Myria Christophini – Animating in British Communities During the Lockdown

Introduction This article is an examination of the use of animation in a participatory context in the United Kingdom during the period of the COVID-19 pandemic. It employs a case studies approach to record a collection of this largely unexplored area of the participatory animation arts, which here is understood as the joint effort that […]

Hannes Rall and Emma Harper – Re-inventing Shakespeare’s Pericles, Prince of Tyre for Immersive Animation: A Practice-oriented Case Study

Introduction Animation is a filmic medium that is particularly well suited for creating visual equivalents of poetic language. According to Wells, “animation accentuates the intended ‘feeling’ of the text through its very abstractness in the use of colour, form and movement…animation simultaneously literalizes and abstracts” (1999, 208). This sentiment is echoed in a remark by […]

Elena Altheman – Adventure Time’s World-Building: Analyzing Its Opening Title Sequence and the Mobile Map

What Time Is It? Adventure Time!   “Adventure Time, C’mon grab your friends, We’re going to very distant lands With Jake the Dog And Finn the Human The fun will never end, It’s Adventure Time!” (Adventure Time’s theme song)   “A group of diverse characters roaming peculiar lands in search of never-ending adventure and fun” […]

Rea Amit – The Legend of Prince Rama and the Emergence of an Indian Animé: A Japanese Mediation of the Sanskrit Epic

Introduction In February 2019, a few months before the Covid-19 pandemic outbreak, the Confederation of Indian Industry (CII) organized a two-day event, the Indian Gaming Show, which took place at Pragati Maidan, New Delhi. The event showcased the latest developments in the Indian video gaming industry and hosted international representatives of gaming and animation industries […]

Giuseppe Gatti – Notes on Transnational Animation and the Pokémon Culture in South Park’s “Chinpokomon”

Introduction Born in Japan as a Game Boy game, since 1997 the Pokémon franchise has mushroomed worldwide across animated series and movies, trading cards, character toys, and videogames, including a plenitude of tie-in “media-commodities.” In the US market, where it rode an outstanding commercial wave, Pokémon became the “must-have toy” of 1999 as reviewed by […]

Sandeep Ashwath – Mythical Past, Animated Present

Introduction A quick glance at the animation content produced within the mainstream Indian animation industry[i] in the past two decades shows significant use of Hindu mythological characters and themes[ii]. That is if we consider as a starting point the first major commercial animated feature Pandavas: The Five Warriors (2000), which was completely conceived and produced […]

Emmett Redding – From Zeman to Gilliam: The Evolution of Mystimation

Introduction Christopher Holliday and Alexander Sargeant state that, over time, animators have consistently “drawn from pre-existing works of fantasy fiction to expand the unique technical capabilities of the animated medium” (1). In this way, these animators created a new genre, the animated fantasy, combining elements of both animation, where the “images are primarily created by […]

Kristian Jared Robinson – Between a “Rock” and a Hard Place: The Hybridization of Analog and Digital in The Iron Giant

Introduction In his thought-provoking, seminal text Animating Space: From Mickey to Wall-E (2010), J.P. Telotte highlights that the hybridized animated film signifies a fascinating sub-discipline of animation studies that has thus far gone under-researched. Utilizing the case study of Robert Zemeckis’s Who Framed Roger Rabbit (1988), Telotte makes the argument that traditional hand-drawn animation was […]