Tuesday, July 12, 2016

Regarding Questions 5 and 6

5.   What kind of violent scenes which lead people to be extremely shocked?

       There are some brutal deaths regarding recent anime programs. "Attack on Titan" is a good example. Many characters are either eaten, smashed into trees or  stamped by titans. In addition, one author says that last episodes often include shocking endings. These scenes may surely cause negative feelings, and the key word is "reality".
        To be specific, since drawing techniques are improving, many viewers tend to watch programs with detailed pictures. These techniques give highly realistic and smoother motions, and this is why Japanese anime is so famous around the world. Ironically, however, when it comes to violent and grotesque scenes, "highly realistic" bloody scenes dominates our TV screens. Furthermore, I think there is a trend to emphasize many cold fish and blank-faced characters who attacks someone. In this way, people usually feel very scared to watch anime including such scenes, which are mainly broadcasted during midnight.

6. What are the differences between anime violence and such scenes in live-action movies/dramas?

     The first key point is regulations. Movies including both anime and live-action ones are regulated at theaters, for example, by R-rating. As a matter of fact, however, the scrutiny of posting some anime programs on the Internet is much looser than those of live-action movies and dramas. Therefore, there are many opportunities to encounter anime with violent scenes.

<APA Bibliography>
・LAMARRE, T. (2010). The Rebuild of Anime [Abstract]. The Rebuild of Anime, 5. Retrieved July 7, 2016, from http://www.jstor.org/stable/41510978?seq=1#page_scan_tab_contents
 
・Luis, P. G. (2009). FANSUBBING ANIME: INSIGHTS INTO THE ‘BUTTERFLY EFFECT’ OF GLOBALISATION ON AUDIOVISUAL TRANSLATION [Abstract]. FANSUBBING ANIME: INSIGHTS INTO THE ‘BUTTERFLY EFFECT’ OF GLOBALISATION ON AUDIOVISUAL TRANSLATION, 14. Retrieved July 7, 2016, from http://link.springer.com/chapter/10.1057/9781403983084_4
 
・Philip, B. (January 2006). 100 Anime [Abstract]. Retrieved July 7, 2016, from http://www.citeulike.org/group/7712/article/3658431

・Susan, J. N. (Desember 2005). Anime from Akira to Howl's Moving Castle: Experiencing Contemporary Japanese Animation. Retrieved July 7, 2016, from
hl=ja&lr=&id=UnuLCwAAQBAJ&oi=fnd&pg=PR1&dq=anime+live-action&ots=by0_Kb-Fba&sig=qFhjJqvlQ6tBRgoV5xp6BV_mQ6U#v=onepage&q=anime%20live-action&f=false

 
 

1 comment:

  1. As far as question 6 (which is a very interesting question) goes, I don't think you really answer it. Sure, how they might be regulated differently is one aspect, but some more interesting questions would be...

    * In Anime, compared to live action movies/dramas, is the object of the violence more likely to be a human/humanoid or some sort of monster, animal, robot or other non-human "creature"? I think that's a key question because wouldn't violence against humans in particular be implicated in possible real-life violence carried out by viewers? My sense is that live action films and dramas would be more likely to have humans who are the targets of violence, which, in some respects, may make it worse. Surely, some research must have been conducted in this area.

    * Are the CONSEQUENCES of violence emphasized more in anime or in live action movies and drama? This can potentially influence how likely viewers might be to carry out acts of violence themselves.

    You might want to check out this link that summarizes some psychological research on media/game violence and violent behavior in real life: http://www.apa.org/action/resources/research-in-action/protect.aspx .
    And... this paper might also be useful:
    Krahe, B., Moller, I., Kirwil, L., Huesmann, L.R., Felber, J., & Berger, A. (2011). Desensitization to Media Violence: Links With Habitual Media Violence Exposure, Aggressive Cognitions, and Aggressive Behavior. Journal of Personality and Social Psychology, Vol. 100, No. 4.

    ReplyDelete