Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu

This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum for youth community media and technology enthusiasts, like manga (Japanese comics), anime (Japanese cartoons), video games, computers, and the Internet. In the process, otaku who initially labeled nega...

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Main Authors: Fitriani, Indah (Author), Meilinawati, Lina (Author), Purnomowulan, N. Rinaju (Author)
Format: EJournal Article
Published: Faculty of Cultural Sciences, Universitas Gadjah Mada, 2016-11-12.
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LEADER 02228 am a22002893u 4500
001 Humaniora_UGM_16400_10909
042 |a dc 
100 1 0 |a Fitriani, Indah  |e author 
100 1 0 |e contributor 
700 1 0 |a Meilinawati, Lina  |e author 
700 1 0 |a Purnomowulan, N. Rinaju  |e author 
245 0 0 |a Otaku Subculture Character in Japanese Poetry Anthology Otaku Senryu 
260 |b Faculty of Cultural Sciences, Universitas Gadjah Mada,   |c 2016-11-12. 
500 |a https://jurnal.ugm.ac.id/jurnal-humaniora/article/view/16400 
520 |a This paper focuses on one the subcultures existing in Japan, known as otaku. Subculture is a forum for youth community media and technology enthusiasts, like manga (Japanese comics), anime (Japanese cartoons), video games, computers, and the Internet. In the process, otaku who initially labeled negatively has contributed significantly to Japan as the most advanced industrialized country in Asia, not only in the field of culture, but also in the fields of science and economics. Using data from Japanese poem anthology (senryu) in Otaku Senryu(OS), this paper focuses on 1) distinctiveness of otaku character and; 2) factors supporting construction of otaku's character. The method applies Riffaterre's semiotic approach. The result obtained is that the otaku distinctiveness lies in their tendency to not be able to escape media and technology. Media and technology have transformed them into a difficult person in interacting and communicating directly with others as they have become introverted, obsessive, and also consumptive. 
540 |a Copyright (c) 2016 Indah Fitriani, Lina Meilinawati, N. Rinaju Purnomowulan 
540 |a http://creativecommons.org/licenses/by-sa/4.0 
546 |a eng 
690 |a character, otaku, semiotics, senryu, subculture 
655 7 |a info:eu-repo/semantics/article  |2 local 
655 7 |a info:eu-repo/semantics/publishedVersion  |2 local 
655 7 |a Peer-reviewed Article  |2 local 
786 0 |n Humaniora; Vol 28, No 2 (2016); 176-184 
786 0 |n 2302-9269 
786 0 |n 0852-0801 
787 0 |n https://jurnal.ugm.ac.id/jurnal-humaniora/article/view/16400/10909 
856 4 1 |u https://jurnal.ugm.ac.id/jurnal-humaniora/article/view/16400/10909  |z Get Fulltext