Discourses of War and History in the Japanese Game Kantai Collection and Its Fan Community

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Discourses of War and History in the Japanese Game Kantai Collection and Its Fan Community Discourses of war and history in the Japanese game Kantai Collection and its fan community Valtteri Vuorikoski [email protected] Master’s Thesis Department of World Cultures, University of Helsinki Tiedekunta/Osasto – Fakultet/Sektion – Faculty Laitos – Institution – Department Humanistinen tiedekunta Maailman kulttuurien laitos Tekijä – Författare – Author Valtteri Vuorikoski Työn nimi – Arbetets titel – Title Discourses of war and history in the Japanese game Kantai Collection and its fan community Oppiaine – Läroämne – Subject Itä-Aasian tutkimus Työn laji – Arbetets art – Level Aika – Datum – Month and year Sivumäärä– Sidoantal – Number of pages Pro gradu -tutkielma Marraskuu 2017 111 Tiivistelmä – Referat – Abstract Tutkielmassa tarkastellaan japanilaista Kantai Collection -laivastosotapeliä ja siihen liittyvä mediakokonaisuutta (media mix) sekä kyseisen mediakokonaisuuden yleisön sen pohjalta tuottamia omakustanteisia fan fiction -teoksia. Kantai Collection -pelin eri versioiden lisäksi tarkastellaan samannimistä animaatiosarjaa, mutta viitataan myös sarjakuva- ja elokuvaversioihin. Fan fiction -teoksia tarkastellaan sekä määrällisesti (N=120) että laadullisesti (N=46). Tarkastelu on kaksivaiheinen. Ensiksi analysoidaan alkuperäisteosten tarinarakenteita ja diskursseja Tyynenmeren sodasta ja Japanin lähihistoriasta soveltaen Michel Foucault’n määrittämää diskurssianalyysia sekä Umberto Econ teoriaa avoimista ja suljetuista teoksista. Toisessa vaiheessa analysoidaan samoin laadullisin menetelmin, miten yleisön tuottamat fan fiction -teokset toisintavat alkuperäisteosten diskursseja. Fan fiction -teosten laajan sisällöllisen hajonnan johdosta tutkielmassa tarkastellaan niiden yleisluonnetta lyhyesti myös määrällisen sisällönanalyysin kautta. Tutkimuksen tavoite on selvittää, miten Kantai Collection -aiheisille teoksille omistautunut yleisö reagoi näitä kansallisesti kiistanalaisia teemoja käsitteleviin diskursseihin. Tutkielman teoreettinen kehys rakentuu kahdesta pääjuonteesta. Ensimmäinen niistä perustuu pääasiassa Hashimoto Akikon sekä Franziska Seraphimin analyyseihin ja teorioihin Tyynenmeren sotaa koskevan kollektiivisen muistin muutoksesta Japanissa. Tutkielmassa kysytään, miten havaitut diskurssit ilmentävät Hashimoton ja Seraphimin esittämää kollektiivisen sotamuiston hajaannustilaa, joka on tehnyt vaikeaksi välittää yhtenäistä kansallista identiteettiä uusille sukupolville. Toinen teoreettinen juonne perustuu keskeisesti Ōtsuka Eijin teoriaan mediakokonaisuuksien luomista mielikuvitusmaailmoista. Hänen teoriassaan useista toisiaan täydentävistä versioista, kuten peleistä, sarjakuvista ja animaatiosarjoista, koostuvat mediakokonaisuudet luovat katsojien mielikuvituksissa ”vaihtoehtoisia todellisuuksia,” joihin katsojat yhdistävät myös palasia todellisesta historiasta. Tämä prosessi irrottaa historialliset tosiasiat viitekehyksestään, eikä esimerkiksi teoksissa ilmeneviä viittauksia sotaan tai muihin historiallisiin tapahtumiin käsitetä enää suhteessa todellisuuteen. Yleisö näkee ne ainoastaan fiktiivisten teosten pohjalta luodun mielikuvitustodellisuuden viitekehyksessä. Tutkimuksen keskeinen tulos on, että alkuteosten diskurssien rakenne on erittäin monitulkintainen, ja että se käyttää parodiaa keinona välttää selkeä historiallisen narratiivin esittäminen. Alkuteosten sisällössä ei voida puhua ”sodan ihannoinnista,” mutta ne eivät liioin kritisoi Tyynenmeren sotaa ja sitä edeltävää historiaa. Tästä huolimatta tuottaja-yleisö muodostaa pitkälti rauhaa ja yhteisöllisyyttä korostavia diskursseja omissa teoksissaan. Toisaalta analyysi myös osoittaa, että yleisö tulkitsee sodan ja historian käsitteet hyvin abstraktilla tasolla sekä pääosin suhteessa mediakokonaisuuden sisäiseen maailmaan eikä suhteessa todellisuuteen. Tutkimustulokset antavat empiiristä tukea teoreettisessa kehyksessä esiteltyjen tutkijoiden ajatuksille. Avainsanat – Nyckelord – Keywords Japani; mediatutkimus; kollektiivinen muisti; sotapelit; fan fiction; Tyynenmeren sota Säilytyspaikka – Förvaringställe – Where deposited Muita tietoja – Övriga uppgifter – Additional information Contents Conventions used in the text iii 1 Introduction 1 1.1 A note on “otaku culture” ........................ 4 1.2 Kantai Collection history and mechanics ................. 4 1.2.1 History and popularity ..................... 4 1.2.2 Game elements ......................... 5 1.2.3 Game flow and player engagement ............... 10 2 Theoretical framework and prior research 13 2.1 Media mixes and abstract characters ................... 13 2.2 Politics of the Real: War memory and social change in Japan ...... 16 2.2.1 War memory as a subjective process ............... 16 2.2.2 War memory as an institutional process ............. 18 2.2.3 Suburbanization and identity .................. 19 2.2.4 War memory, media, and society ................ 20 2.3 Politics of the Virtual: Grand narratives and fake histories ....... 24 2.3.1 Ideological messages without ideological meanings ....... 25 2.3.2 Database consumption and ironical insiders .......... 28 2.3.3 From history to “history” .................... 29 2.4 Prior research on war, history, and politics in entertainment ....... 30 2.4.1 War and entertainment in Japan ................. 31 2.4.2 Media effects of political messages in entertainment ...... 32 3 Research goals, methods, and data 34 3.1 Research questions and goals ....................... 34 3.2 Research methods ............................ 36 3.2.1 Discourse analysis ........................ 37 3.2.2 Textual analysis ......................... 38 3.2.3 Medium specificity ....................... 38 3.3 Research data and applying the research methods ............ 40 3.3.1 Original works .......................... 40 3.3.2 Fan-created works (quantitative analysis) ............ 41 3.3.3 Fan-created works (qualitative analysis) ............. 43 i CONTENTS ii 4 Analysis of Kantai Collection original works 46 4.1 Kantai Collection as a simulation wargame ................ 46 4.1.1 Play space: Maps and movement ................ 47 4.1.2 Varieties of time ......................... 51 4.1.3 Simulation narrative in the game and beyond .......... 52 4.2 Kantai Collection as character play .................... 55 4.2.1 Ships or humans? ........................ 55 4.2.2 Who is the Admiral? ...................... 59 4.2.3 The Admiral and the kanmusu ................. 60 4.2.4 The enemy ............................ 61 4.2.5 Kanmusu versus simulation goals ................ 62 4.3 Parallels with similar popular series ................... 63 4.3.1 Historical works ......................... 64 4.3.2 Human weapons and styles of historical representation ..... 67 4.3.3 Violence for the sake of self-improvement ........... 69 4.3.4 Kobayashi Yoshinori and Sensōron ............... 71 4.4 Chapter conclusions ........................... 72 5 Analysis of Kantai Collection fan-fiction 75 5.1 The typical Kantai Collection dōjinshi .................. 76 5.1.1 Variance of the Kantai Collection genre in the Comic Market catalog .............................. 76 5.1.2 Analysis of complete works from archives ............ 77 5.1.3 Analysis of partial samples from online sources ......... 80 5.1.4 Discussion of the results ..................... 82 5.2 Notions of history in Kantai Collection dōjinshi ............. 84 5.2.1 War and no-war ......................... 85 5.2.2 Fighting for our community ................... 89 5.2.3 Unseen enemies ......................... 91 5.2.4 Intersecting timelines ...................... 92 5.2.5 Histories without narratives ................... 94 5.2.6 Ships becoming humans ..................... 98 6 Conclusions 102 6.1 Summary of findings ........................... 102 6.2 Discussion ................................ 106 6.3 Directions for further research ...................... 107 References 108 Online sources 112 Referenced audiovisual works 113 A Glossary of terms 115 Conventions used in the text This thesis uses a modified Hepburn romanization for the transliteration of Japanese terms, unless a commonly used English convention exists (such as for common place names, e.g. Tokyo). Japanese names are written using the Japanese convention with last name coming first. Unless a specific English equivalent exists, Japanese “technical” con- cepts such as manga, otaku etc. will be referenced using the original Japanese term. Unless otherwise mentioned, translations of Japanese texts will be by the thesis au- thor. However, translations of work titles prefer the official English translation when available, but use a translation by its English-speaking audience otherwise, or own trans- lation if the work has no discernible English-speaking audience. Readings for Japanese characters will be provided for names and concepts when first mentioned. Some English translations will also include Japanese equivalents for words and sentences with complex meanings for the benefit of Japanese-speaking readers. For the sake of brevity, the latter will not include the readings. iii Chapter 1 Introduction In the Japanese free-to-play online game Kantai Collection (艦隊これくしょん kantai korekushon) 1 (DMM.com 2017)2, the player, as the Admiral (提督 teitoku), controls a fleet of primarily Imperial Japanese Navy warships represented by bishōjo (美少⼥) char- acters and fights naval battles on maps with names referring to battlefields of the Pacific War. The enemy is an unnamed and unspeaking “evil”, who attacks the player’s forces with no apparent motive; given the game’s setting, it does
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