Anime tourism
Discursive construction and reception of the Studio Ghibli Art Museum
Bibliographic Data
| ID | 6194597 |
|---|---|
| Authors | Rayna Denison (0000-0002-7957-4618, University of East Anglia, corresponding author) |
| Year | 2010 |
| Volume | 22 |
| Issue | 3-4 |
| Pages | 545-563 |
| Publication date | 2010-12-16 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Japan Forum (JOURNAL) |
| Journal identifiers | ISSN: 0955-5803 • E-ISSN: 1469-932X |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/09555803.2010.533475 |
| OpenAlex | W1968577475 |
| Language | EN |
| Citations received | 10 |
| References cited | 18 |
Anime tourism has been an important phenomenon within Japanese culture for the past decade. The signs of this global tourism can be read in the growing number of museums and theme parks in Japan dedicated to the history, and contemporary global success, of anime culture. However, the reputed aims and forms of these entertainment venues varies wildly, with some anime companies choosing to venerate animators, as with the Osamu Tezuka Museums in Kyoto and Takarazuka, while, alternatively, others are adopting theme park aesthetics, as with Sanrio Puroland. A common denominator among these anime venues is, however, an attempt extend the life and value of their products. The article argues that the Studio Ghibli Art Museum is an attempt to rebrand their hit films as ‘art’ products, but that the responses of the museum's international users display a tendency to perform a resistant tourist and consumerist gaze within the museum space. This article is an attempt to delve into the complex relationship between anime producers and global consumers, viewing the museum space as one in which the cultural meanings of anime are put to the test
Aesthetics · Anime · Archaeology · Art · Entertainment · Hybridity · Media studies · Sociology · Space (punctuation) · Studio · Theme (computing) · Theme park · Tourism · Visual arts · World Wide Web · Anthropology · Asian Culture and Media Studies · Computer Science · History · Japanese History and Culture · Socioeconomic Development in Asia
Anime tourism
Scale development and validation of anime tourism motivations
Spirited Away
Introducing Studio Ghibli
Cool Japan’
Otaku Tourists Out of Japan
Using Japanese pop cultural heritage to create a tourist product Exploring otaku tourism
Brand Reconciliation? A Case Study of ITV's 2013 Rebrand
Turkish anime viewers' approach to Japanese cuisine culture
Environmentalism polluted
Touring Cultures
Distinction
The Leisure Industries
Film-Induced Tourism
Cool Places
Shopping, Place and Identity
Playing with Power in Movies, Television, and Video Games
The Otherworlds Of Mizuki Shigeru
Pikachu's Global Adventure
The Orient Strikes Back
Touring cultures
Cultural Geography
The Orient Strikes Back
| Citations per year | 0.77 |
|---|---|
| Citation span | 2013 - 2025 (13) |
| Highly cited | No |