Published Articles
Abstract:
Japanese youth goods have become globally popular over the past 15 years. Referred to as 'cool', their contribution to the national economy has been much hyped under the catchword Japan's 'GNC' (gross national cool). While this new national brand is indebted to youth - youth are the intended consumers for such products and sometimes the creators - young Japanese today are also chastised for not working hard, failing at school and work, and being insufficiently productive or reproductive. Using the concept of immaterial labor, the article argues that such 'J-cool' products as Pokémon are both based on, and generative of, a type of socio-power also seen in the very behaviors of youth - flexible sociality, instantaneous communication, information juggling - that are so roundly condemned in public discourse. The article examines the contradictions between these two different ways of assessing and calibrating the value of youth today. It also looks at the emergence of youth activism around the very precariousness, for them, of socio-economic conditions of flexibility.