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The Akihabara neighborhood of Tokyo, a popular gathering site for otaku

Otaku (おたく/オタク) is a Japanese term used to refer to people with obsessive interests, especially anime and manga fandom. The contemporary usage of the term originates with a 1983 essay in Manga Burikko by Akio Nakamori. Otaku can be used as a pejorative, its negativity stems from the stereotypical view of otaku and the media's reporting on Tsutomu Miyazaki's "The Otaku Murder" in 1989. While the term has become less negative, it hasn't fully recovered.

Otaku subculture, has been depicted or a central theme of various anime and manga works, documentaries and academic research. The development of the subculture traces to the 1980s with the changing social mentality and the nurturing of otaku traits by Japanese schools combined with the resignation of such individuals to become social outcasts. The subculture became a group that occurred with the anime boom, particularly Mobile Suit Gundam and branched into Comic Market, before being labeled as otaku.

The diverse interests of the otaku subculture has resulted in numerous classifications of the otaku. In 2005, the Nomura Research Institute divided otaku into twelve groups and estimated the size and market impact of each of these groups. Other institutions have split it further or focus on a single otaku interest. These publications do not refer exclusively to anime and manga otaku, classifying distinct groups for camera, automobile, idol, and electronics otaku. The economic impact of otaku has been estimated to be as high as ¥2 trillion ($18 billion).[1]

Etymology

Otaku is derived from a Japanese term for another person's house or family (お宅, otaku). This word is often used metaphorically, as an honorific second-person pronoun. In this usage, its literal translation is "you". For example, in the anime Macross, first aired in 1982, Lynn Minmay uses the term this way.[2] The modern slang form, which is distinguished from the older usage by being written only in hiragana (おたく) or katakana (オタク or, less frequently, ヲタク), or rarely in rōmaji, first appeared in public discourse in the 1980s, through the work of humorist and essayist Akio Nakamori. His 1983 series An Investigation of "Otaku" (『おたく』の研究, "Otaku" no Kenkyū), printed in the lolicon magazine Manga Burikko, applied the term to unpleasant fans in caricature. Animators like Haruhiko Mikimoto and Shōji Kawamori had used the term among themselves as an honorific second-person pronoun since the late 1970s.[2] Supposedly, a set of fans kept using it past the point in their relationships where others would have moved on to a less formal style of address. Because this misuse of the word otaku indicated social awkwardness, Nakamori chose the word itself to label the fans.[2] Morikawa Kaichirō identified this as the origin of its contemporary usage of the term, but noted that Fan Rōdo (Fan road) contained the same otaku attributes under "culture clubs" which was published in 1981.[3]

Another claim for the origin of the term comes from the works of science fiction author Motoko Arai. In his book Wrong about Japan, Peter Carey interviews the novelist, artist and Gundam chronicler Yuka Minakawa. She reveals that Arai used the word in her novels as a second-person pronoun, and the readers adopted the term for themselves.[4][Note 1] However, a different claim points to a 1981 Variety magazine essay.[5][Note 2]

In 1989, the case of Tsutomu Miyazaki, "The Otaku Murderer", brought the fandom, very negatively, to national attention.[3] Later in 1989, Tomohiro Machiyama wrote a book called Otaku no Hon (おたくの本, lit. The Book of Otaku), which delved into the subculture of otaku and has been claimed by scholar Rudyard Pesimo to have popularized the term. [7]

Usage

In modern Japanese slang, the term otaku is most often equivalent to "geek" or "nerd".[3] However, it can relate to a fan of any particular theme, topic, hobby or any form of entertainment.[3] The term otaku can be applied to both males and females. For example, Reki-jo are female otaku interested in Japanese history. While the word is used abroad to mean a fan of anime and manga who enjoys the anime culture, in Japan, the word can be looked down upon as a term for a person with any obsessive interest (not confined to anime and manga) in particular some cases reaching extreme levels such as men falling in love with Dakimakura (Body Pillows). "When these people are referred to as otaku, they are judged for their behaviors - and people suddenly see an “otaku” as a person unable to relate to reality".[8][9]

The word entered English as a loanword from the Japanese language, but is typically used to refer to a fan of anime/manga, but can also refer to Japanese video games, and/or Japanese culture in general. Publications which focus on this usage include Otaku USA, an American magazine which popularizes and covers these aspects.[10][11] The usage of the word is a source of contention among some fans, for its negative connotation and stereotyping of the fandom. Widespread English exposure to the term came in 1988 with the release of Gunbuster which referred to anime fans as otaku. Gunbuster would be released officially in English in March 1990. The terms usage would spread throughout rec.arts.anime with discussions about Otaku no Video's portrayal of otaku prior to its 1994 English release. The usage of the term was contested, with positive and negative aspects are intermixed, even used pejoratively as a reference to the negative Japanese usage.[11] The term was also popularized by William Gibson's 1996 novel Idoru, which references otaku.[12]

Subculture

File:Touhou figurines.jpg
A collection of Nendoroid Touhou figurines. Such figurines are popular amongst the Figure moe zoku, figurine otaku.

Morikawa Kaichirō identifies the otaku subculture is distinctly Japanese, a product of the school system and society. Japanese schools have a class structure which functions as a caste system, with clubs as an exception to the social hierarchy. In these clubs, a student's interests will be recognized and nurtured, catering to the interests of otaku. Secondly, the vertical structure of Japanese society identifies value of an individual by their success. Until the late 1980s the mentality of unatheletic and unattractive males involved working towards academics with the prospects of securing a good job and marrying. This changed for those unable to succeed socially, or lacking self-confidence or interpersonal skills with the realization that they would be unable to succeed in society. The resignation to this fate resulted in the pursuit of their interests, often into adulthood and with their lifestyle prioritizing those interests, furthering the creation of the otaku subculture.[3]

These individuals were drawn to anime, a counter-culture, with the release of hard science fiction works like Mobile Suit Gundam which allowed a congregation of interests and the knowledge of those interests which led feelings of superiority. Gundam's hero represented the desires of the young men, an introverted tinker of machines who becomes a hero, a social elite, and able to attract lovers. The obsession turned other youths away, and made anime into a medium for unpopular students. As their expanded into the Comic Market they would become identified as otaku and take up the self-confirming and self-mocking term in the search for a collective identity.[3]

In 1989, "The Otaku Murderer" case gave a negative connotation to the fandom from which it hasn't fully recovered, but the usage of "(interest) otaku" has taken the form of a teasing or self-mocking, but the unqualified term is still negative.[3] The identification of otaku would turn negative in late 2004 when Kaoru Kobayashi kidnapped, sexually assaulted, and murdered a seven-year-old first-grade student. Japanese journalist Akihiro Ōtani suspected that Kobayashi's crime was committed by a member of the figure moe zoku even before his arrest.[13] Although Kobayashi was not an otaku, the degree of social hostility against otaku seemed to increase for a while, as suggested by increased targeting of otaku by law enforcement as possible suspects for sex crimes, and by calls from persons in local governments for stricter laws controlling the depiction of eroticism in materials which cater to some otaku.[14]

Not all attention has been negative, with the former Prime Minister of Japan Taro Aso also claiming to be an otaku, using this subculture to promote Japan in foreign affairs. [15] In 2013, a Japanese study of 137,734 people found that 42.2% self-identify as a type of otaku. This study suggests that the stigma of the word has vanished and become embraced by more individuals.[16]

Places

The district of Akihabara in Tokyo has been a notable attraction center for otaku where maid cafes have been set up where waitresses dress up and act like maids or anime characters. Akihabara also has dozens of stores specializing in anime, manga, retro video games, figurines, card games and other collectibles.[17] In Nagoya, students from Nagoya City University started a project on ways to help promote hidden tourist attractions such as the otaku culture to attract more otaku abroad to the city.[18]

Subtypes

As otaku refers to an obsessive interest, specific terms for different otaku have entered usage. Fujoshi (腐女子, lit. "rotten girl") is a self-mockingly pejorative Japanese term for female fans of yaoi material.[19] Akiba-kei is a Japanese slang term meaning "Akihabara-style" which applies to those familiar with the Akihabara culture. A type of cheering known as Wotagei or otagei (ヲタ芸 or オタ芸) and is considered part of Akiba-kei. Other terms represent otaku tendencies, rather than a type of otaku. Itasha (痛車), literally "painful car", is a Japanese term for an otaku fad of individuals decorating the bodies of their cars with fictional characters, especially bishōjo game or eroge characters.[20][21]

Media

Otaku are not relegated to just using the self-identifying and self-deprecating label, and participate in self-mocking through the production or interest in humor directed at their own subculture. Anime and manga otaku are the subject of numerous self-critical works, like Otaku no Video, which contains a live-interview mockumentary that pokes fun at the otaku subculture and includes Gainax's own staff as the interviewees.[22] Other works depict otaku subculture less critically, like Genshiken and Comic Party. A well-known novel-cum-manga-cum-anime is Welcome to the N.H.K. which focuses on the popular subcultures popular with otaku, and highlight other social outcasts like the hikikomori and NEETs. Works that focus on an otaku character also exist, with WataMote - No Matter How I Look at It, It’s You Guys' Fault I’m Not Popular! which is the story of an unattractive, unsociable, and an otome game otaku who wants to become popular. Tomoko, the unpopular heroine, exhibits otaku traits with delusions about her social status.[23] An American documentary, Otaku Unite!, focuses on the American side of the otaku culture.[24]

Types and classification of Japanese otaku

Railfans taking photos of trains at an annual depot open-day event in Tokyo in August 2011

The Nomura Research Institute (NRI) has made two important studies into otaku, the first in 2004 and a revised study with a more specific definition in 2005.[25][26] The 2005 publication from NRI recognizes twelve major fields of otaku. Of these twelve groups, comics was the largest with 350,000 individuals and ¥83 billion market scale. Idol otaku were the next largest group with 280,000 individuals and ¥61 billion. Travel otaku was the largest with 250,000 individuals and ¥81 billion. PC otaku was fourth largest, with 190,000 individuals and ¥36 billion. Video game otaku were fifth largest, with 160,000 individuals and ¥21 billion. Automobile otaku were sixth, with 140,000 individuals and ¥54 billion. Animation (anime) otaku was seventh with 110,000 individuals and ¥20 billion. The remaining five categories include Mobile IT equipment otaku with 70,000 individuals and ¥8 billion, Audio-visual equipment otaku with 60,000 individuals and ¥12 billion, camera otaku with 50,000 individuals and ¥18 billion, fashion otaku with 40,000 individuals and ¥13 billion, and railway otaku with 20,000 individuals and ¥4 billion.[26] These values were partially released with a much higher estimation in 2004, but this definition focused on the consumerism and not the "unique psychological characteristics" of otaku used in the 2005 study.[25][26]

NRI's 2005 study on otaku put forth five distinct types of otaku and presented an archetype of each type. The first is the family-oriented otaku, who has broad interests and is more mature than other otaku; the object of interest is secretive and is attributed as "closet otaku". The second is the serious "leaving my own mark on the world" otaku, with interests in mechanically or business personality fields. The third type is defined as being the "media-sensitive multiple interest" otaku, whose interests are diverse yet strong hobbyists who is open and shares their interests with others. The fourth type is the "outgoing and assertive otaku", whose gains recognition by promoting their hobby. The last is the "fan magazine-obsessed otaku", which is predominately female with males being the "moe type", with a focus on a secretive hobby revolving around the production and/or interest fan works.[26] The Hamagin Research Institute found that moe-related content was worth ¥88.8 billion ($807 million) in 2005, with one analyst estimated the market could be as much as ¥2 trillion ($18 billion).[1] Japan based Tokyo Otaku Mode a place for news relating to Otaku has been liked on Facebook almost 10 million times.[27]

Other research and classification of otaku interests include vocaloid, cosplay, figures and professional wrestling have been identified in later publications, notably the Yano Research Institute. The 2012 Yano Research report noted around 30% growth in dating sim and online gaming otaku and vocaloid, cosplay, idols and maid services growing by 10%.[28] In 2011, Yano Research forecased the growth of over 30% in dating sims, gaming, and electronic comics, with 10% in maid services and cosplay.[29]

See also

References

  1. ^ a b "Otaku Business Gives Japan's Economy a Lift". Web-Japan.org. August 30, 2005. Retrieved August 19, 2013.
  2. ^ a b c Zhen, Jiang Yu (January 2000). オタク市場の研究 (Otaku Shijou no Kenkyuu) / Targeting Otaku. 野村總合研究所 (Nomura Research Institute) / Shang and Zhou (Chinese Edition). ISBN 978-986-124-768-7.
  3. ^ a b c d e f g Morikawa, Kaichirō (20 April 2012). "おたく/ Otaku / Geek". Center for Japanese Studies UC Berkeley. Retrieved 13 August 2013.
  4. ^ a b Carey, Peter (2012). Wrong about Japan. Random House. [page needed]
  5. ^ 19 April 2013. "Οι Οτάκου της Ανδρονίκης Χριστοδούλου". Greece Japan. Retrieved 19 August 2013.{{cite web}}: CS1 maint: numeric names: authors list (link)
  6. ^ Christodoulou, Androniki. "Otaku Spaces Book". Androniki Christodoulou. Retrieved 19 August 2013.
  7. ^ Pesimo, Rudyard C. (2007). ""Asianizing" Animation in Asia: Digital Content Identity Construction within the Animation Landscapes of Japan and Thailand". Reflections on the Human Condition: Change, Conflict and Modernity. The Nippon Foundation. p. 167.
  8. ^ "Otaku: Is it a dirty word?". cnnblogs.com. September 12, 2011. Retrieved August 19, 2013.
  9. ^ "Japan's 2-D Lovers: Falling In Love with a Body Pillow". gizmodo.com. July 23, 2009. Retrieved August 19, 2013.
  10. ^ "Home - Otaku USA Magazine". Otaku USA. Retrieved 14 August 2013.
  11. ^ a b Mizuko Ito; Daisuke Okabe; Izumi Tsuji (Feburary 28, 2012). Fandom Unbound: Otaku Culture in a Connected World. Yale University Press. pp. Chapter 4. ISBN 9780300158649. {{cite book}}: Check date values in: |year= (help)
  12. ^ Gibson, William (2001-04-01). "Modern boys and mobile girls". London: The Observer. Retrieved August 19, 2013.
  13. ^ NGO-AMI (2004-12-09). "公開質問状 (Open letter )". NGO-AMI (in Japanese). Retrieved 2008-03-04.
  14. ^ Michael Hoffman (Feburary 6). "Otaku harassed as sex-crime fears mount". The Japan Times. Archived from the original on December 7, 2007. Retrieved August 19, 2013. {{cite web}}: Check date values in: |date= and |year= / |date= mismatch (help)
  15. ^ "Otaku uses manga and anime to improve Foreign Affairs". 23 August 2008. Retrieved 15 August 2013.
  16. ^ Michael Jakusoso (April 27, 2013). "自分のことを「オタク」と認識してる人10代は62%、70代は23% (62% of Teens identify as "otaku", 70's 23%)". Mynavi. Retrieved 12 August 2013.
  17. ^ "Akihabara". japanguide.com. July 24, 2013. Retrieved August 19, 2013.
  18. ^ Chunichi Shimbun credited (2013-02-02). "'Cosplay' students promote Nagoya's highlights". Japan Times. Retrieved 2013-02-08.
  19. ^ Saitō Tamaki (2007). Robot Ghosts and Wired Dreams. University of Minnesota Press. p. 224. ISBN 978-0-8166-4974-7.
  20. ^ Hardigree, Matt (23 July 2009). "Itasha: Japan's Creepiest Car Fetish". Jalopnik. Retrieved 13 August 2013.
  21. ^ "Behold. A Fleet of Cars Owned by Nerds". Kotaku. 11 October 2011. Retrieved 13 August 2013.
  22. ^ Sevakis, Justin (15 November 2007). "Buried Treasure - In Praise of Nerdiness". Anime News Network. Retrieved 13 August 2013.
  23. ^ "Sentai Filmworks Licenses WataMote ~ No Matter How I Look at it, It's You Guys' Fault I'm not Popular!". Anime News Network. 9 July 2013. Retrieved 13 August 2013.
  24. ^ Dong, Bamboo (2 March 2004). "Otaku Unite! - Review". Anime News Network. Retrieved 13 August 2013.
  25. ^ a b Kitabayashi, Ken (December 1, 2004). "The Otaku Group from a Business Perspective: Revaluation of Enthusiastic Consumers" (PDF). Nomura Research Institute. Retrieved 12 August 2013.
  26. ^ a b c d "New Market Scale Estimation for Otaku: Population of 1.72 Million with Market Scale of ¥411 Billion — NRI classifies 5 types of otaku group, proposing a "New 3Cs" marketing frame —". Nomura Research Institute. October 6, 2005. Retrieved 12 August 2013.
  27. ^ Martin, Rick (February 1, 2013). "Tokyo Otaku Mode has 10 million Facebook fans but now what". Startup-dating.com. Retrieved August 19, 2013.
  28. ^ "Otaku Market in Japan: Key Research Findings 2012". Yano Research Institute. October 15, 2012. Retrieved 12 August 2013.
  29. ^ October 26, 2011. "Otaku Market in Japan: Key Research Findings 2011" (PDF). Yano Research. Retrieved 12 August 2013.{{cite web}}: CS1 maint: numeric names: authors list (link)

Notes

  1. ^ Paul translated Yuka's reply, which, on the tape at home, was still delicate and careful but much more male than I had noticed at the time. "In the middle eighties, there was a Japanese science-fiction author called Moto Arai. One of her stylistic tics was to address the reader very formally with the second person pronoun, otaku, a much more distant form than the French vous, for instance. Her fans liked this book so much they adopted this peculiar usage, referring to each other as 'otaku.'" [4]
  2. ^ The source contains an excerpt of the introduction of the book Otaku Spaces by Patrick W. Galbraith. Published Spring 2012, ISBN 978-0-9844576-5-6. This source was not consulted directly for this citation. An except also exists on Androniki Christodoulou's blog, the photographer of the book.[6]