Japanese iconography in the contemporary iconosphere: the case of the Kitsune

Keywords: kitsune, iconic mass media, didactics, visual studies, art history

Abstract

The iconography of the Japanese kitsune, a mythological fox capable of transforming itself into a human, has transcended its original context thanks to the spread of manga, anime and video games in the West since the 1970s, becoming a global reference point. This article analyses its narrative and visual representation in these cultural manifestations to identify common features, processes of rewriting and its role as a cultural mediator between East and West. Through this study, it is evident how visual narratives act as valid tools for visual literacy and heritage education, allowing us to understand the evolution of archetypes and their ability to generate hybrid cultural identities and foster intercultural dialogue. The research demonstrates that iconic mass media not only disseminate Japanese folklore, but also update, expand and re-signify it, integrating it into global contexts without losing its original symbolic meaning. This convergence of tradition and modernity reveals the pedagogical potential of these icons to raise awareness of the dynamics of transfer and creation of tangible and intangible heritage, as well as to develop critical citizenship in the face of contemporary cultural phenomena.

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Author Biography

Juan Luis Lorenzo-Otero, Universidade da Coruña

Doctor en Historia, Geografía e Historia del Arte (Especialidad de Historia del Arte) por la Universidad de Santiago de Compostela con el trabajo “Rockstar Games. Innovación, investigación e intermediación en el arte del videojuego”. Licenciado en Historia da Arte por la Universidad de Santiago de Compostela y Master en Gestión del Patrimonio, Museos y Mercado del Arte por la Universidad de Santiago de Compostela y la Universidad de Las Palmas de Gran Canaria. Comisario de la exposición Autómatas do Consumo en la Galería El Taller (Santiago de Compostela). Sus principales líneas de trabajo se centran en la cultura icónica de masas por medio de tres ejes principales: 1) estudios visuales del videojuego y los serious games, 2) estética del cómic y manga, y 3) patrimonio y cultura educativa.

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Published
2025-12-17
How to Cite
Lorenzo-Otero J. L., Calviño-Santos G. y Barreiro González S. (2025). Japanese iconography in the contemporary iconosphere: the case of the Kitsune. Mirai. Estudios Japoneses, 9, 147-159. https://doi.org/10.5209/mira.102494
Section
Monograph