
In a new paper just published in Theory, Culture & Society, Sharon Kinsella makes the point that “Japan and neighbouring Asian states are now conjoined in a transregional visual cultural symbolic language, with relatable though not identical cultural symbolic meanings, based around animation characters and computer games”
I would argue that over the last two or so decades, the discussion around Japanese popular culture in general has similarly shifted to where even something like Japanese animation is commonly addressed as a “transnational industry“. In fact, when the journal Mechademia originally launched in 2006, it had the specific – and perhaps somewhat narrow – subtitle “An Annual Forum for Anime, Manga and Fan Arts”. This subtitle was retained through the journal’s first ten volumes, but when Mechademia returned from a two-year hiatus in 2018, the focus was expanded to “the study of East Asian popular cultures, broadly conceived”.
And this expanded focus is now also what is behind the announcement for the Call for Papers for the 2026 Mechademia Conference – the first to be held in a specifically East Asian location!
Mechademia 2026
Traversing Trans-Asian Imaginaries: Anime, Manga, and Media Cultures
National University of Singapore
May 29-30, 2026
The main question around which the 2026 conference will be organized is “what does it mean to study anime, manga, and their associated media forms within and across Asian contexts?” To approach this question, Mechademia is now accepting papers, panels, and creative works on topic that relate to or involve Southeast Asia in general – and is welcoming submissions from scholars, graduate students, and industry professionals/practitioners.
All presentations must be in English, and unlike in previous years, there will not be a remote or online component. The keynote speaker for this year will be NUS Emeritus Professor of Sociology and Anthropology and Singapore Management University School of Social Sciences Visiting Fellow Dr. Beng Huat Chua.
Some potential areas to consider exploring for the conference can include:
- Trans-Asian flows and circulations of anime, manga, and games
- Comparative studies: Japanese, Korean, Chinese, South Asian, Southeast Asian, and global contexts
- Gaming cultures and the regional e-sports scene







Since its relaunch in 2018, with a more ambitious twice-a-year publication schedule and an expanded scope on “East Asian popular cultures, broadly conceived”,
Marking a high point in the development of manga studies as an academic field, 2022 saw the first time that the Eisner Award in this category went to a book on Japanese comics, although volumes on manga have received nominations before. Exner’s study, based on extensive fieldwork he conducted in Japan, working primarily at the National Diet Library, makes the case that American comic strips played a key role in the development of Japanese manga because they were widely translated, available to both readers and authors/artists, and introduced the Japanese market to potential new storytelling and visual techniques. This does not in any way mean that manga “rips off” American comics; nonetheless, some Japanese Twitter commenters have attempted to accuse the author of racism and cultural appropriation. Interviews with Exner are available on
This absolutely unprecedented sequence of events started on April 26, with the OnlineFirst appearance of a research article with the full title “I am not alone – we are all alone: Using masturbation as an ethnographic method in research on shota subculture in Japan”. Nothing of interest happened until early August, when the it began picking up Twitter attention from both other academics and even some politicians, leading, predictably, to media coverage in 
