What is a Japanophile?
Japanophilia is an interest in, or love of, Japan and everything Japanese; its opposite is Japanophobia. One who has such an interest or love is a Japanophile. In Japanese, the term for Japanophile is "shinnichi" (親日), with "親" "shin" (しん) equivalent to the English prefix 'pro-', and "日" "nichi" (にち), meaning "Japanese" (as in the word for Japan "nihon" (日本). Weeaboo is a common pejorative for Japanophiles.
Japanification (日本化) is the process of becoming or wishing to become a member of Japanese society. It most commonly refers to expats living for an extended period of time in Japan, though it may also be used to describe persons living outside Japan who have a certain affinity to some aspect of Japanese culture. Cultural assimilation could include adoption of Japanese mannerisms, style of clothing, taste in entertainment, and sometimes aspects of Japanese language.
In expats this process often occurs because of a feeling of isolation or desire to conform, whereas outside Japan it may occur because of an especially strong interest in some kind of fan culture based in Japan, e.g. anime, manga, television dramas, music or lolita fashion.
Otaku (おたく/オタク) is a Japanese term for people with obsessive interests, commonly the anime and manga fandom. Its contemporary usage originated with Akio Nakamori's 1983 essay in Manga Burikko. Otaku may be used as a pejorative; its negativity stems from the stereotypical view of otaku and the media's reporting on Tsutomu Miyazaki, "The Otaku Murderer", in 1989. According to studies published in 2013, the term has become less negative, and an increasing number of people now self-identify as otaku.
Otaku subculture is a central theme of various anime and manga works, documentaries and academic research. The subculture began in the 1980s as changing social mentalities and the nurturing of otaku traits by Japanese schools combined with the resignation of such individuals to become social outcasts. The subculture's birth coincided with the anime boom, after the release of works like Mobile Suit Gundam before branched into Comic Market. The definition of otaku subsequently became more complex, and numerous classifications of otaku emerged. In 2005, the Nomura Research Institute divided otaku into twelve groups and estimated the size and market impact of each of these groups. Other institutions have split it further or focus on a single otaku interest. These publications classify distinct groups including anime, manga, camera, automobile, idol and electronics otaku. The economic impact of otaku has been estimated to be as high as ¥2 trillion ($18 billion).