What is anime?
Anime [a.ni.me] are Japanese animated productions, and come in all formats, such as television series, animated short films, and full-length feature films. In English, the term is defined as a Japanese-disseminated animation style often characterized by colorful graphics, vibrant characters and fantastic themes. The earliest known Japanese animation dates to 1917, and many original Japanese animations were produced in the ensuing decades, the characteristic anime style developed in the 1960s and became known outside Japan in the 1980s.
Word Usage
The word anime is the abbreviated pronunciation of "animation" in Japanese. In Japan, the term anime does not specify an animation's nation of origin or style; instead, it serves as a blanket term to refer to all forms of animation from around the world. English-language dictionaries define anime as "a Japanese style of motion-picture animation" or as "a style of animation developed in Japan". Non-Japanese works that borrow stylization from anime are commonly referred to as "anime-influenced animation" but it is not unusual for a viewer who does not know the country of origin of such material to refer to it as simply "anime". English-speakers occasionally refer to anime as "Japanimation", but this term has fallen into disuse. In Japan, "manga" can refer to both animation and comics. Among English speakers, "manga" has the stricter meaning of "Japanese comics", in parallel to the usage of "anime" in and outside of Japan. The term "ani-manga" is used to describe comics produced from animations.
Art/ Character Design
Many commentators refer to anime as an art form. As a visual medium, it can emphasize visual styles. The styles can vary from artist to artist or from studio to studio. While different titles and different artists have their own artistic styles, many stylistic elements have become so common that describe them as definitive of anime in general. However, this does not mean that all modern anime share one strict, common art-style. Many anime have a very different art style from what would commonly be called "anime style", yet fans still use the word "anime" to refer to these titles. Generally, the most common form of anime drawings include "exaggerated physical features such as large eyes, big hair and elongated limbs. Anime also tends to borrow many elements from manga, including text in the background and panel layouts.
Body and Proportions
Body proportions emulated in anime come from proportions of the human body. The height of the head is considered by the artist as the base unit of proportion. Head heights can vary as long as the remainder of the body remains proportional. Most anime characters are about seven to eight heads tall, and extreme heights are set around nine heads tall.
Eyes Styles
Many anime and manga characters feature large eyes. Osamu Tezuka, who is believed to have been the first to use this technique, was inspired by the exaggerated features of American cartoon characters such as Betty Boop, Mickey Mouse, and Disney's Bambi. Tezuka found that large eyes style allowed his characters to show emotions distinctly. Coloring is added to give eyes, particularly to the cornea, some depth. The depth is accomplished by applying variable color shading. Generally, a mixture of a light shade, the tone color, and a dark shade is used. However, not all anime characters have large eyes.
Facial Expressions
Anime characters may employ a variety of predetermined facial expressions to denote moods and thoughts. These techniques are often different in form than their counterparts in Western animation. There are a number of other stylistic elements that are common to conventional anime as well but more often used in comedies. Characters that are shocked or surprised will perform a "face fault", in which they display an extremely exaggerated expression. Angry characters may exhibit a "vein" or "stress mark" effect, where lines representing bulging veins will appear on their forehead. Angry women will sometimes summon a mallet from nowhere and strike another character with it, mainly for the sake of slapstick comedy. Male characters will develop a bloody nose around their female love interests typically to indicate arousal, which is a play on an old wives' tale). Embarrassed or stressed characters either produce a massive sweat-drop (which has become one of the most widely recognized motifs of conventional anime) or produce a visibly red blush or set of parallel (sometimes squiggly) lines beneath the eyes, especially as a manifestation of repressed romantic feelings. Characters who want to childishly taunt someone may pull an akanbe face (by pulling an eyelid down with a finger to expose the red underside). Characters may also have large "X" eyes to show a knockout, or in some cases, even illness. This is typically used for comedic purposes. Vacant, non-reflecting eyes can be used to indicate a state of semi-consciousness.
Animation technique
Like all animation, the production processes of storyboarding, voice acting, character design, cel production and so on still apply. With improvements in computer technology, computer animation increased the efficiency of the whole production process.
In the 1990s, the Japanese began incorporating computers into the animation process. Towards the late 1990s, companies had begun shifting towards drawing cels digitally instead of with paint. Japanese animation studios were pioneers of many limited animation techniques. Ke Jiang, an animator for Disney, told Anime News Network that like everyone animation, Japanese animators study the techniques of Disney in school, however Japanese anime has its own set of rules to be followed that have developed over time. Unlike Disney animation where the emphasis is on the movement, Anime emphasizes the art quality as limited animation techniques could make up for the lack of time spent on movement. Such techniques were often used not only to meet deadlines but also as artistic devices. Even in bigger productions, studios often use limited animation techniques, even intentionally at times, to fool the eye into thinking there is more movement than there is. Anime scenes place emphasis on achieving three-dimensional views. Backgrounds depict the scenes' atmosphere. For example, anime often puts emphasis on changing seasons. Sometimes actual settings have been duplicated into an anime. The backgrounds for the Melancholy of Haruhi Suzumiya are based on various locations within the suburb of Nishinomiya, Hyogo, Japan.
Camera effects
Camera angles, camera movement, and lighting play an important role in scenes. Directors often have the discretion of determining viewing angles for scenes, particularly regarding backgrounds. In addition, camera angles show perspective. Directors can also choose camera effects within cinematography, such as panning, zooming, facial closeup, and panoramic.
Production
An anime typically is created when the producer at a company is able to build a marketing opportunity for the show by for example securing an adequate TV broadcasting time slot or opportunities to create supporting merchandise like trading cards. The vast majority of anime is not original but an adaptation of another art form such as Manga, light novels, or video games. Once producer has made the decision to invest in the project and the original creator of the work is on board, the producer pitches to the Production Committee and other potentially interested parties in order to secure funds. Anime production typically involves employing the services of 2,000 people per episode around the world and costs US$100,000-300,000 per episode, so US$2–4 million for a typical season of 13 episodes. Every couple of weeks, the Production Committee and representative of invested companies meet with the Producer and discuss status reports, release plans, important plot points, marketing, release for overseas, etc. By Japanese law, the original creator, typically a manga artist, of the work has final say over every major decision. However, due to demands of the profession, manga artists' managers, typically the publisher, act as their agent so as to not distract the artist from his work. Manga companies have staff dedicated to ensuring that anime adaptations are to the original creator's liking. The producer then has two basic responsibilities: to ensure the quality of the series and to make back the initial investment made by the Production Committee. Producers in Anime industry are typically more hands-off when it comes to creative decisions than in American production as they haven't been to film or animation school and would rather leave such decisions to the talent giving directors more creative license. Depending on the success of the series, the producer can then decide to sell the rights to game or toy manufacturers, potentially selling international rights. DVDs sales serve as the primary indicator for a show's success, and anime typically must make most of its cost back entirely through DVD sales. In Japan, the average anime DVD of 2-4 episodes are typically priced over "¥7000 Yen (US$92)", overpriced in comparison to the Western DVD market. Only hardcore fans, not exclusive to anime fans, buy the DVDs priced mainly towards video stores and build large home libraries. As a result, DVD prices for anime continued to remain high even as home DVD prices dropped over the years and is often the only way many series break even. Production companies earn roughly 55% and retailers about 25% of domestic DVD sales. New releases tend to sell a lot and the amount reduces with the passage of time, thus initial sales are an important indicator of a series' success.
Distribution
While anime had entered markets beyond Japan in the 1960s, it grew as a major cultural export during its market expansion during the 1980s and 1990s. The anime market for the United States alone is "worth approximately $4.35 billion, according to the Japan External Trade Organization". Anime has also had commercial success in Asia, Europe, and Latin America, where anime has become more mainstream than in the United States. Anime distribution companies handle the licensing and distribution of anime outside Japan. Licensed anime is modified by distributors through dubbing into the language of the country and adding language subtitles to the Japanese language track. Using a similar global distribution pattern as Hollywood, the world is divided into five regions. The average cost of producing a dub is about US$10,000 for a single 25 minute episode. With shows typically spanning 12-26 episodes long, costs of producing a professional caliber English dub for a series can run well over US$200,000.
Some editing of cultural references may occur to better follow the references of the non-Japanese culture. Certain companies may remove any objectionable content, complying with domestic law. This editing process was far more prevalent in the past, but its use has declined because of the demand for anime in its original form. This "light touch" approach to localization has favored viewers formerly unfamiliar with anime. With the advent of DVD, it became possible to include multiple language tracks into a simple product. This was not the case with VHS cassette, in which separate VHS media were used and with each VHS cassette priced the same as a single DVD. The "light touch" approach also applies to DVD releases as they often include both the dubbed audio and the original Japanese audio with subtitles, typically unedited. Anime edited for television is usually released on DVD "uncut", with all scenes intact.
The Internet has played a significant role in the exposure of anime beyond Japan. Prior to the 1990s, anime had limited exposure beyond Japan's borders. Coincidentally, as the popularity of the Internet grew, so did interest in anime. Much of the fandom of anime grew through the Internet. The combination of internet communities and increasing amounts of anime material, from video to images, helped spur the growth of fandom. As the Internet gained more widespread use, Internet advertising revenues grew from 1.6 billion yen to over 180 billion yen between 1995 and 2005.
Some fan groups add subtitles to anime on their own and distribute the episodes. These are known as fansubs. Before the popularity of the Internet, fansubbing used VHS as a means of distribution. Often, people will collect these fansubs and upload them to websites which they also put advertisements on so as to earn money, which violates copyright laws in many countries. The ethical implications of distributing or watching fansubs are topics of much controversy even when fansub groups do not profit from their activities. Once the series has been licensed outside of Japan, fansub groups often cease distribution of their work. In one case, Media Factory Incorporated requested that no fansubs of their material be made, which was respected by the fansub community. In another instance, Bandai specifically thanked fansubbers for their role in helping to make The Melancholy of Haruhi Suzumiya popular in the English speaking world.
Broadcasting
TV networks regularly broadcast anime programming. In Japan, major national TV networks, such as TV Tokyo broadcast anime regularly. Smaller regional stations broadcast anime under the UHF. In the United States, cable TV channels such as Cartoon Network, Disney, Syfy, and others dedicate some of their timeslots to anime. Some, such as the Anime Network and the FUNimation Channel, specifically show anime. Sony-based Animax and Disney's Jetix channel broadcast anime within many countries in the world. AnimeCentral solely broadcasts anime in the UK.
Influence on world culture
Anime has become commercially profitable in Western countries, as demonstrated by early commercially successful Western adaptations of anime, such as Astro Boy. The phenomenal success of Nintendo's multi-billion dollar Pokémon franchise was helped greatly by the spin-off anime series that, first broadcast in the late 1990s, is still running worldwide to this day. In doing so, anime has made significant impacts upon Western culture. Since the 19th century, many Westerners have expressed a particular interest towards Japan. Anime dramatically exposed more Westerners to the culture of Japan. Aside from anime, other facets of Japanese culture increased in popularity. Worldwide, the number of people studying Japanese increased. In 1984, the Japanese Language Proficiency Test was devised to meet increasing demand.
Even domestic animation industries had made attempts at emulating anime. Anime-influenced animation refers to non-Japanese works of animation that emulate the visual style of anime. Most of these works are created by studios in the United States, Europe, and non-Japanese Asia; and they generally incorporate stylizations, methods, and gags described in anime physics, as in the case of Avatar: The Last Airbender. Often, production crews either are fans of anime or are required to view anime. Some creators cite anime as a source of inspiration with their own series. Furthermore, a French production team for Ōban Star-Racers moved to Tokyo to collaborate with a Japanese production team from Hal Film Maker. Critics and the general anime fanbase do not consider them as anime.
Anime conventions began to appear in the early 1990s, during the Anime boom, starting with Project A-Kon, Anime Expo, Animethon, and Otakon. Currently anime conventions are held annually in various cities across the Americas, Asia, and Europe. Many attendees participate in cosplay, where they dress up as anime characters. Also, guests from Japan ranging from artists, directors, and music groups are invited. In addition to anime conventions, anime clubs have become prevalent in colleges, high schools, and community centers as a way to publicly exhibit anime as well as broadening Japanese cultural understanding.
[Abridged and edited from the Wikipedia article: http://en.wikipedia.org/wiki/Anime]
Anime (term) - Japanese animation
AMV (abbreviation) - Anime Music Video
Cosplay (term)- Short for "costume play”
Fandub (term) - Short for fan-dubbed
Fansub (term) - Short for fan-subtitled
Manga (term) - Japanese comic books/ graphic novels
ONA (abbreviation) - Original net animation. An anime that is directly released onto the Internet.
OVA (abbreviation) - Original video animation
Otaku (term) - A Japanese term used to refer to people with obsessive interests,
particularly (but not limited to) anime and manga. |