As much as I enjoyed watching Disney and Warner Bros. cartoons as a child, I quickly got caught up in the various anime shows that screened in the mid-late 1990s/early 2000s such as Pokémon and Sailor Moon. I honestly can't remember why or how I came to enjoy these shows everyday after school but thinking about it now, the fantasy action-filled adventure and the sense of closeness and the attentive, warm and entertaining interaction between characters and also with their surroundings were probably what attracted me to watching anime television. The direction of Hayao Miyazaki, Japan's top animator and anime film director, undertaken in his work similarly drives towards the appeal of the emotional connection and compassion felt by the characters, where behavioural norms of the Japanese culture, values of respect and understanding, are applicable to the distinctive make-up of anime (Cavallaro, 2006). The humanity aspect of anime characters speaks of that distinctiveness, that individualised trait which sets itself apart from many of the beloved cartoon figures we know - Miyazaki's creation of unconventional roles exhibits both good and weak qualities, regardless of gender and age; therefore, this has problematised the naturalised construction of the traditional gender and age-defined roles we've come to know and accept, given the patriarch-dominated society and culture we live in. Princess Mononoke (1997) exemplifies this real life-like characterisation in San, a girl raised in the forest by the Forest Gods and the Wolf Goddess, whose animosity towards the humans have long consumed her to the point of not only using her anger and resentment as ammunition in combating Iron Town intruders but also fighting or acting on the evil within herself that has somehow possessed her; Miyazaki further paints the humans - the residents of Iron Town who are responsible for the evil imposed on the Forest spirits - in a positive light, choosing to portray them as decent, hard-working, family/community-oriented people (Young, 2012).
The mixed, complex nature of Miyazaki's characters comes to emblematise the struggle of the changes they experience and the hardships they endure in the process of those changes. Anime somehow provides that space for freedom in which people can use their life experiences to make a difference in others and in their environment, for the better; it also provides the perfect escape route from the staticness, the conformities you find in images, texts and media.
Reference(s):
Cavallaro, D. (2006). The Animé Art of Hayao Miyazaki. Jefferson, NC: McFarland & Company.
Edsall, T. (n.d). Anime versus Disney [Web log post]. Retrieved from http://blog.ledsoul.com/?page_id=63
Mountfort, P. (n.d). 166104 Popular Genres - Week 5: Anime I [PowerPoint Slides]. Retrieved from https://www.autonline.aut.ac.nz/
Napier, S. (2005). Why anime? In Anime: from Akira to Howl's Moving Castle (pp. 3-14). Hampshire, United Kingdom: Palgrave/Macmillan.
Young, R. (2012). Hayao Miyazaki: An animation legend. Retrieved September 10, 2012, from http://robwrite.hubpages.com/hub/Hayao-Miyazaki-An-animation-legend
Good posting Kate, a lot of good facts and ideas here. I can see a lot of effort put in to your researching and referencing. I especially like the part how you say people can turn to fantasy for leisure and comfort from our everyday demanding lives.
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