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1. Fighting with Rotating Blades, Boomerangs, and Crushing Punches: A History of Mecha from a Robotics Point of View.

2. Anime as a medium for science learning.

3. The Influence of Introducing IT into Production System: A Case of Japanese Animation (Anime) Industry.

5. Becoming illegible: the repatriation of Japanese fan culture in Genshiken.

6. The Japanese settler unconscious: Goblin Slayer on the 'Isekai' frontier.

7. Japanese Religion, Mythology, and the Supernatural in Anime and Manga.

8. Cooperation Between Anime Producers and the Japan Self-Defense Force: Creating Fantasy and/or Propaganda?

9. What Can We Learn from Japanese Anime Industries? The Differences Between Domestic and Overseas Copyright Protection Strategies Towards Fan Activities.

10. An Old Ghost or a New Shell? A Dialectic Analysis of Ghost in the Shell.

11. The Anime Industry, Networks of Participation, and Environments for the Management of Content in Japan.

12. Clones, Hybrids and Organ Transplants in Manga and Anime.

13. INDEXING THE PAST: VISUAL LANGUAGE AND TRANSLATABILITY IN KON SATOSHI'S MILLENNIUM ACTRESS.

14. MUSICAL SELVES ANIME SOUNDTRACKS FROM DOMESTICATING PLAGIARISM TO HYBRIDISING AUTHENTICITY.

15. Surfing the Internet for Japanese Popular Culture.

16. Miyazaki Hayao and the Aesthetics of Imagination: Nostalgia and Memory in Spirited Away.

17. Disaster and relief: The 3.11 Tohoku and Fukushima disasters and Japan’s media industries.

18. Image Essay: Mobile Worldviews.

19. Working conditions of animators: The real face of the Japanese animation industry.

20. A Socio-cultural Analysis of Romantic Love in Japanese Harem Animation: A Buddhist Monk, a Japanese Knight, and a Samurai.

21. Performativity of Japanese Laughter.

22. Hegemony or diversity in film and television? The United States, Europe and Japan.

23. Otaku consumption, superflat art and the return to Edo.

24. From animation to anime: drawing movements and moving drawings.

25. Idols you can make: The player as auteur in Japan's media mix.

26. Talking manga: bringing Japanese pop culture to the North American mainstream.

27. Divine Biopower: Sovereign Violence and Affective Life in the Yuki Yuna Is a Hero Series.

28. Regional revitalization, contents tourism, and the representation of place in anime: the Seichi-junrei of Love Live! Sunshine!! in Japan.

29. Interreligious Dialogue in Anime: Future Perspectives for Interreligious Communication Research.

30. Racial Category of Anime Characters: How Do Viewers Perceive It?

31. Womanhood in Japanese Anime: A New Cultural Borderland to U.S. Gender Politics.

32. The Power of Anime: A New Driver of Volunteer Tourism.

33. The Cultural Context and the Interpretation of Japanese 'Lolita Complex' Style Anime.

34. Anime's Identity: Performativity and Form beyond Japan.

35. Anime and intertextualities: Hegemonic identities in Cowboy Bebop.

36. WIN-WIN! with ODA-man: legitimizing development assistance policy in Japan.

37. The rewards of non-commercial production: Distinctions and status in the anime music video scene.

38. Cultural Proximity and Reflexivity in Interpreting Transnational Media Texts: The Case of Malaysians Consuming Japanese Popular Culture.

39. Transnational and Domesticated Use of Racial Hierarchy: Representations of Blacks in Japan.

40. Texuka Osamu's Circle of Life: Vitalism, Evolution, and Buddhism.

41. The Cultural Context and Social Representation.

42. Topologies of Identity in Serial Experiments Lain.

43. Cartoon planet: the cross-cultural acceptance of Japanese animation.

44. From Melbourne Cooper to Match of the Day and Mo-Cap: Motion as Metaphor and Metaphysics in Animated Sport.

45. Cultural consumer and copyright: A case study of anime fansubbing.

46. Transcultural creativity in anime: Hybrid identities in the production, distribution, texts and fandom of Japanese anime.

47. Anime Transcends Cultural Barriers.

48. 'Boys love' in anime and manga: Japanese subcultural production and its end users.

49. THE CYBER SUBLIME AND THE VIRTUAL MIRROR: INFORMATION AND MEDIA IN THE WORKS OF OSHII MAMORU AND KON SATOSHI.

50. Anytime, Anywhere: Tetsuwan Atomu Stickers and the Emergence of Character Merchandizing.