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Anytime, Anywhere

Anytime, Anywhere Japan's first weekly, 30-minute animated TV series, Tetsuwan Atomu (Astro Boy), is not only commonly regarded as the first instance of what is now known as `anime'; it is also regarded as the point of emergence of the commercial phenomenon of character-based merchandizing. Interesting enough, it is not so much Tetsuwan Atomu the TV series as the practice of including Atomu stickers as premiums in the candy maker Meiji Seika's chocolate packages that really ignited the character merchandizing boom. The key to the success of the stickers — along with the use of the already popular figure of Atomu — was their ability to be stuck anywhere, and seen anytime. This anytime-anywhere potential of the stickers arguably led to the new communicational media environment and the cross-media connections that characterize the anime system and the force which drives it: the character. Part historical, part theoretical, this article will explore the thesis that it was the `medium' of stickers that led to the development of the character-based multimedia environment that is a key example of — and perhaps even a precursor to — the ubiquity of media that is the theme of this journal issue. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png "Theory, Culture & Society" SAGE

Anytime, Anywhere

"Theory, Culture & Society" , Volume 26 (2-3): 26 – Mar 1, 2009

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References (68)

Publisher
SAGE
Copyright
Copyright © by SAGE Publications
ISSN
0263-2764
eISSN
1460-3616
DOI
10.1177/0263276409103114
Publisher site
See Article on Publisher Site

Abstract

Japan's first weekly, 30-minute animated TV series, Tetsuwan Atomu (Astro Boy), is not only commonly regarded as the first instance of what is now known as `anime'; it is also regarded as the point of emergence of the commercial phenomenon of character-based merchandizing. Interesting enough, it is not so much Tetsuwan Atomu the TV series as the practice of including Atomu stickers as premiums in the candy maker Meiji Seika's chocolate packages that really ignited the character merchandizing boom. The key to the success of the stickers — along with the use of the already popular figure of Atomu — was their ability to be stuck anywhere, and seen anytime. This anytime-anywhere potential of the stickers arguably led to the new communicational media environment and the cross-media connections that characterize the anime system and the force which drives it: the character. Part historical, part theoretical, this article will explore the thesis that it was the `medium' of stickers that led to the development of the character-based multimedia environment that is a key example of — and perhaps even a precursor to — the ubiquity of media that is the theme of this journal issue.

Journal

"Theory, Culture & Society"SAGE

Published: Mar 1, 2009

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