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Anime (アニメ?) (pronounced [anime] listen (help·info) in Japanese, but typically pronounced /ˈænɪmeɪ/, /ˈænɪmə/, /ə'naɪm/, or /'ænaɪm/ in English) is an abbreviation of the English word "animation," originating in Japan through the roots of manga.[1][2] Although the term is used in Japan to refer to animation in general, in English usage the term most popularly refers to material originating from Japan, a subset of animation.[3]

Anime is traditionally hand drawn, but computer assisted techniques have become quite common in recent years. It is used in television series, films, video, video games, and internet-based releases, and represents all genres of fiction.

History

Main article: History of anime

Screenshot from Momotaro's Divine Sea Warriors (1944), the first feature-length anime film.

Screenshot from Momotaro's Divine Sea Warriors (1944), the first feature-length anime film.

The history of anime begins at the start of the 20th century, when Japanese filmmakers experimented with the animation techniques that were being explored in France, Germany, the United States, and Russia.[4] The oldest known anime in existence was screened in 1917; it was a two minute clip of a samurai trying to test a new sword on his target, only to suffer defeat.[5]

By the 1930s, animation became an alternative format of storytelling compared to the underdeveloped live-action industry in Japan. Unlike America, the live-action industry in Japan remained a small market and suffered from budgeting, location, and casting restrictions. The lack of Western-looking actors, for example, made it next to impossible to shoot films set in Europe, America, or fantasy worlds that do not naturally involve Japan. Animation allowed artists to create any characters and settings.[6]

The success of Disney's 1937 feature film Snow White and the Seven Dwarfs influenced Japanese animators.[7] Osamu Tezuka adapted and simplified many Disney animation techniques to reduce the costs and number of frames in the production. This was intended to be a temporary measure to allow him to produce material on a tight schedule with an inexperienced animation staff.

During the 1970s, there was a surge of growth in the popularity of manga—which were often later animated—especially those of Osamu Tezuka, who has been called a "legend"[8] and the "god of manga".[9][10] His work and that of other pioneers in the field, inspired characteristics and genres that are fundamental elements of anime today. The giant robot genre (known as "Mecha" outside Japan), for instance, took shape under Tezuka, developed into the Super Robot genre under Go Nagai and others, and was revolutionized at the end of the decade by Yoshiyuki Tomino who developed the Real Robot genre. Robot anime like the Gundam and Macross series became instant classics in the 1980s, and the robot genre of anime is still one of the most common in Japan and worldwide today. In the 1980s, anime became more accepted in the mainstream in Japan (although less than manga), and experienced a boom in production. Following a few successful adaptations of anime in overseas markets in the 1980s, anime gained increased acceptance in those markets in the 1990s and even more in the 2000s.

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Comedy has a popular meaning (any discourse generally intended to amuse, especially in television, film, and stand-up comedy). This must be carefully distinguished from its academic definition, namely the comic theatre, whose Western origins are found in Ancient Greece. In the Athenian democracy, the public opinion of voters was remarkably influenced by the political satire performed by the comic poets at the theaters.[1]

The theatrical genre can be simply described as a dramatic performance which pits two societies against each other in an amusing agon or conflict. Northrop Frye famously depicted these two opposing sides as a "Society of Youth" and a "Society of the Old" (The Anatomy of Criticism, 1957), but this dichotomy is seldom described as an entirely satisfactory explanation.

A later view characterizes the essential agon of comedy as a struggle between a relatively powerless youth and the societal conventions that pose obstacles to his hopes; in this sense, the youth is understood to be constrained by his lack of social authority, and is left with little choice but to take recourse to ruses which engender very dramatic irony which provokes laughter (Marteinson, 2006).

Much comedy contains variations on the elements of surprise, incongruity, conflict, repetitiveness, and the effect of opposite expectations, but there are many recognized genres of comedy. Satire and political satire use ironic comedy to portray persons or social institutions as ridiculous or corrupt, thus alienating their audience from the object of humor.

Parody borrows the form of some popular genre, artwork, or text but uses certain ironic changes to critique that form from within (though not necessarily in a condemning way). Screwball comedy derives its humor largely from bizarre, surprising (and improbable) situations or characters. Black comedy is defined by dark humor that makes light of so called dark or evil elements in human nature. Similarly scatological humor, sexual humor, and race humor create comedy by violating social conventions or taboos in comedic ways.

A comedy of manners typically takes as its subject a particular part of society (usually upper class society) and uses humor to parody or satirize the behavior and mannerisms of its members. Romantic comedy is a popular genre that depicts burgeoning romance in humorous terms, and focuses on the foibles of those who are falling in love.