3.10.2015

Cross Media Case Study - Doraemon


Nirintana Koomanee U3140293
Vanilla Leung U3034802




Cross Media Cast Study - Doraemon

Doraemon is a famous Japanese manga (comic book), which became a very successful anime series and media franchise. It was written and illustrated by the manga writing group of Fujiko Fujio and was published by Shogakukan. Doraemon was first published in 1969 in 6 different magazines. The main character of the story is Doraemon, a robotic cat, who was bought by his friend Nobita Nobi’s great great grandson. Doraemon came from the 22nd Century who travelled back in time to alter Nobita’s family history. (Wiki,2015) Doraemon has a pocket from which he produces great stuff from the future which are gadgets, medicines, and tools, such as his ‘Anywhere Door’. Doraemon always uses gadgets to solve Nobita’s difficulties, but this sometimes causes more trouble than necessary.

As Jenkins (2007) said; ‘Transmedia storytelling represents a process where integral elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience.’ Doraemon is a great transmedia storytelling example, and has a series of feature films which contain different stories from the manga comics and the Television series. In addition, Doraemon video game software has been developed and published later on in 1986, by Hudson Soft for the Nintendo Family Computer.

In ‘Transmedia Storytelling 101’ Jenkins (2007) stated that; “Most often, transmedia stories are based not on individual characters or specific plots but rather complex fictional worlds which can sustain multiple interrelated characters and their stories”, and the Doraemon story was created in the same way. In Doraemon animated films, Doraemon and Nobita and friends somehow begin their journeys using a ‘Time Machine’ to go to variety of both exotic and perilous places, ‘such that they have visited: the age of dinosaurs, the far reaches of the galaxy, the heart of darkest Africa, the depths of the ocean, and a world of magic. Some of the films are based on legends such as ‘Atlantis’, and on literary works including Journey to the West and Arabian Nights. Some films also have serious themes, especially concerning environmental topics and the use of technology’ (Doraemon, 2015).

In each film, Nobita and his friends will meet lots of new characters and develop their relationships as the stories flow. This is how Doraemon characters have increased in numbers. They all go to new places and face various kinds of situation in which Doraemon’s special gadgets, tools, and medicines are always used to overcome obstacles. Thus, anime and manga are platforms in which new gadgets, tools, and medicines are introduced more and more, in order to help Nobita in his daily troubles. The anime and manga have a somewhat lighter tone in their story. In some episodes, Doraemon also introduces characters such as Nobita’s grandmother; particularly in instances when Nobita brings her from the pass just to see Nobita’s dad when he feels sad. There are also some episodes that run a parallel story; for example, the story of Nobita’s son and Nobita’s friends’ sons. This leads the audience to understand the stories in seeing a larger, more intelligible picture. Furthermore, Doraemon has a sister whose name is Dorami, and she is a yellow robotic cat who usually stays in the 22nd century and appears in only a few episodes, or films.

One very special thing about Doraemon is that there is no definitive ending, and that is because once the author published the last official episode, which was ‘Goodbye Doraemon’, then huge amounts of people were calling for more stories. As a result, Fujiko Fujio needed to write a special episode to change that. This change always leaves it open-ended. Many fans are now happy to see it left unfinished. However, some Doraemon fans have tried to participate in creating a fan-fictional ending. One of famous endings is that Nobita was actually the creator of Doraemon. Another ending is that Nobita created the Doraemon story when he was very sick, and been in the hospital; thus, everything was just a dream.

Doraemon manga and television series are very important for children, so Doraemon has the great potential to attract more audiences. Jenkins (2009) illustrates this in saying; ‘Spreadability refers to the capacity of the public to engage actively in the circulation of media content through social networks, and in the process expand its economic value and cultural worth.” As for the advancement of technologies, Doraemon has many cross media platforms for audiences to experience.

Apart from manga and television series, Doraemon feature movies have been produced every year since 1980. For example, ‘Doraemon: Nobita and the Island of Miracles - Animal Adventure’ (2012). This story was based on Doraemon manga characters, and differs to usual television series and manga content. In addition, a related video game was released for the Nintendo 3DAS in the same year. Players can scan the QR code from the official website so that they can assess the extra WEB mission for the game. This is a display of what Jenkins (2009) said in his article ‘Continuity and Multiplicity’.
In addition, Doraemon also has a series of APPS games for smart phone users. These are usually related to a series of film stories, and players are free to download and join Doraemon adventures. Doraemon media strategy is well-developed, and it has not only developed across transitional media platforms such as TV and movies, but also mobile apps and video games. It has very successfully spread its media franchise all over the world, as well.

Doraemon were first published in 6 different educational magazines. Most readers were children, aged 6-13. Afterwards, the Fujiko Fujio production team produced a series of feature film from 1980 onwards, and their target audiences were not only children but also adults who still have many memories of Doraemon from where they were young. Doraemon stories are emotional and educational, with the main educational message of Doraemon being: ‘There is no such thing as a free lunch.’ Thus, every time Nobita uses Doraemon’s gadgets, he always makes more trouble when trying to solve his problems. However, Doraemon storytelling is fun and educational, and is therefore still attracting many younger audiences.

Jenkins (2009) further pointed out that; ‘Transmedia storytelling practices may expand the potential market for a property by creating different points of entry for different audience segments.’ As Doraemon always solves Nobita’s problems, their friendship is one of the most important elements that makes Doraemon’s media franchise succeed. Doraemon has a series of films that narrate Doraemon having different adventures with his friends every year. People look forward to new Doraemon movies, and usually watch them with friends and family. Moreover, Doraemon target audiences have increased by using cross media platforms. Doraemon started in 1969, and it was a very popular manga and cartoon. Thus, after children of that time became adults, some of those adults would watch Doraemon television series and feature films with their sons and daughters again. That is one of the reasons why Doraemon has remained popular throughout the last decade.

In addition, Hayes (2006) said; “… the audience are constantly fragmenting and using more and more media forms across more and more platforms.” It is very important to keep their loyalty and continue the experience, so Doraemon additionally introduced video games for the Nintendo Family Computer, in 1986. Children can help Doraemon to save his human friends, and this draws children more into the Doraemon stories. Furthermore, Smartphones are a very important communication tool nowadays, and so Doraemon also has apps games to encourage people to join in Doraemon’s adventures all the time. To conclude the audience of Doraemon, some traditional media user use to watch Doraemon by Television and movies, some cross-media audience like to use multiple technologies to assess Doraemon information; there are some digital native assess Doraemon information on the internet and APPS only.  

Doraemon is one of the most successful cross-media productions. Not only can it be beneficial for its own story, but it also benefits across other company productions, such as the extremely successful ‘Doraemon Campaign for Toyota’, where they use the ‘Time Machine’ to make commercial concepts more creative. This case study of Doraemon is related to the overall context of cross-media production. First, Doraemon are based not on individual characters or specific plots. They are always meeting new characters and using new gadgets in films and series, and this leads the audience to see the stories and plots in a larger and more intelligible light. This is akin to what Jenkins (2007) said, in that; ‘Transmedia storytelling expands what can be known about a particular fictional world while dispersing that information, ensuring that no one consumer knows everything and ensuring that they must talk about the series with others. Consumers become hunters and gatherers moving back across the various narratives, trying to stitch together a coherent picture from the dispersed information.” Second, Doraemon has been delivered in many different media platforms. ‘The award-winning manga sold over 100 million copies worldwide, and was adapted into: television series, dozens of feature films, short films, videogames, mobile games, and even a musical. The latest mobile game released by the ‘Animoca’ brand, ‘Doraemon Gadget Rush’, topped the charts on the ‘App Store’ after having been downloaded over 1.8 million times in less than two weeks since launch, and the company has also signed a deal to publish the game in China’ (Animoca, 2015).






References:

Anomica Brand, 2015, ‘Animoca Brands (ASX:AB1)’, 10 March 2015 < http://www.animocabrands.com/#!doraemon-gadget-rush-tops-asian-charts/c1ygz>

Hayes, G 2006, Cross-Media – What audience want, Peronalizemedia.com, November 2006, < http://www.personalizemedia.com/cross-media-what-audiences-want/ >

Jenkins, H 2007, Transmedia Storytelling 101, The official weblog of Henry Jenkins, 10 March 2015 < http://henryjenkins.org/2007/03/transmedia_storytelling_101.html>

Jenkins,H 2009, The Revenge of the Origami Unicorn: Seven Principles of Transmedia Storytelling (well, Two Actually Five More on Friday) The official weblog of Henry Jenkins, 12 December 2009 < http://henryjenkins.org/2009/12/the_revenge_of_the_origami_uni.html >

Wikipedia Contributors, 2015, ‘Doraemon’ Wikipedia, The Free Encyclopedia, 10 March 2015 < http://en.wikipedia.org/wiki/Doraemon>






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