance. In other words, different original places for media products do not necessarily lead to different types of acceptance and re-appropriation, while the same can be said that about the cultural value of the texts, for high art and popular culture can be treated the same way at the receiving end, also.
The naming issue for the Chinese fan culture has to be taken carefully but sometimes restricted by many other unexpected troubles. The word “otaku” has been imported to Chinese; because of the same writing system of Chinese characters shared by the Chinese language and the Japanese language, the Chinese character of otaku “御宅” is the one being imported to China, while in Japan, this word is more often written in hiragana or katakana as “おたく” or “オタク”. The word was originally a respective address to another person (referring the other person in conversation not directly, but indirectly to his/her house to show respect), and has been used jokingly inside the otaku communities for each other, as acknowledging each other as fellow “geeks.” Currently it generally refers to fans of ACG media, but terms such as “sci-fi otaku,” “railway otaku,” “board game otaku,” also exist. However, the word in Chinese has shifted its meaning mainly because it has crossed the boundary of subculture and entered the public vocabulary, or at least the urban public, but with a meaning very different from the original one.
While with the word “宅” meaning “house” in Chinese, the public is using this word as the synonym of “staying-at-home-type of people,” or those who do not go out in their spare time, or do not go out at all, which is described with another Japanese word “hikikomori”引き篭もり in Japan; such behavior is not necessarily a trait for otaku. This meaning is more widely spread in Chinese society that I have already found people using this word with the new meaning in academic environment. Therefore except that I am conducting comparisons with the Japanese otaku community, I really am reluctant to use the word otaku to refer to the Chinese fan community now. Therefore I will still use the word “fan culture” to refer to the cultural phenomenon of cultural recirculation and re-appropriation in China.

There is a strong history of cultural conflict between Japan and China. What role (if any) does this history play in shaping potential contacts between Chinese and Japanese Otaku?
This is one of the questions that intrigue me most. I have read and heard some presentations by Japan scholars that the popularity of Japan media materials may relieve the influence of “anti-Japan” education in many Asian countries, and therefore play a beneficial role in construction of a better image for Japan in the younger generation, and make these young people grow an attitude more friendly to Japan. (I personally feel rather repelled by the ideology connotation of the wording of “anti-Japan” education.) It is true that every media product is political, and it is also true that in Japan the otaku culture is often considered right wing, though not always so. But it does not mean that as a foreign consumer, a Chinese fan will take in everything that the producers want her to take, especially in the case like here, that the social historical and ideological circumstance of the audience is distinctive from the producers’. And here is where the complicated Sino-Japan relationship comes into play.
Interestingly enough, there is a tendency in Chinese fans to divide a “cultural Japan” and a “political Japan” when consuming Japanese media material. There is a certain tendency in Chinese otaku to clearly distinguish two “Japans” in their perception of this country: one is the governmental Japan, who still refuses to formally apologize for their imperialist invasion in Asia and its military nationalism, and the other the cultural (and especially popular cultural) Japan, who represents a fashion and “Japan cool.” Chinese fans generally accept that the products are from Japan, and they are very good, intriguing, and worth becoming a fan for. But at the same time, they refuse to identify with the political national identity of Japan linked with the media product. In fact, they try to sever the role of Japanese government and politics out of the media products.
This phenomenon is very different from the situation in the US. As I have observed so far in the US, if a consumer becomes a fan of the media products from a certain country, he/she may in a large probability become a fan of the country as a whole. But in China, many friends of mine complain about their parents’ attitude towards their cultural preferences: “Who tells them that I will love Japan if I just love to watch Japanese anime?” And this is at least the fact for a large portion of ACG otaku in China. Moreover, when there is any conflict between the cultural preference and political identification, the political identification often prevails. For example, there was an anime called Night Raid 1931, broadcasted in Japan in 2010, which is set in the background of Shanghai right before Japan invaded China, and features much denigrated representation of the Chinese people. This anime was refused totally by most large fansub groups, who usually translate literarily all new Japanese anime episodes available. Several comparatively marginal groups did the fansub, eventually, but this anime is generally intentionally ignored by the Chinese otaku group for a whole season. As the media product is never imported to China, there is no other way to show our upset about it anyway.
However, the story is usually not an easy one. For more explanation, I want to raise one fandom as an example. I actually have presented on this topic at a conference, but I feel there is still more to develop. There is a Japanese web comic, titled Axis Powers: Hetalia (referred to APH below) by Himaruya Hidekazu, and has been adapted into manga and animeAPH is a set of media products of parody descriptions of the world military and political history, especially of the World War II era, with vignettes about various countries’ culture; each character is an anthropomorphizations of various countries and areas. These anthropomorphized characters, different from the traditional fixed national personifications such as John Bull for Britain, Uncle Sam for America, are created by the author Himaruya himself and does not intend to carry any political significations. APH is now immensely popular in the US also, by the way.
APH is widely circulated in Chinese otaku community basically through online video websites and through non-copyrighted fansubbed video files, downloadable through p2p venue. Similar to many other Japanese animeAPH inspires a large amount of fan creation, including fan fiction and fan video, and also cosplay shows. Usually in the APH fandom, audience attempts to create a non-political neutral perspective that is far away from the debate of the real life political discussion. In the Chinese speaking world, there is a set of “internet etiquette,” first promoted by the Taiwan fandom, then spread into mainland China. This set of etiquettes are promoted mainly to prevent any possible conflicts between the fan writers and some “outsider” readers that happens to see the fan writings that probably will enrage him/her because of the less serious political presentation in the stories.
Despite the political neutral intention from the author and most of its fandom globally, what happens in the Chinese APH fandom is that many fans eagerly celebrate and reinforce the Chinese identity, history and culture in a way close to the mainstream narrative or sometimes even clichéd official narrative in China. I argue the main reason is the clear self-alienation from totally identifying with the Japanese text, or in other words, an identity creation process with the background of understanding otaku as mainly a Japanese-exported phenomenon.
What I mean by this self-alienation and identity creation roots from, the deep rooted Sino-Japanese conflict, which is only half relieved or hidden by Japanese media products’ popularity in China, including the immergence of the otaku culture itself. With this clear split in the “Japan” idea, the accepting Japanese culture no longer becomes a critical issue even if one is unhappy with the Japanese government’s attitude. However, it also makes the acceptance for the Japanese culture much less complete. It is already difficult to separate a pure “culture” totally devoid of political narratives; the acceptance of narratives with certain reference to real world politics, such as APH becomes further difficult with the Japanese ideology involved in the story. Therefore, the interpretation and fan creation basing on such narrative takes on a mode of accepting the “Japan” on the cultural level, i.e. taking the setting and the moe characters, while refusing Japan’s self-interpretation on the political level, instead using the Chinese mainstream narrative of the history to adapt the original narrative and create new narrative. The alienation caused by the Japanese social historical narrative then pushes the Chinese fans back to their own familiar zone of Chinese self-narrative.
Take one dōjinshi (fan book or fanzine) published in 2008, Wei Long (为龙, Being a Dragon) as an example. This dōjinshi has already become a legend in Chinese fan community. It is a dōjinshi centering on the China character, Wang Yao王耀, and it is consisted of about 25 illustrations, several four-grid comics, and several short manga stories. Highly well-known in the fandom, its original price was 75 RMB, but the price of a used copy now usually exceeds 500 RMB (this speed of price increase is very rare in China). After the release of this dōjinshi, there was also a theme song of very high quality written by fans specifically for it. If you are interested, here is a link for it on YouTube: http://www.youtube.com/watch?v=0gwB8vPGDIM.
The popularity of this dōjinshi comes from not only the quality of the pictures (there were more than ten professional manga authors participated in the creation of this dōjinshi), but also the content, which celebrate passionately the glorious long history of China and the strong will that China experienced in the 19th and 20th century to overcome all the difficulties to rise up again from defeat and invasion. Such usage of the original materials, especially the setting, is never intended by the original author, but has become at least one of the most important traits of Chinese APH fandom. As far as I know, such modes of consumption are rare in the APH fandom elsewhere.
There is another issue that I want to point out here, even though Himaruya as well as most APH fans repeatedly claim that the characters are merely created for entertainment purposes and not for political interpretations, still one cannot really separate one’s perception of a certain country with the cute personages in the anime. However, the historical truth in this narrative becomes then largely simplified and single-lateral. I want to note one specific example in the original narrative of APH. All country characters in the anime speak standard Japanese, with occasional utterance of several sentences in their respective native languages. The only character that does not speak standard Japanese is the China character, Wang Yao. Adding a redundant “aru” (ある) at the end of most sentences he speaks, this trait presents clearly the characteristics of a specific Creole language called “kyowago” (協和語) promoted by the Japanese colonial government in Manchuria during the 1930s and 1940s.
Even though Japanese colonization is never directly mentioned in APH, the using of this specific linguistic trait implicitly alludes to this history. Yet, curiously enough, this linguistic trait has also become a forgotten history on the Chinese side, with most Chinese fans interpreting this linguistic trait as a simple personal style. As my observation goes, Japanese fans also do not explicitly take this issue very seriously. Yet it at least shows in one aspect the political and historical complications behind this seemingly simple setting. It also tells us that it is really impossible to imagine a cultural product totally independent from social political issues in the real world.
Therefore, I suggest it is erroneous to imagine that the Sino-Japanese historical political conflicts can be easily remedied by developing Chinese fans of Japanese media products (or vice versa), nor should we over-emphasize the power for the audience to totally subvert or ignore the ideology embedded in cultural materials. But at the same time, how audiences interpret or appropriate a certain fictional narrative is definitely cannot be totally controlled by the producers, therefore the fandoms based on the same media product could be very different from country to country.
 By Henry Jenkins
Author’s Bio: As an academic fan from China, I entered the fandom around 2003 when I was still an undergraduate student of Chinese Literature at Peking University. I am currently a PhD candidate at the Department of Comparative Literature at the University of Washington. My dissertation topic is Chinese online fan culture, as well as its relationship with the media and fandoms from Japan and the English speaking areas. I have done several presentations on Chinese fan fiction and fan culture in conferences, but up to now I do not have any publication in English. By the way, I am now translating Professor Jenkins’s Textual Poachers into Chinese, not as a voluntary fan translator, though.
http://henryjenkins.org/2013/02/the-cultural-context-of-chinese-fan-culture-an-interview-with-xiqing-zheng-part-one.html

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