Sumo

Sumo
Author: David Benjamin
Publisher: Tuttle Publishing
Total Pages: 183
Release: 2011-05-03
Genre: Sports & Recreation
ISBN: 1462900275

Sumo is a fresh and funny introduction to the fascinating world of sumo, Japan's national sport. Author David Benjamin peels away the veneer of sumo as a cultural treasure and reveals it as an action-packed sport populated by superb athletes who employ numerous strategies and techniques to overcome their gargantuan opponents. Sumo provides an engaging, witty, behind-the-scenes look at sumo today.

Japanese Sports

Japanese Sports
Author: Allen Guttmann
Publisher: University of Hawaii Press
Total Pages: 340
Release: 2001-05-01
Genre: Sports & Recreation
ISBN: 9780824824648

In this first synthetic, comprehensive survey of Japanese sports in English, the authors are attentive to the complex and fascinating interaction of traditional and modern elements. In the course of tracing the emergence and development of sumo, the martial arts, and other traditional sports from their origins to the present, they demonstrate that some cherished "ancient" traditions were, in fact, invented less than a century ago. They also register their skepticism about the use of the samurai tradition to explain Japan's success in sports. Special attention is given to Meiji-era Japan's frequently ambivalent adoption and adaptation of European and American sports--a particularly telling example of Japan's love-hate relationship with the West. The book goes on the describe the history of physical education in the school system, the emergence of amateur and professional leagues, the involvement of business and the media in sports promotion, and Japan's participation in the Olympics. Japanese Sports Trivia Quiz (openli)Japan's first professional baseball team was founded in 1921. When were the Central and Pacific Leagues established? a. 1930; b. 1940; c. 1950; d. 1960 (openli)Oh Sadaharu hit 51 home runs in 1973 and 49 in 1974. How many did he hit in his lifetime? a. 597; b. 602; c. 755; d. 868 (openli)Sugiura Tadashi pitched 42 games for the Nankai Hawks in 1959 and won 38. How many games did he pitch and win against the Yomiuri Giants in the Japan Series that same year? a. 1; b. 2; c. 3; d. 4 (openli)The first Japanese radio broadcast of an entire sports event occurred at the national middle-school baseball tournament at Koshien Stadium in 1927, with a Ministry of Communication censor standing by since the script couldn't be approved in advance. The national middle-school tournament was suspended in 1941. When was it resumed? a. 1945; b. 1946; c. 1947; d. 1948 (openli)In 1791 Shogun Tokugawa Ienari observed a new ring-entering ceremony similar to that now performed by yokozuna. When did the Sumo Association officially recognize the rank of yokozuna? a. 1789; b. 1890; c. 1909; d. 1951 (openli)Which famous sumo rikishi won 69 successive bouts over the course of 7 tournaments, the longest winning streak ever recorded? a. Futabayama (Sadaji); b. Wakanohana (Kanji); c. Taiho (Koki); d. Chiyonofuji (Mitsugu) (openli)When the first karate dojo was established in Okinawa in 1889, the characters for karate were written 'Chinese hand'. When were they first written 'empty hand'? a. 1889; b. 1922; c. 1929; d. 1935 (openli)Only one major school of aikido holds competitive tournaments. When did the name aikido first appear on the list of government-sanctioned martial arts. a. 1883; b. 1890; c. 1931; d. 1942 (openli)In 1951 Tanaka Shigeki became the first Japanese runner to win the Boston Marathon. When was the first Fukuoka Marathon held? a. 1927; b. 1937; c. 1947; d. 1957 (openli)At the infamous 1936 "Nazi Olympics" in Berlin, Japanese athletes won gold medals in track and field, swimming, and diving. In what event did a Korean win the gold for Japan? a. marathon; b. triple jump; c. pole vault; d. 1500-m freestyle Answers: 1. c. (the Pacific League was the expansion league); 2. d. (Japanese ballparks are shorter than U.S. parks, but the season is also shorter); 3. d. (his arm never recovered from that year); 4. b.; 5. c. (the rank "yokozuna" first appeared on the banzuke ratings in 1890; and the first solo ring-entering ceremonies by wrestlers wearing the "yokozuna" rope was in 1789); 6. a.; 7. c. (by members of Keio's karate club who were impressed by a Zen priest of the Rinzai sect); 8. d. (its founder Ueshiba Morihei was born in 1883); 9. c. (the year after the first footrace around Lake Biwa); 10. a.

Samurai Shortstop

Samurai Shortstop
Author: Alan M. Gratz
Publisher: Penguin
Total Pages: 288
Release: 2008-02-14
Genre: Young Adult Fiction
ISBN: 1440634823

Tokyo, 1890. Toyo is caught up in the competitive world of boarding school, and must prove himself to make the team in a new sport called besuboru. But he grieves for his uncle, a samurai who sacrificed himself for his beliefs, at a time when most of Japan is eager to shed ancient traditions. It's only when his father decides to teach him the way of the samurai that Toyo grows to better understand his uncle and father. And to his surprise, the warrior training guides him to excel at baseball, a sport his father despises as yet another modern Western menace. Toyo searches desperately for a way to prove there is a place for his family's samurai values in modern Japan. Baseball might just be the answer, but will his father ever accept a Western game that stands for everything he despises?

Japanese Game Graphics

Japanese Game Graphics
Author: Works Corporation
Publisher: Collins Design
Total Pages: 176
Release: 2004-07-01
Genre: Computers
ISBN: 9780060567729

Japan is the world power in video games, producing the most popular video hardware and software in the world that has won countless fans worldwide. Now these fans can take a look at the making of their favorite games in Japanese Game Graphics, which goes behind-the-scenes of the most-talked about and popular titles released for Playstation 2 and other consumer videogame hardware. Each of the 26 games covered (including Final Fantasy X2, Soulcalibur 2, and Oni Musha 2) gets its own fully illustrated chapter to describe the game and take readers beyond what is seen on the screen.The artists, illustrators, and creators of each game are extensively interviewed and they themselves describe what is unique about their game, what challenges they had to overcome to create the game, and how the characters and stories were created. They also describe what software and digital techniques (often invented especially for the game) were used to create the look and feel of each game and game world.

The Game of Go: The National Game of Japan

The Game of Go: The National Game of Japan
Author: Arthur Smith
Publisher: Good Press
Total Pages: 348
Release: 2022-01-17
Genre: Fiction
ISBN:

Go is a board game of skill and strategy. In this way, it could be likened to Chess but there are no other similarities. It is an extremely difficult game to learn and has not really taken hold much outside Japan.

Colonial Project, National Game

Colonial Project, National Game
Author: Andrew D. Morris
Publisher: Univ of California Press
Total Pages: 301
Release: 2011
Genre: Baseball
ISBN: 0520262794

"Morris successfully weaves the intricacies of baseball's history into a compelling narrative while giving us a keen analysis of its larger significance. It is rare to find someone who can pull that off. This is an absorbing and distinguished addition to sports history, to Taiwanese history, and to studies of colonialism and its aftermath."--William Kelly, Yale University "Colonial Project, National Game offers an engaging and penetrating analysis of the culture of baseball in Taiwan, in both its local and global conditions. Morris weaves details into a compelling narrative that is as much about the game on the field as the game being played out in the arenas of ethnicity, nationalism and geopolitics. Morris's study is a model of sophistication and lucidity. He demonstrates that through a perceptive reading of the mundane world of curve balls and player contracts, we can better understand the ideological substructure of the social."--Joseph R. Allen, University of Minnesota, Twin Cities

Take Me Out to the Yakyu

Take Me Out to the Yakyu
Author: Aaron Meshon
Publisher: Atheneum Books for Young Readers
Total Pages: 0
Release: 2013-02-19
Genre: Juvenile Fiction
ISBN: 9781442441774

Join one little boy and his family for two ballgames—on opposite sides of the world! You may know that baseball is the Great American Pastime, but did you know that it is also a beloved sport in Japan? Come along with one little boy and his grandfathers, one in America and one in Japan, as he learns about baseball and its rich, varying cultural traditions. This debut picture book from Aaron Meshon is a home run—don’t be surprised if the vivid illustrations and energetic text leave you shouting, “LET’S PLAY YAKYU!”

Contesting the Myths of Samurai Baseball

Contesting the Myths of Samurai Baseball
Author: Christopher T. Keaveney
Publisher: Hong Kong University Press
Total Pages: 241
Release: 2018-03-19
Genre: History
ISBN: 9888455826

Almost right from the introduction of baseball to Japan the sport was regarded as qualitatively different from the original American model. This vision of Japanese baseball associates the sport with steadfast devotion (magokoro) and the values of the samurai class in the code of Bushidō, in which greatness is achieved through hard work under the tutelage of a selfless master. In Contesting the Myths of Samurai Baseball Keaveney analyzes the persistent appeal of such mythologizing, arguing that the sport has been serving as a repository for traditional values, to which the Japanese have returned time and again in epochs of uncertainty and change. Baseball and modern culture emerged and developed side by side in Japan, giving cultural representations of this national pastime special insights into Japanese values and their contortions from the late nineteenth century to the present day. Keaveney explains the origins of the cultural construct “Samurai baseball” and reflects on the recurrences of these essentialist discourses at critical junctures in Japan’s modern history. Since the early modern period, writers, filmmakers, and manga artists have alternately affirmed and debunked these popular myths of baseball. This study presents an overview of these cultural products, beginning with Masaoka Shiki’s pioneering baseball writings, then moves on to the long history of baseball films and the venerable tradition of baseball fiction, and finally considers the substantial body of baseball manga and anime. Perhaps what is most striking is the continuous relevance of baseball and its values as a point of cultural reference for the Japanese people; their engagement with baseball is a genuine national love affair. “A fascinating study of samurai baseball and the culture it represents viewed through historical and contemporary literature, poetry, manga, and movies. An important, original work that is full of insights. Christopher Keaveney has put enormous effort into researching this book and he is to be congratulated. I learned a lot by reading it.” —Robert Whiting, author of You Gotta Have Wa and The Meaning of Ichiro “Keaveney’s book offers a nuanced introduction to the Japanese model of samurai baseball along with an analysis of many of the works that treat the guiding principles of that model. A fresh look at Japan’s national pastime.” —Bobby Valentine, former MLB player and manager and former manager of the Chiba Lotte Marines of Nippon Professional Baseball “Christopher Keaveney effortlessly combines a thorough knowledge of Japanese baseball—its players, managers, fans—with the cultural productions surrounding it. The result is a nostalgic trip through history and an edifying survey of literature, film, and manga.” —David Desser, professor emeritus, University of Illinois at Urbana-Champaign

Japanese Culture Through Videogames

Japanese Culture Through Videogames
Author: Rachael Hutchinson
Publisher: Routledge
Total Pages: 534
Release: 2019-05-28
Genre: Games & Activities
ISBN: 0429655940

Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.