As someone who used to study in Japan, I have learned a few
cultural aspects of Japanese society that has become part of the universal
knowledge of Japanese persons; some may be true, some may be not. One of the
aspects include how the Japanese are “unemotional” or hide their feelings.
Another includes the society or a great number in the society to be isolated;
withdrawal from society.
These thoughts stem from a series of events that take place
in Japanese society.
In regards to the feelings of isolation and being antisocial,
you have the term, “Hikikomori”, which
describes reclusive adolescents or adults that, “…withdraw from social life…seeking
extreme degrees of isolation and confinement (Hikikomori).” It is a phenomenon in
Japan.
In relations to hiding one’s feelings you have the term “Yes
Man”, which is used to describe Japanese persons; regardless of how they may feel about a certain situation or event, they would say, "Yes," to it. For example, when A and B (Japanese) have a discussion and B's opinion differs A, to avoid conflict A would not voice their opinion on the matter.This is
mostly concerning Japanese corporate culture. (Sugimoto).
I could give a few more examples, but space is limited.
Machiko Kusahara comments that Japan’s view of robots/ humanoids,
is as a friend. When created in Japan, they are usually created with a friendly
face. In contrast, to the West, the view of robots is seen as something scary
and unwanted. (Vesna).
Why?
I think this derives from the psychological issues of living
in a society where technology takes precedence over human relations (There is definitely
a connection concerning economic and educational factors.). That
is why there is strong desire to create a humanoid, a mechanical human being. Someone
who could there for someone when actual humans could not. This does not only in involve physical robots, but also virtual based beings.
And I believe we see this through various games from Japan; for instance, virtual reality games. A popular type is the Otome, meaning, "Girl game," because it is created for girls. It is basically story games where one gets to interact with computer characters. (Otome).
You also have multiple manga and anime series that involve
the joining of human and machine; for example the anime series, Gundam, where humans fuse with their
machine to save the world and for other purposes.
So in the end, what I am trying to say is that I believe
Japan’s interest in creating the humanoid is due to isolation factors that are
prominent in Japanese society; using the creation of a mechanical/virtual being to fill
the void of human interaction.
Virtual Games: http://virtualworldsforteens.com/review_category/flirting-games/
Works Cited
/hikki/ - Hikikomori. Digital
image. /hikki/ - Hikikomori. Anonymous Discussion Board for Reclusive People, 1
May 2014. Web. 20 Apr. 2015.
Good Night, Tokyo! Digital image.
Good Night, Tokyo! Good Night, Tokyo!, 20 Jan. 2013. Web. 20 Apr.
2015.
"Hikikomori." Wikipedia.
Wikimedia Foundation, n.d. Web. 20 Apr. 2015.
"Otaku." Wikipedia.
Wikimedia Foundation, n.d. Web. 20 Apr. 2015.
"Otome Game." Wikipedia.
Wikimedia Foundation, n.d. Web. 20 Apr. 2015.
"Otome Games and Flirting
Games - Virtual Worlds for Teens." Virtual Worlds for Teens RSS. Virtual
Worlds
for Teens, n.d. Web. 20 Apr. 2015.
RGX-D3 D Gundam "Third"
Digital image. The Gundam Wiki. Wikia, n.d. Web. 20 Apr. 2015.
Sugimoto, Yoshio. An Introduction
to Japanese Society. Cambridge: Cambridge UP, 1997. Print.
Vesna, Victoria, and Kusahara
Machiko. "Robotics MachikoKusahara 1." YouTube. YouTube, 14 Apr.
2014.
Web. 20 Apr. 2015.
I found your entry very interesting. I liked that you brought in your own personal experience into it. I personally didn't know that there is this isolation in Japan, but it's interesting how these games and inventions reflect on their culture.
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