Representation of Science, Technology, and Memory of Postwar Japan in Japanese Anime

Authors

  • Firman Budianto Research Center for Regional Resources - Indonesian Institute of Sciences

DOI:

https://doi.org/10.21512/lc.v12i3.2103

Keywords:

science and technology, postwar Japan’s risk, Tetsujin 28 anime

Abstract

This research discussed the debates over the development of science and technology in postwar Japan portrayed in Tetsujin 28 anime. Most of the notable anime produced in Japan during 1940s to 1980s were closely related with the memory of wartime, as well as the development of science-and-technology. Tetsujin 28, as one of the anime engaged with the memory of postwar Japan, however, had an interesting storyline representing the debates over development of new technology at the period. By using John Fiske’s semiotics analysis, this qualitative research discussed the way Tetsujin 28 initially created by Mitsuteru Yokoyama (1934-2004) represented postwar Japan, as well as the interface between human and new technology developed during the period. The finding shows that postwar Japan represented in this anime is filled with a great sense of optimism in the middle of modernization. Japan is facing the prosperity era whose development is based on science and technology. Furthermore, the existence of Tetsujin 28 and other robotics technology can be seen as a representation of risk following the development of science and technology. On the other hand, the interface between the robot and human being depicted in this anime, in turn, will pave the way for new forms of life and hope for the prosperous nation.

Dimensions

Plum Analytics

References

Beck, U. (1994). Risk society: Towards a new modernity. Social Forces, 73(1), 328-329. https://doi.org/10.2307/2579937.

Dower, J. W. (1990). The useful war. Daedalus, 119(3), 49-70. Retrieved from http://www.jstor.org/stable/20025316.

Fischer, M. M. J. (1999). Emergent forms of life: Antrophologies of late of postmodernities. Annual Review Antrophology, 28, 455-478.

Fiske, J. (2010). Introduction to communication studies: Studies in culture and communication (3rd Ed.). London: Routledge.

Hall, S. (1997). Representation: Cultural representations and signifying practices (culture, media, and identities series). California: SAGE Publications.

Imagawa, Y. (2004). Tetsujin 28-go. Japan: Hikari Production.

Koh, D. Y. (2013). Growing up with Astro Boy and Mazinger Z: Industrialization “Hi-Tech World”, and Japanese animation in the art and culture in South Korea. In M. Yokota (Ed.), Japanese Animation: East Asian Perspectives (pp. 155–175). Mississippi: University Press of Mississippi.

MacKenzie, D. A. (1996). Knowing machines: Essays on technical change (inside technology). Cambridge: The MIT Press.

Miyake, L. K. (2009). Japanese visual culture: Explorations in the world of manga and anime (review). Project Muse, 64(2), 445-449.

Napier, S. (2005). World war II as trauma, memory, and fantasy in Japanese animation. The Asia-Pacific Journal : Japan Focus, 3(5), 1-7. Retrieved from http://japanfocus.org/-Susan_J_-Napier/1972/article.html.

Sugimoto, Y. (2011). Introduction to Japanese society (3rd Ed.). London: University of Oxford Press.

Tsugata, N. (2013). A bipolar approach to understanding the history of Japanese animation. In M. Yokota (Ed.), Japanese Animation: East Asian Perspectives (pp. 25–30). Mississippi: University Press of Mississippi.

Wicaksono, A. G. (2013). Penggambaran perang dalam anime “Grave of the Fireflies”. Commonline, 1(2), 1–10.

Yamada, N. (2009). Shōnen to kihaku-ka suru karada-sei: Yokoyama mitsuteru “Tetsujin 28-gō” ni okeru “Heiki Riarizumu” no Dōnyū. (A boy and the dilution of embodiment: Introduction of weapon realism in “Tetsujin 28th”). Nihon Manga Gakkai, 15(4), 54–70.

Downloads

Published

2018-08-24
Abstract 3075  .
PDF downloaded 1036  .