Physical and Mental Treatment of Tōji and Local Touristic Strategy in Beppu

Beppu hot spring provides medical treatment as well as comfort visitors and mental easiness for many years. This paper studies hot spring in Beppu and Tōji, medical treatment in hot spring, and investigates how people’s visit to Beppu has changed with Tōji, and how Beppu Tourism Office tries to regain visitors in Beppu. In this paper, firstly, hot spring history in Beppu will be explained especially focusing on Beppu Hattou (eight major hot springs) and Jigoku Meguri (eight major hell hot spring tours). Secondly, Tōji, a long-residential hot spring with the purpose of medical treatment along with the information about chemical efficacy of hot springs will be analyzed. Then, finally, the change of the long-stay type to short-stay Onsen programs with the combination of multiplex tourism resources will be focused along with the decrease of Onsen or hot spring visitors. It is concluded that Tōji is not only physically and mentally cure people but also bring people mental easiness and release them from their stressful life. All in all, it can be concluded that because Onsen is involved in people’s life in Beppu and keep local people united in the community. Tōji’s attraction is shown when local people try to create the new type of Onsen program so as to keep their traditional way of Tōji.

Collapse of Family System of Japanese Tomb Culture

This paper examines Japanese life expectancy, and the declining birth rate to investigate the Japanese people’s view of death, and their consciousness of death. To support their perspectives toward death, “Eitai Kuyobo,” and tombs with Japanese animation will be focused as Japanese citizens have created unique tombs designs of their own tombs. With the methodological aspects, Japan’s birth and mortality rates, Japan’s average life expectancy, history of tombs, creation of one’s own tombs and types of marriage will be significant. By examining the Japanese history of tombs, social change and unique tombs, and the increase of mortality rate in Japanese super-aging society, this study contributes the change of people’s view toward tombs, and a view toward life and death. Accordingly, focusing on the change of people’s view toward tombs it is concluded that the change is caused by the increase of mortality rate in Japanese super-aging society.

Academic Loss in Japanese Society: Suicide and Harassment

Among many occupations in the country, the highest suicide rate is caused by graduate students. One of the reasons of high rate of suicide, is caused academic harassment. This paper is significant as researchers have investigated and many cases caused “jisatsu” have noticed in the country. Accordingly, this paper uses statistic of governmental organization, and focuses on graduate students’ mental stress, and graduate students’ suicides and leaves of absence.

“Sport Guts” in Japanese Girl Anime

"Sport Guts" in Japanese anime developed not only to strengthen mentality but also to challenge for objectives. This paper helps to understand the development of Japanese girl anime, and its philosophical concepts of Japanese amine. This paper focuses on girls’ sport anime “Sport Guts,”, which is the major philosophy of Japanese girl anime and centers on a girl who is enthusiastic about volleyball and makes an effort to compete in the World Series by focusing on girl anime by Tezuka Osamu, and using the methodology of Buddhism. To understand “Sport Guts,” the study of Japanese girl anime is significant because major findings of the study is to investigate changes of girl anime, and the philosophy of “Sports Guts,” which gives encouragement and strength in girls’ lives.

Educational and Technological Perspectives in Doraemon - Hope and Dreams in Doraemon’s Gadgets

A Japanese manga character, Doraemon, was made by Fujiko F. Fujio in 1969, was made into animation in 1973. The main character, Doraemon, is a robot cat, and is a well-known Japanese animated character. However, Doraemon is not only regarded as an animation character but it is also used in educational and technological programs in Japan. This paper focuses on the background of Doraemon, educational and technological perspectives on Doraemon, and comparison of the original Japanese animation and the US remade version, and the animator Fujiko’s dreams and hopes for Doraemon will be examined. Since Doraemon has been exported as animation and manga to overseas, perspectives toward Doraemon have changed. For example, changes of stories and characters can been seen in the present Doraemon animation. Not only the overseas TV productions which broadcast Doraemon but also the Japanese production has to consider violence, sexuality, etc. when editing episodes. Because of representation of cultural differences, Japanese animation is thought to contain more violence, discrimination, and sexuality in animation. With responses from overseas, the Japanese production was cautious about the US remade version. They cared about the US Broadcast Standard, and tried to consider US customs and culture in the US remade version. Seeing the difference, acculturation is necessary for exports of animation overseas. Moreover, observing different aspects of Doraemon domestically, Doraemon provides dreams and hopes to children.

Idealization of Licca-chan and Barbie: Comparison of Two Dolls across the Pacific

Since the initial creation of the Barbie doll in 1959, it became a symbol of US society. Likewise, the Licca-chan, a Japanese doll created in 1967, also became a Japanese symbolic doll of Japanese society. Prior to the introduction of Licca-chan, Barbie was already marketed in Japan but their sales were dismal. Licca-chan (an actual name: Kayama Licca) is a plastic doll with a variety of sizes ranging from 21.0 cm to 29.0 cm which many Japanese girls dream of having. For over 35 years, the manufacturer, Takara Co., Ltd. has sold over 48 million dolls and has produced doll houses, accessories, clothes, and Licca-chan video games for the Nintendo DS. Many First-generation Licca-chan consumers still are enamored with Licca-chan, and go to Licca-chan House, in an amusement park with their daughters. These people are called Licca-chan maniacs, as they enjoy touring the Licca-chan’s factory in Tohoku or purchase various Licca-chan accessories. After the successful launch of Licca-chan into the Japanese market, a mixed-like doll from the US and Japan, a doll, JeNny, was later sold in the same Japanese market by Takara Co., Ltd. in 1982. Comparison of these cultural iconic dolls, Barbie and Licca-chan, are analyzed in this paper. In fact, these dolls have concepts of girls’ dreams. By using concepts of mythology of Jean Baudrillard, these dolls can be represented idealized images of figures in the products for consumers, but at the same time, consumers can see products with different perspectives, which can cause controversy.

Hello Kitty's Popularity and Its Change of Representation

Since “Hello Kitty” was manufactured in the market in 1974, the manufacturer, Sanrio Co., Ltd. gains high profits not only Kitty’s products but also Kitty license, which gives us a picture of Sanrio’s sales strategy in the global market. Kitty’s history, its products, and Sanrio’s sales strategy are researched in this paper. Comparing it to American Girl, and focusing on KITTYLAB, a type of attraction where you can enjoy games with Kitty, and choose its parts to build your own Kitty, the image of the cultural icon can be altered.