Becoming of sports in information society: a case of magna and video game in the japanese sports

Por: Keiji Matsuda, Tomomi Yamada e Yu Odachi.

Athens 2004: Pre-olympic Congress

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This study analyzes the relationship between an information society and the transformation of sports culture in Japan as viewed through "sports MANGA(story comic)."  In present day pop culture, sports do not hold a minor position. The enjoyment of sports broadcast through the media is one major form of entertainment in modern society. Sports information overflows on the streets and, as we consume that information, the enjoyment of sports is experienced all over again. This study specifically focuses on the relationship between the media and sports by viewing the changes in "sports MANGA" from the 1960s through the 1990s.

Japanese "sports MANGA" from the 1960s through the 1990s can be roughly divided into four 10-year classifications for analysis:

Discussion / Conclusions

  1. The 1960s, an era in which sports was depicted as a metaphor for life in a period of advanced economic growth or as an ideology of a modern capitalistic society
  2. The 1970s, an era in which sports was depicted in conjunction with the breakdown of the ideology of a modern capitalistic society and the new focus on the true-to-life lifestyle of the individual
  3. The 1980s, an era in which sports was fashionably depicted as a model of everyday life
  4. The 1990s, an era in which MANGA and vedeo games became reality and conversely created the sports boom

That is, over time MANGA and vedeo games changed from a medium which mirrored real society and real sports into a medium which conversely created sports reality. Further, sports culture transformed into a culture which is heavily influenced by MANGA and vedeo games. From this viewpoint, the continuation of efforts to re-identify and grasp the true nature of sports culture today is desirable.


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