Abstract

INTRODUCTION:In this new digital media age, children face significant new opportunities of encountering different cultures. Engagement with global media texts and artefacts not only involves a complex intersection of visual images and information, ideas and narratives across an array of multimodal formats, but also offers opportunities for children to be creative and knowledge producers. In other words, children are not merely consumers of media texts; they are actively engaged in a range of activities - fantasies, make believe play, drawing, writing and other forms of meaning-making - reflecting, incorporating and commenting on these media texts. Some of these activities involve the purchase of particular media products - for example branded toys or games - others such as role-play, drawing or storytelling. Children as storytellers, players and artists draw upon familiar elements from media narratives to create their own meanings.The world of Japan is one that attracts them and they are exposed to Japanese initiatives through superheroes to face the challenges posed by this new mediated global environment. Japanese cultural products can shape not only how the child thinks about herself, but how she relates to others and the Japanese society at large. Interestingly, Japan has a segment of her popular culture devoted to fantastic stories about individuals or characters with superhuman powers. These stories tell of heroes with strengths that children may identify with in the hope becoming as successful as these characters. It then becomes imperative to understand how these heroes play an important role in shaping children's media cultures. To understand this phenomenon, a study was designed to provide evidence-based insights to inform current understanding on children's media cultures in Malaysia and Singapore with regard to favourite and influential Japanese superheroes. This study gave insights on the ways Japanese Superheroes were incorporated in their growth as young people.PROJECT FRAMEWORK AND DESIGN:This study addresses the various ways in which children engage with the Japanese superhero narrative that cross media boundaries - comic books (manga), animated television shows and films (anime), video games, toys and other design products (stickers, posters, accessories, stationery). The work of (Buckingham, 2008) and (Fox, 1993) are helpful in developing our understanding of how children use superhero stories to make sense of their world and how these stories develop skills that are key to their social-cultural development. Paley (1984) argues that young children construct stories based on superheroes in order to explore inner fantasies of control and empowerment over their environment. Media culture can further be a site for exploring some of the most powerful elements of our psyches (Kress, 2003), (Muramatsu, 2002) and the discourses of superheroes can be particularly appealing for young children who are constantly involved in exploring oppositional binaries of right and wrong, good and evil, male and female ( (Dyson, 1996); (Davies, 1997).The research works by (Clerkin, 2012), (Yamato, et al., 2011) and (Martin, 2007) highlight that other than ideological values and mythic elements, research on superhero narratives also reveal three main impacts on the children's media cultures:(i) Bringing children from different countries and cultural contexts together;(ii) Allowing superhero narratives and media practices to cross borders to children's other lifestyle interests in fashion, design, music and toys products;(iii) Enhancing intellectual and creative development, helping children in their learning, specifically as creators and meaning-makers in media literacy and skills development.The superhero genre in very broad terms can be seen as narratives, encompassing stories of action and adventure in which the main protagonist uses some form of supernatural power in order to overcome one or several antagonists. …

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