Ask John: What’s the Background of Hobby Anime?
|Question:
Anime about kids collecting something seem to be everywhere. Where did these type of shows come from and exactly how many of them are there?
Answer:
The 1997 debut of the Pocket Monster TV series is typically recognized as the launch point of the “hobby anime” genre – shows that revolve around children collecting something and competing with other collectors. This formula has been emulated precisely in descendant shows including Yu-Gi-Oh, Monster Farm, Duel Masters, and Battle Spirits. Pokemon creator Satoshi Tajiri has been recognized as having been influenced by his childhood hobby of insect collecting and his recognition of the increasing urbanization of Japan. Both of these influences are certainly foundations of the modern hobby anime genre. And I have a personal theory that sports anime have also been a significant influence. In fact, I believe that hobby anime are a two-step evolution from conventional sports anime.
Japan has respected insects since its foundation. The ancient name for the Japanese archipelago, in fact, was “Akitsushima,” or “Dragonfly Island.” Bug collecting is recognized as a traditional Japanese children’s hobby. In more recent years, Japan has become particularly fascinated with collecting stag and rhinoceros beetles, leading to the tremendous popularity of anime mascot character Kuwagata Tumami and anime series including Kabutoborg VxV, Bouken Yuuki Pluster World, and Mushiking. Hobby and “collecting” anime are the contemporary substitute for and companion to this traditional fascination. As Japan’s youth population has become increasingly centralized in urban areas, opportunities to play outdoors and interact with nature have decreased, and the prevalence of online and electric games has captured children’s attention and imagination. So the modern hobby anime genre is the heir to the traditional spirit of collecting small creatures. Particularly, shows like Digimon, Devichil, and Dragon Drive, and series including Yu-Gi-Oh, Cardliver, Duel Masters, and Battle Spirits are a prominent response to contemporary circumstances. The former shows feature digital or multi-dimensional creatures that literally have no physical form or mass when they’re not in use; they don’t take up any space in crowded homes and cities. The later shows feature collectible trading cards, again, slivers of paper that don’t take up any space and don’t necessarily require going outdoors to use or collect.
The traditional Japanese fascination with collecting insects and the need for a modern substitute viable in urban areas could alone explain the prevalence of hobby anime. But I think that there’s an additional, third explanation for the popularity and prominence of hobby anime. I think that there’s a clearly traceable evolutionary line from traditional sports anime to competitive anime to collecting anime. Sports anime has existed practically as long as modern anime itself. Particularly sports anime from the late 1960s and early 70s including Kyojin no Hoshi, Ashita no Joe, Tiger Mask, Ace wo Nerae, Attack No. 1, Bakuhatsu Goro, and Samurai Giants concentrated on a single athlete striving to excel. This spirit of personal determination and motivation expanded in the 1980s and 90s, appearing in anime like Karaoke Senshi Mike-jirou and Dodge Danpei, but particularly worth noting, in anime including Plawres Sanshiro, Chosoku Spinner, Bakusou Kyoudai Lets & Go, and Dash! Yonkuro that revolved around children competing with toys. Instead of practicing to become the best pitcher, spiker, or striker, these anime depicted children striving to be the best remote controlled car operator, yo-yo trickster, or toy robot operator. The attitude of committing to achieving perfection in a single persuit remained constant, but the pursuit itself evolved from sports to commercial and material hobbies.
The ideal of mastering a single hobby or toy gradually evolved from the early 1990s to the late 90’s concept of achieving perfection by mastering a selected hobby through the process of assembling an ideal collection. In Pokemon, Satoshi’s goal is to become the world’s greatest pocket monster trainer – a goal directly inherited from traditional sports anime. But unlike earlier anime, Satoshi achieves his goal not through conventional practice, but by successfully collecting pocket monsters. The sport-like competition likewise remains because he uses his collected monsters and his experience to battle other trainer/collectors. Certain descendant anime like Yu-Gi-Oh, Dragon Drive, Live On Cardliver Kakeru, Medarot, Duel Masters, Weiss Survive, and Battle Spirits have inherited the concept of collecting and using toys in competition. Anime series including Shin Megami Tensei Devichil, Digimon, Kyouryuu King, Moncolle Knight, and Treasure Gaust have evolved to largely exclude the competitive game aspect while still keeping the collecting theme.
On a side note, I personally think it’s interesting that certain collectible toy franchises have not joined the conventional “hobby anime” genre. Kinnikuman, Bikkuriman, Tamagotchi, and
Mushiking are all based on collectibles. Kinnikuman are rubber figure toys. Bikkuriman are stickers. Tamagotchi are digital pets. Mushiking is a collectible card game. Yet the primary anime adaptations of each of these titles is set entirely within the universe of its characters, excluding any reference to human users or collectors. Granted, the Mushiking movie is a conventional “hobby anime,” but the earlier TV series is strictly a fantasy adventure with no human characters.
I’m also intrigued by the awareness that, in fact, there aren’t as many unique hobby anime franchises as anime fans may instinctively presume. The modern hobby anime genre, which did not exist prior to 1997, has entrenched itself so firmly into the scope of anime that it seems eminently prominent. Ironically, otaku prior to 1997 never thought of “hobby anime” at all while otaku now can’t think of anime without it. However, excluding sequels, there actually haven’t been an especially large number of hobby anime series in the past thirteen years. Franchises I consider “hobby anime” are: Bakegyamon, Bakugan, Battle Spirits, Beyblade, Digimon, Dragon Drive, Duel Masters, Crush Gear, Kabutoborg VxV, Kyouryuu King, Legendz: Yomigaeru Ryuuou Densetsu, Live On Cardliver Kakeru, Medarot, Moncolle Knight, Monster Farm, Shin Megami Tensei Devichil, Treasure Gaust, Weiss Survive, and Yu-Gi-Oh. Although it can be legitimately included, I don’t think of Angelic Layer as a modern hobby anime because it’s a gender-swapped remake of 1983’s Plawres Sanshiro, which predates the modern hobby anime genre. Shows including Microman, Onmyou Taisenki, Jibaku-kun, Net Ghost PiPoPa, Konjiki no Gash Bell, Akihabara Dennou Gumi, Cardcaptor Sakura, and Shugo Chara! all prominently involve children collecting or partnering with small and/or digital creatures but the nuances of these shows distinguish them slightly from formal hobby anime series.
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It’s fascinating just how quickly this genre has grown to dominate so much of Japanese pop culture, especially as perceived from overseas.
It’s interesting that you mention Tamagotchi as an untapped IP for an anime adaptation, since Digimon were originally a type of Tamagotchi that could battle one another. In fact, from the digital creatures from the first season of Digimon were based on the creatures you could raise on the original digital devices. Heck, I remember raising a Agumon for a while.
Would sales of merchanise have anything to do with at least continued production interest? Do you think it relates to model building of gunpla at all?