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新浪首页 > 新浪教育 > 《英语学习》2003年2期 > 亚洲卡通王国

亚洲卡通王国
http://www.sina.com.cn 2003/03/04 12:52  《英语学习》

  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!

  Goofy<注1>, it is definitely not. Nor Mickey, or Donald. Not even Masters of the Universe dolls or Transformer robots<注2>. 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 warriors, helpful robot cats and a quiet furry beast the size of a truck.<注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.<注4> Our greatest rival is Disney,?says the director of Toei<注5> Animation's international depart-ment. That is not an idle boast. His company produces Sailor Moon and Dragon Ball Z<注6>, 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 newsstands<注7> in Malaysia and Hong Kong,swhereshalf 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 pop culture, especially 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.<注8> But Toei and similar companies have also built a massive promotion machine to marry that quality with market clout.<注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 characterssintoscommercial smashes.<注10> For example, Sailor Moon, the hit schoolgirl superhero, has inspired TV shows, musicals and over 5,000 franchised<注11> products, including schoolbags, CDs, stickers<注12> and, of course, computer games one of the surest wayssintosa 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 canny<注13> 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 million.<注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.<注15>The most popular series, such as Sailor Moon and Doraemon<注16>, have children or teenagers as central characters. The world of these shows is painted in bubble-gum<注17> 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.<注18>

  And Japan's fascination with childlike things could be a reflection of the infantilism<注19> 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 interesting 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 ,000 in the bank from doting relatives can explain the replete pre-adolescent orientation of Japan's pop culture.<注20>

  Due to the worries about overwhelming exterior cultural aggression, some Asian governments 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-savvy<注21>. 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 products, Toei will make a market the size of Japan.

  Indeed, Japan's ability to produce such creative whimsy<注22> 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.

亚洲卡通王国

  Japan Today: Top of the Po ps in Asia

  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-adolescent 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。




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