Volume 92, No.5, September-October 2006

Duke Magazine-J-pop Goes the Market by Edward M. Gomez

In a globalized economy, comic books, toys, and other popular-culture products from Japan are no longer exotic--they're worldwide hits.

Peripatetic aesthetic: edgy fashions and youth-centered trends contribute to Japan's expanding cultural cachet
Peripatetic aesthetic: edgy fashions and youth-centered trends contribute to Japan's expanding cultural cachet
©2006 JapaneseStreets.com/Kjeld Duits

Shibuya Station, Tokyo: Every day, dusk gives way to a riot of color lighting up whole façades of high-rise buildings filled with department stores, funky boutiques, hair salons, noodle shops, theme-dècor bars, and restaurants. School kids, young adults, and plain-suited "salary men" (office workers) spill out of trains and buses, meet up with friends and fan out into the urban playground of the Japanese capital. For sheer urban energy, there is nothing like Shibuya anywhere in the world.

New York's Times Square is a mere Christmas-tree bulb compared with the cascades of neon and gigantic video screens that illuminate this and other dynamic sections of Tokyo. Among them: Shinjuku, with the endless enticements of its nighttime entertainment district, and Roppongi, with its chic shops and legions of trend-chasing fashionistas. Hot zones like these, as well as scores of stores, galleries, and gathering spots spread out around the city, define the cutting edge of an ultra-hip Japan whose outpouring of unique pop-culture products--manga (comic books), anime (animated cartoons), Mujirushi Ryohin design products, outrageous street fashions--are being scooped up by enthusiastic admirers around the world.

Back after more than a decade of recession that hit when its fabled bubble economy burst at the start of the 1990s, Japan Inc. has revamped some of the monolithic corporations that have long been the bulwarks of its capitalist system. Sony, Mitsubishi, Nissan, Toyota, and instant-soup makers Nissin and Maruchan have ridden the wave of globalization with remarkable success in an era of multinational marketing. Even so, many Japanese brands had gone global with determination and skill long before globalization had a name.

jpop milestones J-pop
Milestones

Today, though, in a development the architects of Japan's post-World War II "economic miracle" probably never could have imagined, this export-dependent home of the world's second-largest economy has become known to a new generation of overseas consumers not so much for durable goods such as automobiles and electric appliances, but rather, like Hollywood, for its "soft" offerings: video games, Hello Kitty trinkets, Pokèmon figurines, Yu-Gi-Oh! trading cards, and more. To their admirers, these products are irresistible, each an instant collector's item. For Japan's economy, they have become vitally important exports.

Sanrio Company Ltd., for example, sells nearly $1 billion worth of Hello Kitty and other cute-character fancy goods each year; 15 percent of its profits are generated outside Japan. Excitement about Japanese pop-culture products--or "J-pop," as they are collectively known--can become a mania. In July, more than 40,000 fans turned out for the fifteenth annual Anime Expo, in Anaheim, California, sponsored by the Society for the Promotion of Japanese Animation, a nonprofit organization based there. Many showed up dressed as their favorite manga or anime characters; among the trade fair's diverse offerings: a seminar about collectible, ball-jointed, anime-inspired figurines and a beginners' workshop called "J-pop Culture 101."

Historically, for American consumers, the encounter with Japanese pop-culture products as we know them dates back to the post-World War II era. A major pop icon of those times whose fame crossed the Pacific was Gojira ("Godzilla" in the American market), the dinosaur-like monster with atomic powers who, as the story goes, was awakened from its prehistoric hibernation by U.S. nuclear testing in the South Pacific after the war. The giant creature made its debut in a 1954 Japanese feature film in which it laid waste to Tokyo. Gojira later appeared on American screens in adapted movie versions that dazzled--and terrified--theater-goers with innovative special effects. For Japanese viewers, though, the beast's rampaging image provided an eerie catharsis; in the immediate postwar era, they related the on-screen havoc to the devastation their country had recently suffered, culminating in the atomic bombings of Hiroshima and Nagasaki.

Duke cultural-anthropology professor Anne Allison, who has examined the historical conditions in which certain J-pop merchandise has developed over the last half-century, has pointed out that the Gojira story and films were "conjured out of historical events that were deeply real and painfully remembered" in Japan after the war. In her new book, Millennial Monsters: Japanese Toys and the Global Imagination (University of California Press), she revisits the World War II era to begin tracking the evolution of a variety of Japanese-made playthings and entertainment figures, their links to movies and mass media, and the marketing plans their creators formulated for them.

Citing the rich sense of fantasy and mythmaking that were essential elements of Gojira/Godzilla as a character, a story, and a movie franchise in Japan and the U.S., Allison looks back at that not-so-adorable monster and also at Japanese-created entertainments such as Go Rangers, the 1970s children's television series that later became popular as Mighty Morphin Power Rangers in foreign markets. The Power Rangers were a team of ordinary teenage boys and girls who became extraordinary cyberwarriors with notable spiritual qualities. For its time, Allison explains, the process of personal transformation the Power Rangers represented was something fresh in children's TV fare. For young viewers--who went on to consume a multitude of toys that were marketed in conjunction with the series--the Power Rangers' heroism was "not only more collective" (a decidedly Japanese social trait), "but also ... more democratic," Allison notes. With these newfangled characters, she adds, the empowerment of superheroes became "open to everyone, even women."

Uniquely Japanese-flavored fantasy could also be seen in Neon Genesis Evangelion, a 1995-96 TV series that spawned several films. Evangelion creator-producer Hideaki Anno's emotionally complex tales concerned the saving of a future Tokyo from deadly monsters by biomechanical superheroes. Thanks, in part, to the buzz J-pop fans generated on the Internet, Evangelion found a foreign audience much more quickly than Mighty Morphin Power Rangers. Now, with the success of such entertainment products outside their home market, Allison writes, the "production of kids' culture" is moving away from its long-standing, main-source market and culture, namely those of the United States. In effect, this production trend already has "decentered" and "recentered" the international market for such entertainment material.

Is there, as Allison points out, a uniquely Japanese aesthetic, mixed with some kind of "mass mythmaking," that somehow manages to captivate audiences "with an emotional power that registers as 'true' while still remaining a fantasy"? If so, it certainly was evident during the Tamagotchi "virtual pets" fad of the late 1990s. Shaped like an egg, Tamagotchi was an electronic gizmo that quickly became popular with children and young working women. Designed to fit in a user's hand, the device had a little screen and buttons that allowed an owner to "feed" or "play" with it, as though it were a living organism. Tamagotchi's owners could watch their "pets" develop into different characters during their "lifetimes," as long as they gave them plenty of attention, like good parents.

Similarly, the use of many products--clothes, cars, fragrances, fast food--allows consumers to derive or project a sense of personal identity. However, Japan's most enticing pop-culture creations today not only allow consumers to imbue them with their own emotion, but also to feel themselves part of the "stories" these products may suggest or explicitly express.

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