Japan Today: Top of the Po ps in
Asia
今日日本:亚洲的卡通王国
拜托!别再提米老鼠、唐老鸭,还有什么变形金刚啦!那些统统都已经过时了。现在是凯蒂猫、蜡笔小新、樱桃小丸子的天下……不信?!打开电视看看里面播放的是什么?留意你的背包上面的挂饰又是什么?倘若你通身找不到半点日本卡通的影子——老实说——你也过时了!
Goofy1,
it is definitely not. Nor Mickey, or Donald. Not even Masters of the
Uni verse dolls or Transformer robots2.
For most Asian children, the cartoon characters of choice these days
have origins a long way from Hollywood. What we are talking about here
are leggy teenage girls with elemental powers, multi-hued alien war
riors, helpful robot cats and a quiet furry beast the size of a truck.3
These creatures are the leading edge of an
amazing invasion. In the past decade, they and other products of Japanese
popular culture --- from comics to karaoke, sushi to sweets --- have
become international favorites.4
"Our greatest rival is Disney," says the director of Toei5
Animation' s international depart-ment. That is no t an idle boast.
His company produces Sailor Moon and Dragon BallZ6,
two cartoon series that are sweeping the U.S. and Europe.
Japan' s mass culture has long prevailed
in East Asia. Japanese comics are ubiquitous on newsstands7
in Malaysia and Hong Kong, where half of all those sold are from Japan.
Stores in remote areas of the Philippines stock snacks made by Tokyo'
s companies. And anyone can dial for sushi delivery in Singapore or
sing in karaoke bars in distant Inner Mongolia. With the Japanese cartoon
craze now lapping at American and European shores, it is time to ask:
why is Japan' s popculture, espe cially its comics and cartoon characters,
so appealing to Asians and, now, the world?
" It' s because they're high quality,
that' s all," some people say. True, Japan has few peers in making
stylishly produced comic books and animation.8
But Toei and similar companies have also built a massive promotion machine
to marry that quality with market clout.9
Comic heroes in the 1950s became animated TV stars in the 1960s.
Soon after, media, comics, animation, publishing,
toy and clothing companies joined forces to turn characters into commercial
smashes.10
For example, Sailor Moon , the hit schoolgirl superhero, has inspired
TV shows, musicals and over 5,000 fr anchised11
products, including schoolbags, CDs, stickers12
and, of course, computer games --- one of the surest ways into a youngster'
s heart and a parent' s wallet.
Characters do not have to begin on stands
or the small screen --- all they need is a canny13
promoter. The well-known cat Hello Kitty, was created by merchandiser
Sanrio as a logo for children' s goods. Now, the feline phenomenon accounts
for over a tenth of Sanrio' s annual sales of $770 million.14
In fact, the line between a cartoon and its commercial applications
has become more and more invisible. Perhaps what most entrances fans
of all ages and from all regions about Japanese cartoons is their adolescent
exuberance, their unique glorification of the dreams and imagery of
youth.15 The
most popular series, such as Sailor Moon and Doraem on16,
have children or teenagers as central characters. The world of these
shows is painted in bubble-gum17
colors, while love and relationships take on the unserious character
of teenage crushes. Futuristic sets and situations contribute to a suffused
sense of innocent wonder.18
And Japan' s fascination with childlike things
could be a reflection of the "infa ntilism19
of postwar Japanese culture," as an analyst put it. He suggests
that the trauma of the postwar period may have encouraged Japanese to
look at childhood with fondness. For youth it implies an evasion of
responsibility, a major issue for a society still struggling with its
vicious role in World War II. It is an int eresting psychological view.
But there' s still another more convincing
and important reason. In a society with strict structures and high expectations,
fantasies flourish. Children who spend long, stressful hours preparing
for all-important school examinations take refuge in cheerfully fantastic
characters and animations. That, coupled with the spending power of
Japan' s young --- a typical 10-year-old may have $1,000 in the bank
from doting relatives--- can explain the replete pre-adolescent orientation
of Japan ' s popculture.20
Due to the worries about overwhelming exterior
cultural aggression, some Asian g overnments have taken some measures
to supervise or limit Japanese products. But the tide is unlikely to
turn. Their attraction is too widespread and Japanese companies too
market-savvy21.
Toei has started a marketing campaign in four cities in China. Even
if only 10% of the population in this country get hooked on its pro
ducts, Toei will make a market the size of Japan.
Indeed, Japan' s ability to produce such
creative whimsy22
despite a strictly orderly society may become even more relevant to
Asian countries as they themselves try to balance intellectual ferment
and social cohesion. As Asia catches up with Japan, one can bet that
Japan' s most popular export will continue to be its own mighty pop
culture.
1.Goofy:高飞狗,迪斯尼卡通形象。
2. Mickey, Donald, Masters of the Universe
和 Transformer均是风靡世界的美国卡通片中的卡通形象,分别是米老鼠、唐老鸭、太空超人、变形金刚。
3.这里提到的都是日本著名卡通片中的卡通形象,分别为美少女战士、圣斗士星矢、机器猫和龙猫。
4. 这些形象是惊人的文化入侵的排头兵。在过去的十年中,它们和日本流行文化的其他产品——从连环漫画到卡拉OK,从寿司到糖果——一道成了全世界的最爱。
5. Toei:日本著名卡通片制作公司。
6. 卡通连续剧《美少女战士》和《七龙珠》。
7.于报摊随处可见。ubiquitous:普遍存在的,无所不在的。
8.确实,很少有人在制作时髦流行的漫画书和卡通片方面能与日本匹敌。peer:相匹敌的人
。stylishly:新式地,时髦地。
9.但Toei和其他卡通公司也建立了庞大的宣传推广机器,促使良好的质量与市场影响力相结合。
clout:影响,力量。
10. 随后,传媒、连环漫画、卡通、出版、玩具与服装公司合力将这些形象转变成巨大的商业成功。smash:<口>轰动一时的、极大的成功。
11. franchised:被公司或制造商给予了在某一地区经营业务的特许经营权的。
12.sticker:背面有黏胶的可贴纸。
13.canny:精明的,谨慎的。
14.著名的凯蒂猫,最初是Sanrio公司作为儿童物品的标识而制作出来的。而如今,这只非凡小猫已占了该公司每年7.7亿销售额中的1/10之多。merchandiser:商人;
logo:(广告等用 的)商标,标识;feline:猫的,猫一样的;phenomenon:
杰出人材,奇才。
15.或许最让全球各个地区、各年龄段的日本卡通爱好者着迷的地方就在于它们所体现出来的青春的旺盛生命力,以及对年轻的梦想和青春偶像的独特的赞颂方式。entrance:使着迷,使
陶醉;exuberance:生气勃勃的活力,旺盛的生命力。
16.Doraemon:《机器猫》。
17.bubble-gum:泡泡糖,意指五颜六色。
18.带有未来感的布局与场景营造出一种天真幻想的氛围。suffused:弥漫的,充满的。
19.infantilism:[医]幼稚症。
20.再加上日本青少年的消费能力——一个10岁的孩子也许会从溺爱的家人亲戚那儿得到钱而在银行有1000美金的存款,这些足以说明为什么日本流行文化定位在前青春期。pre-adolesc
ent orientation: 前青春期定位。
21.market-savvy:精于市场之道的,对市场相当了解的。
22.whimsy:怪念头,奇想。