Case Analysis **I will provide the case**
Is the success of Japanese anime in countries such as the United States indicative of the emergence of a Global youth culture The case study indicates that by the 1980s Japan was known as a technological and economic power , the culture influence of Japanese did not cross its country boundaries . There was no knowledge of Japanese way of life anywhere , especially in the western countries . Japanese started venturing into this area in the late 1980s , and the main people responsible for this were the youth of the country . Prior to this , the

Japanese image in foreign countries was limited to the business circles and consisted of serious people wearing dark business suits
Allison (2006 ) states that , this transition is called soft power by people like Joseph Nye , while the mass media and Japanese government officials call it as culture power . This marks the global success of images , imaginative technology and imaginary characters . A survey conducted by Allison (2006 , in the year 2000 on American kids aged between eight to eighteen showed that , the associations they held of Japan was neither with the kimonos , tea ceremonies or kamikaze pilots nor of Toyota , Honda or Mitsubishi , but of Nintendo videogames , Sony 's Walkman , and Pokemon . Hence , it is seen that most American youth , as consumers of manga , anime , videogames , trading cards and entertainment technology like the Gameboy or PlayStation , relate to Japan
Many of these youth now wish to learn about Japan , its culture and hope to travel there someday , as opposed to the relatively meager number of people who were interested in doing so post world war till the 1980s for business reasons . Hence , these cartoons and related products are considered as vehicles of Japan 's culture power and are spreading Japan 's reputation as a first-class producer of imaginative fare
In fact in the United States , the market for Japanese characters grew to such an extent that it is starting to overshadow the popular American culture entertainment faire . Allison (2006 , cites the example of anime movie Sen to Chihiro no kamikakushi , which won an Oscar for the best cartoon movie in the year 200 . Its English version Spirited Away and Pokemon- The first movie beat the sales of many American movies suggesting the direction of American youths ' entertainment tastes
It is also seen that most other countries of the world follow the United States , with respect to their popular culture . Which is to say any thing popular in the United States , has a great chance of becoming popular in many other countries of the world . The same happened in case of the Japanese anime too . With the success in the United States , people from other countries were eager to try the new games . For them , initially these goods symbolized America , only in very recent times these have been related to Japan . But no matter what , the youth all over the world is seen to follow a single culture , which is seen very clearly in the field of entertainment
Hence , as...
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