Action- Complete Historical Trajectory: Genesis, Evolution & Influences

Complete Historical Trajectory: Genesis, Evolution & Influences – The Definitive Chronicle

(Covers: Entire history, proto-examples, all external influences, key milestones, creator/studio impact, technological/industry shifts, present state – Exhaustively Analyzed with Scholarly Context)

Introduction: From Flickering Shadows to Digital Firestorms

Action anime, the genre defined by Manifested Will and Kinetic Truth , possesses a history as dynamic and impactful as its on-screen spectacles. It wasn’t born in a flashpoint but forged over decades in the crucible of creative ambition, technological breakthroughs, brutal market forces, and a relentless global exchange of ideas – a process documented by anime historians like Jonathan Clements and Helen McCarthy. To truly grasp Action’s identity, we must journey back, tracing its lineage from foundational myths and early screen experiments to the globally streamed, high-fidelity digital battlefields of today. This is the story of how animated action became not just a genre, but a language understood worldwide – a chronicle of innovation, influence, imitation, and the unending quest for kinetic perfection.

RX-78-2 Mobile Suit Gundam
RX-78-2 Mobile Suit Gundam
Dragon Ball -Goku 1980s-90s
Dragon Ball -Goku 1980s-90s
Demon Slayer 2019
Demon Slayer 2019

I. Genesis & Primordial Stirrings: The Ancient DNA (Pre-1970s)
The seeds of Action anime lie deep within cultural and technological soil, long before the genre had a name:

Pre 1970s

Samurai & Sports Hybrids: Early attempts at animating samurai stories existed (e.g., Sasuke, 1968), and sports series like the gritty boxing drama Ashita no Joe (1970) showcased intense physical and psychological struggle with such raw power, they blurred the line, proving animation could deliver impactful, dramatic physical confrontation that resonated deeply with audiences seeking grounded struggle.

Cultural Bedrock: Japan’s rich history of warrior narratives – the noble sacrifices and flashing steel of samurai tales (popularized cinematically in chanbara films), the stealth and lethal techniques of ninja legends, the heroic struggles in folklore – created a cultural predisposition towards stories resolved through physical prowess and martial virtue. This provided fertile ground for later animated adaptations.

External Sparks: Post-war Japan eagerly consumed global culture. Early influences included American superhero comics and adventure serials. Crucially, the rise of domestic tokusatsu (live-action special effects shows) like Ultraman (first airing 1966, referencing the broader franchise impact and modern anime) and Kamen Rider (first airing 1971) was pivotal. These live-action shows, with their costumed heroes, monstrous foes, stylized fights, and explosive special effects, directly imprinted on the generation that would pioneer action in animation, establishing visual tropes (like dramatic transformations and finishing moves) and audience expectations for heroic combat. Influence also came from international spy thrillers (like James Bond) and adventure films.

Proto-Anime – Flickers of Conflict: While often focused on drama, comedy, or sci-fi concepts, early anime inevitably featured conflict:

Astro Boy (Tetsuwan Atom) (1963): Osamu Tezuka’s foundational work, though varied, frequently depicted Astro battling rogue robots and villains. Its significance lies in establishing animation capable of depicting action, however simple, and its foundational role for the entire medium, setting patterns for production and character archetypes.

Gigantor (Tetsujin 28-go) (1963): Predating the pilot-centric model, this series featured a boy remotely controlling a powerful robot, planting the seed for the giant robot subgenre and its inherent potential for large-scale destruction and conflict.

Mach GoGoGo (Speed Racer) (1967): While a racing anime, its high-speed vehicular “combat,” inventive gadgets, and intense rivalries contained significant action DNA, emphasizing speed, dynamic movement, and technological gimmickry.

II. The Age of Titans: Super Robots & Genre Solidification (1970s)
This decade witnessed the birth of distinct Action subgenres, driven by influential creators and the demands of a growing TV market:

1970s

The Super Robot Boom – Go Nagai’s Revolution: Creator Go Nagai arguably ignited the Action genre proper, bringing a new level of dynamism and intensity previously unseen.

Mazinger Z (1972): This was the key milestone. It wasn’t just a robot; it was a piloted superweapon, merging human will with mechanical might. It codified the “monster-of-the-week” format, named super attacks shouted by the pilot, and the heroic archetype, directly influencing countless successors. Its massive success proved the commercial viability of action-centric anime, crucially tied to toy sales – an economic driver whose impact on genre development is noted by historians like Clements, establishing a pattern where merchandise potential heavily influenced which shows got made.

[Getter Robo](https://myanimelist.net/anime/18 Getter Robo) (1974): Nagai, with Ken Ishikawa, innovated further, introducing the concept of combining robots, adding another layer of spectacle and toyetic potential, pushing the transformation trope.

Devilman (1972 anime): Nagai also unleashed darker supernatural action onto TV, featuring graphic transformations and demonic violence that pushed broadcast boundaries, hinting at the edgier content to come.

Studio Impact: Toei Animation became the undisputed king of super robot production during this era, establishing production methodologies for weekly action shows.

The “Real Robot” Counterpoint – Gundam‘s Genesis: Dissatisfied with simplistic super robot tropes, director Yoshiyuki Tomino delivered Mobile Suit Gundam (1979), produced by the nascent Sunrise studio (itself founded by ex-Mushi Pro staff, Tezuka’s original studio). This was a paradigm shift.

“Real Robot”: Treated mecha not as magical superweapons, but as plausible (within sci-fi logic) military machines within a complex war narrative. Action became more tactical, grounded, and often brutally lethal, focusing on logistics like ammunition counts, realistic damage, and the severe psychological toll of war.

Creator Impact (Tomino): Known for his bleak worldview and willingness to kill off major characters (“Kill ’em all Tomino”), injecting unprecedented stakes and grim realism into the genre.

Impact: Though initially receiving modest ratings leading to a shortened run, Gundam’s passionate fanbase and the runaway success of its Bandai model kits (Gunpla) ensured its survival and eventual status as a monumental franchise. It proved a significant audience existed for more mature, complex action narratives within the mecha framework.

Other Notable Developments: Space Battleship Yamato (1974) offered epic space opera, popularizing large-scale, naval-style spaceship combat and serialized, high-stakes narratives. The influential Lupin III franchise (Part 1) (starting with the “Green Jacket” series, 1971) perfected the action-comedy-caper, showcasing thrilling chases, clever heists, and stylish gunplay with charismatic anti-heroes, demonstrating action didn’t always need to be deadly serious.

Technological & Industry Context: The weekly TV anime schedule forced studios to develop efficient production methods, often relying heavily on stock footage (banked animation) for transformation sequences or special attacks. Color television was now standard, enhancing the visual appeal of explosions, energy beams, and colorful hero/robot designs essential to the genre’s appeal. Animation quality remained limited by budget and cel techniques, but directors learned to maximize impact through dynamic storyboarding and editing.

III. The OVA Revolution & 80s Excess: Grit, Gore, and Glamour
The 1980s were a transformative, often notoriously excessive, period fueled by new technology, the “bubble economy,” and a hunger for more intense, less sanitized experiences:

1980s

The OVA Market – Unleashing the Id: The rise of home video (VHS) created the Original Video Animation (OVA) market. This was arguably the most crucial industry shift for Action’s evolution in this era, fostering a wave of creativity (and controversy) largely outside broadcast constraints.

Graphic Violence & Mature Themes: OVAs became synonymous with uncensored gore, darker narratives, and sexual content, catering to an older male demographic seeking edgier fare than TV offered. This era significantly contributed to the Western perception of anime as inherently violent or adult-oriented, mirroring trends in Western exploitation cinema of the same period.

Higher Production Values: Longer production schedules per episode allowed for significantly more detailed and fluid animation compared to most contemporary TV anime, creating visual benchmarks and allowing specific animators to showcase their talents.

Era-Defining Works & Styles:

Fist of the North Star (Hokuto no Ken) (TV 1984): While a TV show, its extreme martial arts violence (infamous for exploding bodies) perfectly captured the excessive spirit of the 80s, heavily influenced by George Miller’s Mad Max films and Bruce Lee’s cinematic presence. Its stoic, hyper-masculine hero became an archetype.

Akira (1988 film): Katsuhiro Otomo’s adaptation of his own manga wasn’t just an action film; it was a global cultural event. Its unprecedented budget (for an anime film) yielded breathtakingly detailed animation, depicting psychic destruction, gang warfare, and grotesque body horror with terrifying scale and fluidity. It proved anime could achieve cinematic grandeur and technical mastery on par with anything in the world, profoundly influencing global animation and sci-fi aesthetics.

The OVA Action Aesthetic: Directors like Yoshiaki Kawajiri (Wicked City, Demon City Shinjuku, later Ninja Scroll) defined a signature style of sleek, dark, often erotically charged action featuring fluid animation and monstrous transformations. Designers like Haruhiko Mikimoto (Macross) brought a distinctive, glamorous look to characters caught in conflict. Cyberpunk OVAs like the female-led Bubblegum Crisis (1987) and stylish sci-fi romps like Dirty Pair (TV 1985, numerous OVAs followed) offered diverse takes on action heroics. Influential manga like Buichi Terasawa’s space opera Cobra also embodied this slick, adventurous 80s spirit.

Mecha Continues to Diversify: Super Dimension Fortress Macross (1982) was a cultural phenomenon, its innovative blend of transforming Valkyrie action, integrated J-Pop idol performances, and complex love triangles solidifying a unique and enduring action subgenre. The Gundam universe expanded rapidly with popular, often darker sequels like Mobile Suit Zeta Gundam (1985). Studio Impact: Sunrise, through both Gundam and original titles, cemented its reputation as the premier mecha animation studio.

External Influences: The decade was drenched in the aesthetics of Western action cinema – the muscular “one-man army” heroes of Stallone and Schwarzenegger films, the dystopian gloss of sci-fi like Blade Runner, and the increasingly sophisticated choreography of Hong Kong martial arts films (like Jackie Chan’s work) all found clear echoes in the period’s anime.

Technological & Industry Context: Cel animation techniques reached their zenith in terms of refinement before the digital switchover. The OVA boom, fueled by Japan’s strong economy, created a lucrative side-market. “Star animators” (like Yoshinori Kanada, known for his dynamic effects animation, or Ichiro Itano, famed for his “Itano Circus” missile barrages in Macross) gained cult followings among dedicated fans (otaku) for their recognizable contributions to action sequences.

IV. The Post-DBZ Shockwave & 90s Solidification: Global Reach and Genre Pillars
The 90s saw Action anime conquer the globe, largely on the back of one Shonen behemoth, while also producing landmark works in cyberpunk, fantasy, and evolving mecha narratives that defined the medium for a generation:

1990s

  • Dragon Ball Z– The Global Juggernaut: Continuing its immensely popular run from the late 80s, Dragon Ball Z‘s impact became globally undeniable in the 90s.
    • Creator Impact: Akira Toriyama’s distinct character designs (spiky hair, defined musculature) and knack for escalating stakes became visual shorthand for action anime.
    • Genre Codification: DBZ cemented the tropes of Battle Shonen: escalating power levels, dramatic transformations as plot points, universe-shattering energy attacks, protracted battles emphasizing endurance and sheer willpower over complex tactics. Its formula became the dominant template, for better or worse, leading to both inspired successors and derivative clones.
    • Key Milestone: Its unprecedented international broadcast success, particularly in North America and Europe (often heavily edited initially), smashed open the doors for anime imports worldwide. It created a massive new generation of fans specifically hungry for this style of high-octane action, paving the way for the industry’s globalization. The cultural impact and process of localization have been subjects of study by scholars like Anne Allison.
  • The Battle Shonen Dynasty: Riding DBZ’s coattails and benefiting from its market creation, Shonen Jump magazine adaptations solidified their central role: Yu Yu Hakusho (1992), Rurouni Kenshin (1996, successfully blending historical samurai action with shonen character arcs and special techniques), and the dawn of enduring giants like Hunter x Hunter (1999 version). These refined key tropes – tournament arcs, imaginative power systems (like HxH’s exceptionally detailed Nen), the narrative importance of rivalry and nakama (comrades).
    • Studio Impact: Studio Pierrot became strongly associated with adapting these lucrative Jump properties, developing efficient pipelines for long-running action series.
  • Cyberpunk, Mecha & Fantasy Landmarks: The decade offered far more than just Shonen clashes.
    • Ghost in the Shell (1995 film): Mamoru Oshii and Production I.G delivered a densely philosophical, visually revolutionary cyberpunk thriller. Its blend of high-concept sci-fi speculation (transhumanism, AI consciousness), meticulously researched tactical action, and groundbreaking integration of CGI environments with traditional cel animation made it a critical darling and massive global influence on filmmakers and artists (e.g., The Wachowskis openly cited it as inspiration for The Matrix).
    • Cowboy Bebop (1998): Shinichirō Watanabe’s Sunrise production was a masterclass in stylistic synthesis, blending space western, noir, jazz music, and various action subgenres. Its exceptionally fluid, Bruce Lee-inspired martial arts choreography, kinetic gunfights (gun-fu), and thrilling space combat sequences, combined with mature character writing, earned it widespread international acclaim and cult status.
    • Neon Genesis Evangelion (1995): Hideaki Anno and Gainax (a studio itself known for its otaku roots and often self-referential works) radically deconstructed the mecha genre. The visually striking, often disturbing Eva battles served as visceral metaphors for the characters’ deep psychological trauma and explored complex themes of communication, depression, and instrumentality. Its unprecedented cultural impact in Japan (and later, abroad) demonstrated that action anime could be intensely personal, deeply philosophical, and commercially successful, sparking endless academic and fan debate.
    • Dark Fantasy & Action Hybrids: The first anime adaptation of Berserk (1997) brought Kentaro Miura’s brutal dark fantasy manga to the screen, establishing a benchmark for gritty, medieval action on TV, influencing later dark fantasy anime despite its limited scope and budget. Slayers (1995) offered a wildly popular blend of high fantasy action (swordplay, magic) and slapstick comedy, demonstrating the enduring appeal of action-comedy hybrids.
  • Technological & Industry Shifts: CGI became more integrated, moving beyond simple effects to full objects or complex backgrounds, though often still visually jarring. Digital ink and paint began its takeover, streamlining coloring and compositing but also leading to debates about aesthetics (loss of cel variance, the “digital gloss”). The late-night anime broadcast slot expanded, providing a venue for more mature or niche TV content that wouldn’t fit prime time. The international licensing market became crucial, leading to the dominance of the production committee system, where multiple companies co-fund projects, spreading risk but sometimes leading to conservative creative decisions aimed at satisfying all stakeholders. Early Digital Fandom: Simultaneously, the late 90s saw the seeds of online fandom sprout. Fan-made Anime Music Videos (AMVs) began appearing, creatively re-editing action sequences to music and spreading virally through nascent online communities. Early digital fansub groups utilized platforms like IRC to distribute translated episodes far faster than official channels, playing a crucial (if legally complex) role in building international awareness and demand for titles just beginning their Japanese runs, demonstrating a potent audience desire that outpaced the official industry.
V. The Digital Transition & Mainstream Acceptance (2000s)
The new millennium cemented digital production, enabling new visual feats while established formulas continued their reign and mature action broadened its appeal, significantly aided by new Western distribution channels:

2000s

  • The Reign of the “Big Three” & Shonen Refinements: Naruto, Bleach, and the perpetually dominant One Piece became global phenomena, defining action anime for millions. Fullmetal Alchemist (2003) and the more faithful Fullmetal Alchemist: Brotherhood (2009) adaptation by Bones garnered immense critical and popular acclaim for its tightly plotted narrative, unique alchemy-based action system, complex world-building, and mature handling of ethical themes within a Shonen framework. The Battle Shonen formula was both refined and occasionally subverted, with increasingly complex power systems and worldviews.
  • Western Broadcast Pipeline – The Toonami Effect: In the West, particularly North America, Cartoon Network’s Toonami programming block became immensely influential during this decade. It functioned as a highly curated action genre delivery machine, strategically showcasing Dragon Ball Z, Gundam Wing, Yu Yu Hakusho, and crucially introducing Naruto, Bleach, and One Piece (initially in heavily edited forms) to vast audiences. These after-school ritual viewings seeded entire generations of Western fans, solidifying these specific action titles as cultural touchstones far beyond the existing otaku niches.
  • Seinen Action Broadens Its Base: Mature action narratives found consistent success on television and OVA. Black Lagoon (2006, Madhouse) delivered thrilling, morally grey mercenary action with iconic, capable female leads. Hellsing Ultimate (OVA, 2006) offered slick, hyper-violent vampire carnage with high production values appealing to the 80s OVA sensibility. Samurai Champloo (2004), Shinichirō Watanabe’s follow-up to Bebop (helmed by the now-defunct Manglobe studio), innovatively blended chanbara swordplay with a distinct hip-hop soundtrack and visual style. Code Geass: Lelouch of the Rebellion (2006, Sunrise) captivated audiences with its mix of tactical mecha battles, dramatic plot twists, and charismatic anti-hero lead, becoming a massive hit.
  • The Digital Takeover – Standardized Workflow, Variable Results: This was the decade digital production became the industry standard.
    • Benefits: Enabled smoother motion, easier correction of errors, streamlined compositing of complex layers (2D characters over 3D backgrounds, intricate magical effects), and allowed for more ambitious “camera” work (simulated pans, zooms, rotations).
    • Drawbacks & Criticisms: While high-end productions utilized digital tools effectively, many TV series suffered from rushed schedules leading to inconsistent quality. Criticisms persisted regarding sterile coloring, weightless or poorly integrated CGI models, and an over-reliance on digital shortcuts that sometimes detracted from the traditional craft, as analyzed by scholars like Thomas Lamarre in works discussing the aesthetics of the ‘anime machine’.
  • Studio & Creator Impact: Bones built a formidable reputation for kinetic, high-quality action animation (Eureka Seven, Sword of the Stranger), Madhouse continued its streak of acclaimed, often mature titles helmed by notable directors. Production I.G remained a key player in polished sci-fi action (Ghost in the Shell: Stand Alone Complex). Gainax produced the hyper-energetic Tengen Toppa Gurren Lagann (2007), a love letter and deconstruction of super robot tropes, which heavily influenced the next generation of animators (many of whom founded Studio Trigger). Satelight produced key installments of the Macross franchise (like Macross Frontier). Light novel adaptations surged in popularity as source material, particularly for fantasy and sci-fi action series, often bringing established fanbases but sometimes criticized for rushed pacing or generic tropes.
VI. The Streaming Wars & Sakuga Spectacle: Peak Production & Peril (2010s – Present )
The current era is defined by unprecedented visual fidelity driven by intense competition, the transformative power of global streaming, shifting content standards, and the often-hidden costs of this demanding production environment:

Present days

  • The “Sakuga” Era & Production Escalation: Fueled by the seasonal model (producing anime in 12-24 episode cours) and the echo chamber of online fandom (sharing clips on Twitter/YouTube, dissecting animation on sites like Sakugabooru), studios began pouring disproportionate resources into creating visually stunning “sakuga” sequences as major marketing tools and drivers of viewership. Animation quality in flagship action titles reached levels previously reserved for feature films, becoming a key differentiator in a crowded market.
  • Era-Defining Hits & Trends: Attack on Titan became a global cultural phenomenon, its dark themes, complex world-building, and uniquely visceral ODM gear combat capturing a massive audience beyond traditional anime fans. One-Punch Man (S1 2015) masterfully blended comedy with arguably some of the best-animated fight sequences ever produced for television. My Hero Academia successfully revitalized the superhero-infused Battle Shonen. Demon Slayer: Kimetsu no Yaiba achieved unprecedented mainstream success, fueled by its emotional core and ufotable’s unparalleled visual flair. Jujutsu Kaisen impressed with its modern horror-infused dark fantasy and fluid, impactful combat animation. Mature action thrived with Vinland Saga‘s historical grit and the highly cinematic, boundary-pushing violence and surrealism of Chainsaw Man. The “Isekai” (transported to another world) subgenre continued its deluge, frequently incorporating RPG-like action systems and power fantasies. Video Game Cross-Pollination: This era also saw increased synergy with video games; franchises with deep combat mechanics like the Tales of series (Tales of Zestiria the X), Persona (Persona 5: The Animation), or Final Fantasy (various OVA/movie specials like Brotherhood: Final Fantasy XV) increasingly inspired or were adapted into high-impact anime, contributing to a stylistic cross-pollination between playable and watchable action aesthetics.
  • Streaming’s Dominance & Shifting Censorship: The rise and consolidation of platforms like Crunchyroll, Netflix, HIDIVE, etc., fundamentally reshaped the industry (key industry shift).
    • Simulcasting & Global Reach: Instant global access eliminated international release lag, unifying fandom but also increasing pressure for broad, easily digestible appeal.
    • Platform Funding & Influence: Streamers investing heavily in “Originals” and licensing deals provided new revenue streams but also gave platforms significant influence over greenlighting and content direction.
    • Relaxed Content Restrictions: Crucially, streaming platforms generally operate with fewer content restrictions compared to traditional broadcast television (especially time-slot sensitive Japanese TV or Western networks like Cartoon Network). This relaxed censorship landscape allowed series such as Attack on Titan, Devilman Crybaby, or Chainsaw Man to depict violence, gore, and psychological trauma with an unflinching clarity often impossible on earlier platforms, further pushing the boundaries of mainstream action anime content.
  • Technological & Industry Realities: Advanced CGI is now seamlessly integrated by top studios, though quality varies wildly across the industry. Sophisticated digital compositing blends 2D/3D effortlessly in high-end productions. The reliance on star freelance animators, often sourced globally via platforms like Twitter, is higher than ever. Rise of Donghua: Concurrently, Donghua (Chinese animation) has rapidly matured, particularly in the action genre. Driven by massive domestic investment and platforms like Bilibili, studios in China are now producing high-quality action series (e.g., Link Click (Shiguang Dailiren), various cultivation/fantasy adaptations) that compete visually with Japanese anime, sometimes even collaborating with or outsourcing work to Japanese talent, adding a new dimension to the global animation landscape and influencing production pipelines. The Dark Side: This era of visual splendor remains critically undermined by notoriously brutal production schedules, leading to widespread, credible reports and industry analysis highlighting chronic issues of animator burnout, severe underpayment (especially for crucial entry-level positions like in-betweeners), and dangerously unhealthy working conditions. This “production crunch” is an ethical crisis casting a long shadow over the spectacular visuals, frequently discussed by industry watchdogs and analysts like Ian Condry who study anime’s production culture. AI Implementation: Furthermore, experimental AI-assisted tools for tasks like automated in-betweening (tweening) and background generation have begun appearing in some production pipelines. While promising potential efficiency gains, this development also raises significant creative and ethical concerns within the animation community regarding artistic control, job displacement, and the potential homogenization of style.
  • Present State (As of April 2025): Action remains anime’s flagship genre globally. It’s characterized by extreme visual highs (when budget, time, and talent align), deep genre hybridization, and the constant tension between artistic ambition and industrial limitations. Digital tools are paramount, streaming dictates distribution, global competition (including Donghua) is rising, and the quest for the next global hit drives intense competition and, too often, exploitative labor practices. The future likely holds even deeper AI integration, potentially further VR/AR explorations linked to franchises, and a continued, necessary struggle to balance creative vision with sustainable, ethical production models.

Conclusion: A Legacy Forged in Motion

The history of Action anime is a relentless forward march, punctuated by revolutionary leaps and grueling attrition. From Tezuka’s foundational sketches to MAPPA’s digital infernos, the genre has been shaped by brilliant minds like Nagai, Tomino, Toriyama, Oshii, Otomo, Anno, and Watanabe; by pioneering studios like Toei, Sunrise, Gainax, Bones, Production I.G, ufotable, Wit, and MAPPA; by game-changing technologies like color TV, VHS, digital ink, sophisticated CGI, and global streaming; and by an ever-expanding, ever-demanding global audience cultivated by fansubs, AMVs, and broadcast blocks like Toonami. It absorbed influences from samurai films, tokusatsu, Hollywood blockbusters, Hong Kong action, video games, and now even global animation competitors, metabolizing them into something uniquely potent. This historical trajectory – marked by both dazzling innovation and systemic challenges, as documented by historians and analyzed by media scholars – provides the essential context for understanding every high-impact frame, every power-up, every strategic clash we witness today. The battlefield continues to evolve, its rich, complex history a living foundation for its future.


Conceptual Underpinnings & Further Reading (Optional Anchor for Deeper Study):

  • Jonathan Clements: Anime history, industry analysis (Anime: A History).
  • Helen McCarthy: Anime encyclopedia, genre analysis (The Anime Encyclopedia, A Brief History of Manga).
  • Dolf Zillmann: Media enjoyment, Excitation Transfer Theory, disposition theory.
  • David Bordwell: Film aesthetics, narration, style, poetics of cinema (Narration in the Fiction Film, Poetics of Cinema).
  • Scott McCloud: Visual language, sequential art theory, closure (Understanding Comics, Making Comics).
  • Susan Napier: Anime themes, archetypes, cultural context (Anime from Akira to Howl’s Moving Castle, From Impressionism to Anime).
  • Thomas Lamarre: Anime visuality, technology, movement, affect (The Anime Machine: A Media Theory of Animation).
  • Anne Allison: Globalization of Japanese culture, character merchandising (Millennial Monsters: Japanese Toys and the Global Imagination).
  • Ian Condry: Anime production culture, globalization, hip-hop influences (The Soul of Anime: Collaborative Creativity and Japan’s Media Success Story).