In her article “The Gender Dynamics of the Japanese Media
Mix”, Mizuko Ito takes an interesting position of analyzing the gendering seen
in gaming culture and animated content among children in Japan. She talks a lot
about “media mix”, which is not a term I had heard of before, but it simply
means the varied products through which consumers can interact with a
franchise. This concept is present in America, but is particularly prominent in
Japan (Ito 2). For example, Pokemon
would be a strong example of this concept, as the Pokemon franchise spans over
60 separate series of comic books, over 800 TV episodes, 17 movies, nearly 70 video
games on both handheld and console platforms, a wildly popular trading card
game, and countless other products, from toys to candy to apparel and
stationary. She talks about how Japan is unusual in that the serialized comic
books or まんが(manga) are often at the center of a
given mix, introducing the characters and developing long narratives that are
eventually translated into video games(2).
She next
explores kawaii and otaku cultures. These are sort of equal but opposite in my
reading. Kawaii, meaning cute, products seem marketed towards young girls, but
in reality people of all ages and genders consume these items (3). I have
pictures from Japan of a zoo shuttle painted to look like an enormous panda
(complete with winking headlights and a bow),
smiley faces on every food items
imaginable, and kitties doodled on my Starbucks cup by the barista to say thank
you. Even a tower I went to visit had a
cute-ified cartoon version of itself posted all around — kawaii culture is
everywhere. Otaku culture is a similar obsession, but more associated with
video games and technical knowledge. It is acceptable for a boy to be this
deeply interested in media, but for a girl it is seen as a bit unusual, unless
they draw manga.
In general, Ito presents facts on a
different gender culture from America’s, not her opinions on it (as she warns
in the beginning of the article). The body of her research was comparing the
followings of Hamtaro (a typically girly media mix) and YuGiOh (a typically
boyish media mix). She found that there was crossover in each, with boys
showing interest in Hamtaro and every student in a third grade class she
surveyed owning YuGiOh cards, but that neither reached the level of integration
that Pokemon had as far as incorporating networked game play, simultaneous
story lines, and creating Pokemon themselves that widely appealed to both boys
and girls. I think the success of Pokemon, as previously illustrated by how far
reaching the series is, is indeed due to its appeal to not only just young
girls and boys, but really people of all ages. To be honest, I bought myself a
3DS this summer so that I could play the new Pokemon games, and I’m sure I’m
not the only one in the class, nor am I by far the oldest active Pokemon
player. I would challenge anyone in the comments to think of an American
franchise that has been quite as popular or widespread. , I agree with the one
opinion Ito does share: by creating an adventure series with both cute and
tough monsters, games that you could eventually play as a boy or a girl
character, and spreading their fingers as far as possible into all forms of
media, Pokemon really has come to exemplify what all producers should strive
for when creating a show for maximum popularity. (Just don’t ask what I think
about the last 300 or so Pokemon.)