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As described in [[https://www.youtube.com/watch?v=BgEnbXPZX4s Naomi Clark's discussion]] of the cultural origins of the ''VideoGame/AnimalCrossing'' games, ''furusato'' (meaning [[https://en.wiktionary.org/wiki/furusato "hometown"]] in Japanese) is a cultural fantasy describing an idealized 18th century Japanese village characterized by shared, communal existence over multiple generations. Clark points out that in the [[TurnOfTheMillennium early 2000s]], the Japanese economy was just beginning to come out of the [[https://en.wikipedia.org/wiki/Lost_Decade_(Japan) economic recession of the '90s]] (something it has still not quite managed to accomplish as of 2020), with home ownership at an all time low and urbanization levels, extremely high. It is therefore unsurprising that popular media tapping into the fantasy of owning a home in a "simpler time and place" would get extremely popular.

It can be furthermore speculated that a major contribution to this was the cultural fatigue of rapid modernization, industrialization, and urbanization that Japan has been charging ahead with for over a century (from with the Meiji era, through imperialist expansion and [=WW2=], to the post-war boom that ended in 1991). Such a rapid transformation of a society from a network of [[CloseKnitCommunity Close-Knit Communities]] to a population of urbanized, alienated individuals (i.e. from [[https://en.wikipedia.org/wiki/Gemeinschaft_and_Gesellschaft Gemeinschaft to Gesellschaft]]) inevitably spawned a reaction that idealizes the pastoral lifestyle of their ancestors.

to:

As described in [[https://www.youtube.com/watch?v=BgEnbXPZX4s Naomi Clark's discussion]] of the cultural origins of the ''VideoGame/AnimalCrossing'' games, ''furusato'' (meaning [[https://en.wiktionary.org/wiki/furusato "hometown"]] in Japanese) is a cultural fantasy describing an idealized 18th century Japanese village characterized by shared, communal existence over multiple generations. Clark points out that in the [[TurnOfTheMillennium early 2000s]], the Japanese economy was just beginning to come out of the [[https://en.wikipedia.org/wiki/Lost_Decade_(Japan) economic recession of the '90s]] (something it has still not quite managed to accomplish as of 2020), with home ownership at an all time all-time low and urbanization levels, extremely high. It is therefore unsurprising that popular any media tapping into the fantasy of owning a home in a "simpler time and place" would get extremely so popular.

It can be furthermore speculated that a major contribution to this was the cultural fatigue of rapid modernization, industrialization, and urbanization that Japan has been charging ahead with for over a century (from with the Meiji era, through imperialist expansion and [=WW2=], to the post-war boom that ended in 1991). Such a rapid transformation of a society from a network of [[CloseKnitCommunity Close-Knit Communities]] to a population of urbanized, alienated individuals (i.e. from [[https://en.wikipedia.org/wiki/Gemeinschaft_and_Gesellschaft Gemeinschaft to Gesellschaft]]) inevitably spawned a reaction that idealizes the pastoral lifestyle of their ancestors.


As Naomi Clark [[https://www.youtube.com/watch?v=BgEnbXPZX4s describes]] in her discussion on the cultural origins of the ''VideoGame/AnimalCrossing'' games, ''furusato'' (meaning [[https://en.wiktionary.org/wiki/furusato "hometown"]] in Japanese) is a cultural fantasy describing an idealized 18th century Japanese village characterized by shared, communal existence over multiple generations. Clark points out that in the [[TurnOfTheMillennium early 2000s]], the Japanese economy was just beginning to come out of the [[https://en.wikipedia.org/wiki/Lost_Decade_(Japan) economic recession of the '90s]] (something it still hasn't quite managed to accomplish, as of 2020, by the way), with home ownership at an all time low and urbanization, extremely high. It is therefore unsurprising that popular media tapping into the fantasy of owning a home in a "simpler time and place" would get extremely popular.

It can be furthermore speculated that a major contribution to this was the cultural fatigue of rapid modernization, industrialization, and urbanization that Japan has been charging ahead with for over a century (starting with the Meiji era, through imperialist expansion, [=WW2=], and the post-war boom that ended in 1991). Such a rapid transformation of a society from a CloseKnitCommunity network to a mass of urbanized, alienated individuals (i.e. from [[https://en.wikipedia.org/wiki/Gemeinschaft_and_Gesellschaft Gemeinschaft to Gesellschaft]]) inevitably faces a reaction that idealizes the pastoral lifestyle of their ancestors.

to:

As Naomi Clark described in [[https://www.youtube.com/watch?v=BgEnbXPZX4s describes]] in her discussion on Naomi Clark's discussion]] of the cultural origins of the ''VideoGame/AnimalCrossing'' games, ''furusato'' (meaning [[https://en.wiktionary.org/wiki/furusato "hometown"]] in Japanese) is a cultural fantasy describing an idealized 18th century Japanese village characterized by shared, communal existence over multiple generations. Clark points out that in the [[TurnOfTheMillennium early 2000s]], the Japanese economy was just beginning to come out of the [[https://en.wikipedia.org/wiki/Lost_Decade_(Japan) economic recession of the '90s]] (something it has still hasn't not quite managed to accomplish, accomplish as of 2020, by the way), 2020), with home ownership at an all time low and urbanization, urbanization levels, extremely high. It is therefore unsurprising that popular media tapping into the fantasy of owning a home in a "simpler time and place" would get extremely popular.

It can be furthermore speculated that a major contribution to this was the cultural fatigue of rapid modernization, industrialization, and urbanization that Japan has been charging ahead with for over a century (starting (from with the Meiji era, through imperialist expansion, expansion and [=WW2=], and to the post-war boom that ended in 1991). Such a rapid transformation of a society from a CloseKnitCommunity network of [[CloseKnitCommunity Close-Knit Communities]] to a mass population of urbanized, alienated individuals (i.e. from [[https://en.wikipedia.org/wiki/Gemeinschaft_and_Gesellschaft Gemeinschaft to Gesellschaft]]) inevitably faces spawned a reaction that idealizes the pastoral lifestyle of their ancestors.

Added DiffLines:

!!''Furusato'' and the Idealization of Village Life in 21st Century Japanese Media
As Naomi Clark [[https://www.youtube.com/watch?v=BgEnbXPZX4s describes]] in her discussion on the cultural origins of the ''VideoGame/AnimalCrossing'' games, ''furusato'' (meaning [[https://en.wiktionary.org/wiki/furusato "hometown"]] in Japanese) is a cultural fantasy describing an idealized 18th century Japanese village characterized by shared, communal existence over multiple generations. Clark points out that in the [[TurnOfTheMillennium early 2000s]], the Japanese economy was just beginning to come out of the [[https://en.wikipedia.org/wiki/Lost_Decade_(Japan) economic recession of the '90s]] (something it still hasn't quite managed to accomplish, as of 2020, by the way), with home ownership at an all time low and urbanization, extremely high. It is therefore unsurprising that popular media tapping into the fantasy of owning a home in a "simpler time and place" would get extremely popular.

It can be furthermore speculated that a major contribution to this was the cultural fatigue of rapid modernization, industrialization, and urbanization that Japan has been charging ahead with for over a century (starting with the Meiji era, through imperialist expansion, [=WW2=], and the post-war boom that ended in 1991). Such a rapid transformation of a society from a CloseKnitCommunity network to a mass of urbanized, alienated individuals (i.e. from [[https://en.wikipedia.org/wiki/Gemeinschaft_and_Gesellschaft Gemeinschaft to Gesellschaft]]) inevitably faces a reaction that idealizes the pastoral lifestyle of their ancestors.
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