Affetti Mediati La Vita Sociale Dei Videogiochi a Osaka (Giappone)

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Affetti Mediati La Vita Sociale Dei Videogiochi a Osaka (Giappone) SCUOLA DI DOTTORATO UNIVERSITÀ DEGLI STUDI DI MILANO-BICOCCA Dipartimento di Scienze mane per !a "ormazione #Riccardo Mas$a” Dottorato di Ricerca in Antropo!o&ia cult rale e $ociale 'DACS( Ciclo )))I Affetti mediati La vita sociale dei videogiochi a Osaka (Giappone) Co&nome Bonaldi Nome Nicola Pietro Matricola n* +,-.-/ T tore Pro12 Leopoldo I3an Bar&na Coordinatore Pro12 Alice Bellagamba Anno accademico 2017/2018 いっしょうにがんばりましょう! Isshōni ganbarimashō! INDICE Nota p2 VII Introd zione 5 I Per un'antropologia dei videogiochi 6 7 I! video&ioco in 8 anto &ioco 6 1.1 Giochi di relazioni 7- 1.2 Liminalità 75 1.3 Stesso gioco, diversi media 7+ 1. !n modello "non) generale per il gioco% -/ 1.& Il posto dei videogiochi tra regole e 'inzione -, - I! video&ioco in 8 anto medi m 5- 2.1 (al giocare )mediante” al gioco come medi+m 5, 2.2 Interattivo% ,7 2.3 ,irt+ale? ,9 2. L'intrinseca transmedialità del videogioco :- 5 S per Mario 0rimo Mini$tro 9/ 3.1 .ediorama 97 3.2 /onvergenza 9, 3.3 /ontinu+m: per +n’antropologia del videogioco 9. II Il contesto: crisi dello Stato!a"ienda giapponese +6 7 0recariet; e con1!itt a!it; dopo " < $=ima ./ - 2apan, Inc. .. 5 Nazione e fami&!ia 6: , A$ce$a e dec!ino de! sarar3man 7/, III #n tipo di spa"io: Nippon$ashi Denden To'n 77: 7 In&re$$o ne! campo 779 1.1 4re-comprensione 77+ 1.2 Lo shoc6 dell’ordinario 7-7 1.3 7ddomesticamenti 7-- V - I! #8 artiere otak+% di Osa<a p2 7-9 2.1 .aid caf8 7-+ 2.2 /ircoscrivere 7-6 2.3 .appe, mascotte e motivetti 755 5 9ta6+ come #$ottoc !t ra% e re&ime di$cor$i3o 756 3.1 4anico morale 7,/ 3.2 /ornici semantiche 7,, 3.3 :em$o libero 7,. , In3enzione de!!a !oca!it; 7:7 4.1 7ree commerciali 7:- 4.2 :ematizzazione spaziale 7:: 4.3 Il paese delle meraviglie 7:+ I( A))etti mediati: tra consumo e colle"ione 79: 7 Circo!i amatoria!i 799 1.1 7vvicinamento 796 1.2 )4ersone simili* 7+7 1.3 “Indipendenti* 7+: 1. Gēm+ 7+. 1.& <ai-da-te 7.5 1.= ,incoli materiali 76/ - I visual novel ne! media mi> 765 2.1 Getto sur+ 765 2.2 7nime's media mi> 76. 2.3 (isseminazione -/- 2. .ondi e personaggi -/: 2.& 7''etti mediati -7- 5 Co!!ezioni e mediazione de! de$iderio -79 3.1 Sale giochi -7+ 3.2 Spazialità --+ 3.3 :em$oralità -57 3. /ooptazione -5+ Conc! $ioni -,5 ?ibliografia -,+ Immagini -9+ VI NOTA Le tra$crizioni dei termini in !in& a &iappone$e $e& ono 8 i i! $i$tema >ep4 rn? $a!3o di- 3er$a indicazione72 I! $i$tema >ep4 rn $i 4a$a $ d e principi@ 'i.( !a pron ncia de!!e 3oca!i $econdo !a 1onetica ita!ianaA 'ii.( !a pron ncia de!!e con$onanti a!!a maniera in&!e$e2 A!c ni e$empi per appro$$imazione@ ch e8 i3a!e a!!a BcC do!ce? come in ciaoA g D d ra? come in gondolaA !a B&C do!ce di giada? in3ece? D e$pre$$a da @A s D $empre $orda come in san5 daloA per a3ere !a B$] $onora come in analisi? in3ece? $i 1a ricor$o a zA !a BzC di z+cchero? dEa!tro canto? D e$pre$$a da tsA sh $i pron ncia come B$cC in sciabolaA A =a 3a!ore $emicon$onantico come !a Bi] di ieri? per c i ad e$empio 6Aa 3a pron nciato come !a prima $i!!a4a di chiaro2 Ancora? B C D di norma m ta ne!!e $i!!a4e desu e tsuA h D $empre !e&&ermente a$pirataA B1C? tipicamente ne!!a $i!!a4a '+? D 4i!a4ia!e 'anzic=F !a4iodenta!e come in ita!iano(A B D na B C $emicon$onantica 4re3e e rapida? 8 a$i impercetti4i!e a!!Eorecc=io ita!o1ono2 I! tratto diacritico 'G( po$to $opra na 3oca!e? come in ō? indica n a!! n&amento de!!a pron ncia de!!a 3oca!e $te$$a2 Si D deci$o di omettere ta!e $e&no ne! ca$o di toponimi di $o corrente in ita!iano? come To<Ho 'anzic=F? a ri&ore? :ō6Aō( ed Osa<a 'Csaka(2 Laddo3e ri!e3ante? 3err; indicata tra parente$i !a &rafia ori&ina!e &iappone$e? riportando &!i ideo&rammi '6anji( e? $e pre$enti? i comp!ementari 6ana 'caratteri $i!!a4ici(2 Di norma non 3err; riportata !a &rafia ori&ina!e 8 a!ora e$$a $ia compo$ta e$c! $i3amente di carat- teri $i!!a4ici 6ana I $iano e$$i hiragana 'di $o ordinario( opp re 6atakana 'di $o ana!o&o a! cor$i3o de!!Ea!fa4eto !atino(2 In con1ormit; con !a con$ et dine ita!iana ed e ropea? $i D $ce!to di $cri3ere i nomi di per$ona &iappone$i 'tra$!itterati( $econdo !Eordine Bnome proprio? co&nomeC? nono$tante in Giappone !Eordine canonico $ia pi tto$to Bco&nome? nome proprioC2 J a!ora 3en&a ri- portata anc=e !a &rafia &iappone$e de! nome tra parente$i? 8 e$ta $e& ir; !Eordine ori&ina!e Bco&nome? nome proprioC2 7 La 8 i presente Nota se& e per lar&a parte !KA33ertenza riportata in Urr '-//+a, 7(2 VII Affetti mediati La vita sociale dei videogiochi a Osaka (Giappone) INTRODUZIONE I! pre$ente !a3oro =a !Ko4ietti3o di $t diare !e artico!azioni de!!Ka11ettivit; in re!azione a $pecific=e tipo!o&ie di video&ioc=i? ne! conte$to de! Giappone r4ano contemporaneo2 Si mo$trer; come !e pratic=e di prod zione? circo!azione e fr izione di n &enere video! di- co noto come visual novel po$$ano e$$ere ti!mente ricondotte a! piL ampio traffico di im- ma&ini e 4eni di con$ mo 'Appad rai 76.9( caratteri$tico de!!Keco$i$tema mediatico nip- ponico? in ri1erimento a! 8 a!e $i D fatto $o de!!Ke$pre$$ione media mi> 'Stein4er& -/7-( in ra&ione de!!a $ a $piccata tran$media!it; 'Ga!4rait=? Mar!in -/79(2 LKintere$$e partico!are de!!Ko&&etto di ana!i$i propo$to con$i$te ne!!a po$$i4i!it; di connettere !a $1era de!!Ka11ezio- ne e de! de$iderio a 8 e!!a propria de! con$ mo? attra3er$o !a mediazione de!!a !o&ica co!- !ezioni$tica c=e caratterizza tanto !a dimen$ione die&etica 8 anto 8 e!!a eNtra-die&etica de&!i artefatti mediatici con$iderati2 LKana!i$i de!!e caratteri$tic=e intrin$ec=e de! medi m video! dico? ino!tre? metter; in ! ce come $ia opport no ripen$are !a nozione di #cerc=io ma&ico% '> izin&a 765.( I cioD i! po$izionamento de!!a $o&!ia !imina!e 'Van Gennep 76/6? T rner 769+( c=e ina & ra e de!imita !a dimen$ione ! dica I a!!ar&ando!o fino ad inc! de- re !e traiettorie di co!!ezione e con$ mo $e& ite dai $o&&etti de!!Ketno&rafia2 0er affrontare 8 e$ti temi $ar; nece$$ario fare ri1erimento a d e fi& re idea!i e $pecifi- c=e de! conte$to nipponico2 Da na parte i! sarar3man? o33ero i! #co!!etto 4ianco%@ !a3ora- tore e$emp!are e 1ede!e a!!Kazienda ! n&o t tto i! cor$o de!!a vita? #eroe% naziona!e de! mi- raco!o economico de! dopo& erra e padre-pi!a$tro de!!a fami&!ia-mode!!o &iappone$e2 I! sarar3man? di c i $cri3eremo ne! $econdo capito!o? D definito da di$cor$i e ideo!o&ie re!ati- vi a! &enere? a!!a $e$$ a!it;? a!!a parente!a? a!!Eor&anizzazione $ocia!e de! !a3oro? e a!!a na- zione 'Da$& pta -/75(2 Da!!Ka!tra parte !Kotak+? c=e introd rremo ne! terzo capito!o@ n &io3ane ma$c=io appa$$ionato di man&a? anime? video&ioc=i e a!tre 1orme di c !t ra pop? $tereotipicamente a$ocia!e e dedito a!!Eacc m !o o$$e$$i3o di in1ormazioni trivia!i ri$petto a n campo dKintere$$e mo!to ri$tretto 'Az ma -/7/(2 Ne&!i anni E6/ $i $catenO a !i3e!!o mediatico? accademico e di opinione p 44!ica n #panico mora!e% 'Min$e!!a 766.( in re!a- zione a&!i otak+? c=e 1 rono rappre$entati come !Kem4!ema de!!Ea!ienazione de!!a &io3entL 5 &iappone$e? de!!a $ a incapacit; di co$tr ire !e&ami $a!di e? in nE !tima i$tanza? de! 1a!!i- mento dei mode!!i de!!a $ociet; &iappone$e to+t co+rt? a!!Eapice de! $ o 4ene$$ere materia!e epp re a! principio di na cri$i 3entenna!e di c i i! pae$e ri$ente t ttKo&&i2 I! c ore de!!a ricerca D co$tit ito da nEetno&rafia condotta a partire da!!Karea commer- cia!e Nippon4a$=i Denden ToPn di Osa<a? i! #8 artiere otak+% piL importante de! Giappo- ne occidenta!e e ana!o&o a 8 e!!o di A<i=a4ara a To<Ho? !a #mecca% de!!Kimma&inario otak+ naziona!e e tran$naziona!e2 Se& endo 1! $$i di co$e? imma&ini e per$one '>annerz 766-(? !a propo$ta teorica 8 i a3anzata con$i$te ne! mo$trare !a ri!e3anza de!!a dimen$ione ! dica ne!!a co$tit zione e ne!!Kartico!azione de!!a $1era a11etti3a? ne!!a 8 a!e i per$ona&&i '6Aara( e i mondi 'sekai( di finzione ri3e$tono n r o!o centra!e? in 8 anto di$po$itivi di mediazione e tecno!o&ie de! $F '"o ca !t 76+:(2 I visual novel? &enere video! dico $trettamente !e&ato a!!Kam4iente mediatico nipponico? $i co!!ocano ne!!Eam4ito dei video&ioc=i da na parte? e de! comp!e$$o man&a-anime da!!Ea!tra2 Ri$petto ad entram4i i po!i $i pon&ono in na re!a- zione di #contin it; di$contin a%? o33ero di contin it; di pratic=e? imma&inari e conte$ti? marcata t ttavia da e!ementi di rott ra2 Da! !ato dei video&ioc=i? i! carattere #nipponico% dei visual novel ci porta a con$iderare !a co$tr zione de!!Eidea di na pre$ nta ecceziona!it; c !t ra!e &iappone$e? $toricamente definita ne!!Eam4ito de!!a na$cita de!!o $tato naziona!e moderno e a&&iornata ne!!o $cenario tran$naziona!e contemporaneo 'IPa4 c=i 2002a(2 Da! !ato dei man&a e de&!i anime? !e contin it; $ti!i$tic=e e creati3e ci permettono di ricon- d rre i visual novel ne!!Ka!3eo de! movimento dō@in? o33ero dei circo!i di appa$$ionati attivi ne!!a prod zione? fr izione e di$tri4 zione di arte1atti mediatici $pecifici2 " proprio in ri1erimento a! 1enomeno dō@in e ai $ oi e3enti di a&&re&azione I come i! Momi<etto di To- <Ho? !a piL &rande fiera amatoria!e a! mondo di man&a? anime? video&ioc=i e affini I c=e a partire de&!i anni Ottanta de! $eco!o $cor$o iniziO a circo!are i! termine otak+? o&&etto de! #panico mora!e% di c i $opra2 La trattazione dei ca$i di $t dio pre$entati con$ente? ino!tre? di porre !a 8 e$tione piL &enera!e e ad o&&i poco e$p!orata di n approccio antropo!o&ico ai video&ioc=i 'Boe!!- $tor11 -//9(2 A ta! fine? !a trattazione tocc=er; am4iti mo!to di3er$i tra !oro? $pe$$o a!!on- tanando$i dai confini di$cip!inari e attin&endo a mo!tep!ici tradizioni di ricerca2 LKa$$ nto principa!e? c=e =a accompa&nato !Kintero percor$o? con$i$te ne!!a convinzione c=e non $ia po$$i4i!e
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