Loading presentation...

Present Remotely

Send the link below via email or IM


Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.


CTL2914 Intro to Japan's Soc.

Easy to adjust stylish and crisp prezi template. All elements are separately available so you can adjust all easily. The 3D background gives a nice 'edge' to it Available at www.prezzip.com

jiyun min

on 9 April 2014

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of CTL2914 Intro to Japan's Soc.

on the World
Pop Culture
in 2000s
Separate elements
Easy to adjust stylish and crisp prezi template. All elements are separately available so you can adjust all easily. The 3D background gives a nice 'edge' to it.
This prezi and many more available at:
Japan in 2000s:
Japanese Pop Culture and Its Influence

CHAN, Ying Lun (52233677)
CHAN, Chun Hong (52235738)
MIN, Jiyun (53307830)
TONG, Weiguang (53060888)
WU, Tsz Chung (52587584)
Pop culture makes a great influence towards Japan’s economy.
Direct influence and indirect influence.

Japan’s three pillar industries:
Automobile industry
Animation industry
Digital media industry

Japanese animation/pop music help advertise Japanese culture.
In consequence, people get interests in Japan's other culture. e.g. they would like to eat Japanese food and visit Japan.

Represent "Asia" in Western culture
Trend icon in many Asian countries (street fashion)
What is "pop culture"?
The trend of J-pop in 1990s come across to 2000s, the main artists/group are the following:
Fukuyama Masaharu
Hamasaki Ayumi
Utada Hikaru
Hirai Ken
New trend created by the famous group Arashi from 2009
Some songs from anime were also include into J-pop in 2000s.

Lolita Fashion
Long scarf
About 2meters long scarf
Lowrise Jeans
Knee-high boots
Makes legs look longer
Skinny Jeans
Makes legs look slimmer

Table of Contents
Anime, Comics & Games
Influence on Society
Introduction: What is "pop culture"?
Japanese pop culture
Animation, Comics, Games
Its Influence
Its Influence on Economy
Its Influence on Society
Its Influence on the World (Global Perspective)
Conclusion: the present and future of Japanese pop culture
2. Commercial culture based on popular taste.
(google dic.)
3. The lifestyle and tastes of the majority of mostly younger people.
(Urban Dictionary)
1. Short for Popular culture.
Renowned person of Pop Culture
One of the most successful singers in 2000s’ Japan.
Many of her albums reach sales of millions copies: A Best(2000), I Am(2002).
An indicator of how Japanese nationals were influenced by her.
Hamasaki Ayumi
Index of Fashion
Hamasaki Ayumi once named by the Time Magazine in 2002 as the Empress of Pop.
“She rules the Japanese youth culture”.
Frequent appearance on major fashion magazinesincluding ViVi, Vogue.
Brand spokesman: including Dior, KOSÉ Corporation.
A symbol of fashion for the Japanese Youth, statistics has shown that nearly 33 billion Yen were spent a year by the Japanese to purchase merchandises relating to Hamasaki Ayumi at the time.

Hamasaki: ‘At first, I would even take reference from fashionable girls on the streets. Then improve it by myself and it becomes a new trend.’

Therefore, many Japanese critics believes one of the reasons for Hamasaki’s popularity is the appearances and scenes she presented, that are close to and familiar among the Japanese youth’s life. For instance, the school-girl dressing style, jeans etc.

Another reason could be that the fans could share the feelings expressed in lyrics of Hamasaki’s songs. For instance, in ‘ A Song For XX’(1999) :
“The sun rises, I should move on. I couldn’t keep staying at the same place.”

Hamasaki’s songs, many of them, are composed by herself. Such a lyric matched many contemporary people’s feelings towards life as it always relates to life.

Phenomena of Ayumi
Phenomena of Ayumi normally represents the trend of Hamasaki Ayumi, who influenced countless Japanese nationals and made huge profits for herself and her companies during an era of economic gloom.
In 2000, a special Tu-Ka mobile featuring Hamasaki’s leopard veins dressing in her latest published albums “Duty” was on sale for a limited number of 30000. It was already sold out during the booking session.
In fact, Hamasaki gets involved in many other merchandises too including camera, donuts, sweets etc.

Sum Up
From the story of Hamasaki Ayumi, it is observed that:pop culture (pop music in this case), is a psychological medicine or a kind of mental support for society;pop culture does influence how people dress up themselves and how they make purchase or, actually, how they behave…
…at least in the context of Japan in the 2000s.

Influence on Japanese Economy
world's dominating character and contents industry
second largest country of contents export
1,247,980,000 USD (30.1%)
great exposure to cartoons, characters originated in Japan
"Mania" culture
Anime, Comics and Games
related syndromes
thriving related industry e.g. stationaries
video games related industry
popular in both Asian and Western regions
create subcultures
Japan Around the World
hair styles
e.g. shagi haircut
e.g. Maid Cafe in Hong Kong and Pacific Asia
Japanese fashion markets in North Asia
Japanese make-up styles
gya ru
TV programs, Drama & Music
Great influence on cultural behaviour through mass-media
Export TV Shows/Formats/Drama to Asian Countries
Nation's big assets: Idols, celebrities
"Follow", "Love" and "Interests" AND "JAPAN"
Thank you :)
Direct Influence
Animation industry
Japan earned 4,359,110,000 USD in the US from animation industry in 2003.
More than 60% of the cartoons in the world are produced in Japan.

Digital Media
In 2004, Japan was the third largest games market in the world.
Japan’s game industry decreased these years.
Another digital media product is becoming popular.

Hatsune Miku
A character produced by holographic emitter.
A software to produce songs and MVs.
A “fictitious” singer.
Held concerts in the US, Thailand and Singapore.
Designed by a company called Crypton Future Media.
A new area of digital media.
Large potential profit.

Indirect Influence
Example: Akihabara
Theme café

Japanese Food
Hatsune Miku (2007), a singing synthesizer application programme, creates a new trend to Japan music industry.
Songs in 2007 are mostly cover song from any music genre. Later on, this programme motivate some youngsters to create music by themselves. Example are the following:
Disappearence of Hatsune Miku
Sakura no Ame
Anime, Comics & Games
For Ladies:
When 1990s anime/comic theme is
Spiritual Robot
type, 2000s anime/comic are mainly
Moe Animation mostly on air from midnight. In some Moe Animation, characters’ posture are lasciviously.
PlayStation Portable (PSP)
Monster Hunter 2nd / 2nd G
Final Fantasy XIII
Best seller on PS3
Wii Fit / Sport
New Super Mario Bros. Wii
Nintendo DS (NDS)
New Super Mario Bros.
Best seller on NDS
Japanese pop-culture is playing an important role in modern Japan.
Game and Animation industry are supporting Japan’s economy
Idols are being the mental support for the Japanese

Japanese pop-culture helps Japan to gain a major position in the world.
The ACG industry of Japan is dominating in the world
The fashion trend of Japan has been leading in Asian countries till now

Pop culture would still play an important role in Japan in the future
ACG is becoming the symbol of Japan
Idol groups’ influence is bigger than 10 years ago
Influence to the other countries maybe holding back by Korea
Korean pop culture is rising rapidly in recent years
K-pop music and fashion are now having a great impact on the other countries
golden age;
dominating Asian culture
no cultural boundaries anymore

Yu-Gi-Oh Duel Monsters(2000)
Fullmetal Alchemist(2003)
The Melancholy of Haruhi Suzumiya(2006)
K-ON (2009)
Fullmetal Alchemist(2001)
Death Note(2003)
Game industries in 2000s create a new boom to Japan society: High graphic quality game, Light in size and weight, Multiplay support

WHY Moe?
To stimulate the audiences’ senses through vision and sound.
Gain profit to Japan economy.
Data from “Hamagin Research Institute, Ltd”, market scale of Moe product in ACG Industries in 2003 achieved at 888billion Japanese Yen.

Game industries change the game graphics format from 2-Demension to 3-Demension.
In order to support the high quality output of graphic image, price of game machine and its peripheral products raise dramatically.

need some fresh marketing
Focus on the dominating pop culture in Japan
Music (J-pop)
ACG (Anime, Comics, Games)

Southeast Asia
North America
Thousand dollars (USD)
China (including HK)
Contents Media Regional Export (2011)
Knowledge information
Contents Solutions
Full transcript