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ACG (subculture)

From Wikipedia, the free encyclopedia

ACG( "Animation,Comics, andGames ") is a term used in somesubculturesofGreater ChinaandEast Asia.Because there is a strong economic and cultural interlinkage that exists betweenanime,manga,andgamesinJapaneseand East Asian culture at large, the term ACG is used to describe this phenomenon in relative fields.[1][2]The term refers in particular to Japanese anime, manga, and video games. The term is not normally translated intoChinese;if the meaning needs to be translated, it is usually "two-dimensional space" (Chinese:Thế giới giả tưởng,Èr cìyuán;Japanese:2 thứ nguyên,romanized:nijigen)

Etymology[edit]

In 1995, aTaiwanesefan of animation and comics using the name "AIplus" established a board atNational Sun Yat-sen University's BBS; the board was named the "ACG_Review Board", referring to animation, comics, and games. It is considered the first appearance of the term "ACG".[3]Popularizing by Taiwanese anime and comics critique groupShuffle Alliance,the arrangement of the three letters was stabilized, and the term became popular inMainland China,Hong Kong,Macauand Taiwan.

Afterlight novels,which are often adapted into anime, comics, and video games, became more popular, the term "ACGN" was coined. However, the term ACG is still used in the majority of situations and is generally thought to include light novels even without "N."

In other regions[edit]

Japanese do not use the term ACG, though a similar concept is "MAG", meaning "Manga,Anime, andGames ". Japanese speakers usually usenijigen(2 thứ nguyên,lit. "two-dimensional space" )to refer a series of anime and manga culture (containing light novels andgarage kits). Theotakuculture(オタク văn hóa,otaku bunka)refers to the related subculture,[4]while otaku industry(オタク sản nghiệp,otaku sangyō)refers to related industries.

InIndia,"AVGC" is used instead, meaning "Animation,Visual Effects,Gaming, andComics ".[5]

Though the term is common inSinophone-speaking areasand East Asia, it is not prevalent in theAnglosphere.

See also[edit]

References[edit]

  1. ^Lương thế hữu (February 2023).Manga anime trò chơi nghiên cứu tân thời đại cùng phát triển tính: ACG văn hóa quốc tế học thuật hội thảo ký Bahamut luận văn thưởng tròn mười năm kỷ niệm luận văn tập(in Chinese). AinoscoPress. pp. 251–269.ISBN978-9864372034.
  2. ^Trương, lượng (2003-02-23). "Nhật Bản manga anime sản nghiệp Sách Khải Huyền".Nam phong cửa sổ(in Chinese).Quảng Châu nhật báo báo nghiệp tập đoàn[Wikidata]:60–64.ISSN1004-0641.LCCN87642069.
  3. ^CCSX (24 August 2009).Dead or Alive── Đài Loan a trạch Sách Khải Huyền[Dead or Alive — Revelation of Taiwanese Omonetaku]. A trạch, ngươi đã chết! (in Chinese). Taiwan: Thời báo xuất bản công ty. p. 31.ISBN978-957-13-5065-3.Retrieved2011-10-14.
  4. ^For example:"Mặt trời mới mọc tin tức までもが lo lắng し thủy めた “Thế giới に quảng がるオタク văn hóa” の ảo tưởng と nguy cơ trạng huống ".カルチャー.Ngày khan サイゾー(in Japanese).Cyzo[Wikidata].2011-02-13.
  5. ^"Government of India to develop an AVGC Centre for Excellence with IIT Bombay".The Financial Express.2020-09-01.Retrieved2020-11-03.