Cosplayers No Brasil: O Surgimento De Uma Nova Identidade Social Na Cultura De Massas

Total Page:16

File Type:pdf, Size:1020Kb

Cosplayers No Brasil: O Surgimento De Uma Nova Identidade Social Na Cultura De Massas UNIVERSIDADE FEDERAL DO ESPIRITO SANTO - UFES PROGRAMA DE PÓS-GRADUAÇÃO EM PSICOLOGIA Cosplayers no Brasil: O Surgimento de Uma Nova Identidade Social na Cultura de Massas Leconte de Lisle Coelho Junior CAPES Vitória 2008 Leconte de Lisle Coelho Junior Cosplayers no Brasil: O Surgimento de Uma Nova Identidade Social na Cultura de Massas Tese submetida como requisito parcial para a obtenção do grau de Doutor em Psicologia, sob a orientação do Prof. Dr. Paulo Rogério Meira Menandro. UFES Vitória, Dezembro de 2008. Cosplayers no Brasil: O Surgimento de Uma Nova Identidade Social na Cultura de Massas Leconte de Lisle Coelho Junior Tese submetida ao Programa de Pós-Graduação em Psicologia da Universidade Federal do Espírito Santo, como requisito parcial para obtenção do grau de Doutor em Psicologia. Dados Internacionais de Catalogação-na-publicação (CIP) (Biblioteca Central da Universidade Federal do Espírito Santo, ES, Brasil) Coelho Junior, Leconte de Lisle, 1973- C672c Cosplayers no Brasil : o surgimento de uma nova identidade social na cultura de massas / Leconte de Lisle Coelho Junior. – 2008. 279 f. : il. Orientador: Paulo Rogério Meira Menandro. Tese (doutorado) – Universidade Federal do Espírito Santo, Centro de Ciências Humanas e Naturais. 1. Cosplayers. 2. Cultura popular – Japão. 3. Identidade social. I. Menandro, Paulo Rogério Meira. II. Universidade Federal do Espírito Santo. Centro de Ciências Humanas e Naturais. III. Título. CDU: 159.9 “Verifica-se praticamente em todo o mundo uma forte tendência no sentido de preservar ou alcançar a diversidade de características próprias e duma identidade específica”. (Henri Tajfel) Dedico este trabalho aos meus pais, Roziane Maria de Resende Coelho e Leconte de Lisle Coelho. Agradecimentos Agradeço ao Prof. Dr. Paulo Rogério Meira Menandro por ter-me aceito em seu grupo de pesquisa, principalmente na qualidade de doutorando. O período em que participei das suas aulas também foram de um grande aprendizado. Ao Prof. Dr. Sávio Silveira de Queiroz e à Profa. Dra. Maria Margarida Pereira Rodrigues pela participação na banca de qualificação e pelos apontamentos pertinentes ao projeto. Além disso, por terem aceito fazer parte da banca de doutoramento. E à Profa. Dra. Maria Cristina Smith Menandro, por suas aulas com as quais pude ter uma visão ampla das relações entre representações sociais e identidade social. Á Profa. Dra. Gabriela Maria Ramos Gonçalves que me recebeu em seu grupo de pesquisa na Universidade do Algarve, bem como às discussões sobre o tema. Agradeço ao Prof. Dr. Adriano Roberto Afonso do Nascimento da Universidade Federal de Minas Gerais pela leitura da tese e por ter aceito fazer parte da banca de defesa. Expando meus agradecimentos nos mesmos termos ao Prof. Dr. José Vaz Magalhães Néto da Universidade Federal da Paraíba, antigo mestre da graduação a quem reencontro mais uma vez. Á Profa. Dra. Norma Sandra de Almeida Ferreira, da Unicamp, pela leitura, correção do texto (responsabilizo-me pelos erros de idioma aqui porventura encontrados) e valiosos apontamentos que ajudaram a melhorar o material. Á Profa. Olívia Novoa Fernández, da Universidade do Algarve, por ter acompanhado o processo de construção deste trabalho, com paciência e compreensão. Aos meus amigos que também construíram e inspiraram este trabalho: Rosa Maria, Emiliano José, Eliana Guimarães, Maria do Socorro, Maria Genildes e Wilson. Á todos os cosplayers que aceitaram realizar as entrevistas nesta pesquisa, bem como àqueles que participaram dos pré-testes em São Paulo e Sergipe. Ao próceres e pioneiros da colonização japonesa no Brasil que neste ano completa seu centenário. Às funcionárias Maria Lúcia Ribeiro Fajóli e Karen Muniz Feriguetti da secretaria do Programa de Pós-Graduação em Psicologia Social e do Desenvolvimento da UFES. Aos funcionários dos serviços das bibliotecas da Unicamp, UFRGS, USP e Ualg. E à CAPES, agência de fomento que manteve o apoio financeiro indispensável ao trabalho aqui escrito, e que propiciou a partir do Programa de Doutorando no Brasil com Estágio no Exterior (PDEE) a minha estadia na cidade de Faro, em Portugal, bem como a possibilidade de continuar os estudos desta temática na Universidade do Algarve. RESUMO Este estudo enfoca a identidade social formada a partir de um grupo de cosplayers do estado do Espírito Santo. Os cosplayers são pessoas que se travestem com roupas de personagens de mangás (revistas em quadrinhos de origem japonesa), animes (desenhos animados de origem nipônica) e games diversos. Esta prática está suportada pela cultura popular japonesa inserida no meio social capixaba. A amostra contou com 12 informantes, com média de idade de 18,66 anos (DP = 1,44). Os principais resultados demonstram que existe uma tendência muito grande em se montar cosplays provenientes da mídia nipônica em detrimento de outras, os atributos psicológicos das personagens escolhidas aparentemente mantêm uma vantagem sobre outros aspectos ao se decidir por uma personagem. E finalmente estas pessoas sentem-se como sendo formadoras de um grupo social que se baseia em duas categorias estruturais interativas: “Performance” e “Diversão” que podem ser consideradas típicas da sociedade de entretenimento da cultura de massas. Palavras-chaves: cosplayers; cultura popular japonesa; identidade social. ABSTRACT This study aims at focusing on the social identity of a group of cosplayers in the brazilian state of Espírito Santo. Cosplayers are transvestites that wear gowns typical of the characters found in mangás (Japanese cartoon magazines), and animes (caricatures in several games of nipponese origin). This practice has been supported by the japanese popular culture inserted into the state’s social environment. The sample counted on 12 informers, in an average medium of 18,66 years of age (DP = 1,44). The main results show that there is a great tendency in creating cosplayers that come from the nipponese media in detriment of others. These chosen character’s chief psychological traits apparently maintain some advantage over other aspects when people decide upon a certain characterization. Finally, these people feel themselves as creators of a social group that is based on two structural interactive categories: “Performance” and “Diversion”, which can be considered as typical of the entertainment mass culture society. Key- words: cosplayers; japanese popular culture; social identity. RÉSUMÉ Cette étude traite d’identité sociale constituée à partir d’un groupe de cosplayers de l’État d’Espírito Santo (Brésil). Les cosplayers sont des gens qui se déguisent en personnages mangá (bandes dessinées japonaises), animes (dessins animés d’origine nipponne) et des jeux-vídeo. Celle-ci est une pratique habituelle au sein de la culture de la communauté japonaise d’Espírito Santo. L’échantillon a été formé par 12 individus, avec une moyenne d’âge de 18,66 ans (DP = 1,44). Les résultats démontrent l’existence d’une tendance assez grande de devenir cosplays dont la provenance sont les média japonaises, et qui, les caractéristiques psychologiques du personnage sont primordiales em choisissant le personnage. Et, finalement, que ces gens se sentent integres dans un groupe social base sur deux catégories: “Performance” et “Divertissement” ceux-ci sont considérées typiques de la société du divertissement au sein de la culture de masse. Mots-clés: cosplayers; culture populaire japonaise; identité sociale. SUMÁRIO INTRODUÇÃO 15 1. MEIOS DE COMUNICAÇÃO 20 1.1 - Desenvolvimento da Capacidade de Comunicação Humana 22 1.2 - Instrumentos da Cultura de Massa: Livro/Jornal/Revista, Rádio, Cinema, Televisão e Internet. 28 1.2.1- Os Livros, os Jornais e as Revistas (Magazines) 29 1.2.2- O Cinema 35 1.2.3- O Rádio 36 1.2.4- A Televisão 38 1.2.5- A Internet 40 1.3- Símbolos, Linguagem e Mídia. 42 2. COSPLAYERS: A IDENTIDADE SOCIAL 56 2.1- Uma Breve História do Japão e o Surgimento de sua Cultura Pop 56 2.2- Os Otakus e a Estética Cosplayer 79 2.3-Identidade Social 91 2.3.1- Teoria da Identidade Social de Michel Maffesoli 95 2.3.2- A Teoria da Identidade Social de Antony Giddens 99 2.3.3- Teoria da Identidade Social de Henry Tajfel 106 3. MÉTODO 112 3.1 – Objetivos da Investigação e Fontes de Informação 112 3.2 – Características dos Participantes 114 3.3- Instrumento 115 3.4 - Procedimento 116 3.5 - Análise de Dados 116 4. RESULTADOS E DISCUSSÃO 119 5. CONCLUSÃO 162 REFERÊNCIAS BIBLIOGRÁFICAS 167 ANEXOS 182 LISTA DE QUADROS QUADRO 1 - AMOSTRA 115 QUADRO 2 - PRODUÇÕES DOS COSPLAYERS 120 QUADRO 3 - ORIGEM DOS COSPLAYS 121 QUADRO 4 - IMPORTÂNCIA DO COSPLAY NO USO DA INTERNET 123 QUADRO 5 - TEMPO DE CONTATO COM MANGÁS E ANIMES 125 QUADRO 6 – CATEGORIAS DE SITUAÇÕES RECONHECIDAS PELOS PARTICIPANTES COMO SENDO O PRIMEIRO CONTATO COM O “MUNDO COSPLAY” 126 QUADRO 7 - CATEGORIAS DE PALAVRAS EVOCADAS E ORDEM DE EVOCAÇÃO, POR PARTICIPANTE. 139 QUADRO 8 - PARTICIPAÇÃO EM OUTRO TIPO DE GRUPO 142 QUADRO 9 - MOTIVAÇÃO PARA A ESCOLHA DO PERSONAGEM 145 QUADRO 10 - RELACIONAMENTO AFETIVO E REPRESENTAÇÃO SOBRE COSPLAY 147 QUADRO 11 – REAÇÃO DE AMIGOS E COLEGAS DE ESCOLA DO PARTICIPANTE À SUA PRÁTICA DE COSPLAY 149 QUADRO 12 – REAÇÃO DA FAMÍLIA DO PARTICIPANTE À SUA PRÁTICA DE COSPLAY 154 LISTA DE FIGURAS FIGURA 1- CULTURA E DISPERSÃO DE SEUS CONTEÚDOS. 52 FIGURA 2 – FACETAS DA IDENTIDADE COSPLAY 141 INTRODUÇÃO O interesse em realizar esta pesquisa começou a se formar no ano de 2002 quando me deparei com alguns mangás (revistas em quadrinhos de origem japonesa) em uma banca de jornal próxima a minha casa, na cidade de João Pessoa. Imediatamente após experimentar o sentimento de surpresa pensei que aqueles títulos derivados de alguns desenhos animados exibidos na televisão brasileira (no caso eram Cavaleiros do Zodíaco, Card Captors Sakura e Dragon Ball) seriam uma moda passageira. Imaginei que algumas editoras poderiam ter publicado aquele material como uma maneira mais rápida de lucrar algum dinheiro por um curto tempo. Este tipo de pensamento me ocorreu, pois afinal de contas o mercado editorial brasileiro sempre esteve à mercê dos comics estadunidenses.
Recommended publications
  • O(S) Fã(S) Da Cultura Pop Japonesa E a Prática De Scanlation No Brasil
    UNIVERSIDADE TUIUTI DO PARANÁ Giovana Santana Carlos O(S) FÃ(S) DA CULTURA POP JAPONESA E A PRÁTICA DE SCANLATION NO BRASIL CURITIBA 2011 GIOVANA SANTANA CARLOS O(S) FÃ(S) DA CULTURA POP JAPONESA E A PRÁTICA DE SCANLATION NO BRASIL Dissertação apresentada no Programa de Mestrado em Comunicação e Linguagens na Universidade Tuiuti do Paraná, na Linha Estratégias Midiáticas e Práticas Comunicacionais, como requisito parcial para obtenção do título de Mestre, sob orientação do Prof. Dr. Francisco Menezes Martins. CURITIBA 2011 2 TERMO DE APROVAÇÃO Giovana Santana Carlos O(S) FÃ(S) DA CULTURA POP JAPONESA E A PRÁTICA DE SCANLATION NO BRASIL Esta dissertação foi julgada e aprovada para a obtenção do título de Mestre em Comunicação e Linguagens no Programa de Pós-graduação em Comunicação e Linguagens da Universidade Tuiuti do Paraná. Curitiba, 27 de maio de 2011. Programa de pós-graduação em Comunicação e Linguagens Universidade Tuiuti do Paraná Orientador: Prof. Dr. Francisco Menezes Martins Universidade Tuiuti do Paraná Prof. Dr. Carlos Alberto Machado Universidade Estadual do Paraná Prof. Dr. Álvaro Larangeira Universidade Tuiuti do Paraná 3 AGRADECIMENTOS Aos meus pais, Carmen Dolores Santana Carlos e Vilson Antonio Carlos, e à Leda dos Santos, por me apoiarem durante esta pesquisa; À minha irmã, Vivian Santana Carlos, por ter me apresentado a cultura pop japonesa por primeiro e por dar conselhos e ajuda quando necessário; Aos professores Dr. Álvaro Larangeira e Dr. Carlos Machado por terem acompanhado desde o início o desenvolvimento deste trabalho, melhorando-o através de sugestões e correções. À professora Dr.ª Adriana Amaral, a qual inicialmente foi orientadora deste projeto, por acreditar em seu objetivo e auxiliar em sua estruturação.
    [Show full text]
  • The Formation of Temporary Communities in Anime Fandom: a Story of Bottom-Up Globalization ______
    THE FORMATION OF TEMPORARY COMMUNITIES IN ANIME FANDOM: A STORY OF BOTTOM-UP GLOBALIZATION ____________________________________ A Thesis Presented to the Faculty of California State University, Fullerton ____________________________________ In Partial Fulfillment of the Requirements for the Degree Master of Arts in Geography ____________________________________ By Cynthia R. Davis Thesis Committee Approval: Mark Drayse, Department of Geography & the Environment, Chair Jonathan Taylor, Department of Geography & the Environment Zia Salim, Department of Geography & the Environment Summer, 2017 ABSTRACT Japanese animation, commonly referred to as anime, has earned a strong foothold in the American entertainment industry over the last few decades. Anime is known by many to be a more mature option for animation fans since Western animation has typically been sanitized to be “kid-friendly.” This thesis explores how this came to be, by exploring the following questions: (1) What were the differences in the development and perception of the animation industries in Japan and the United States? (2) Why/how did people in the United States take such interest in anime? (3) What is the role of anime conventions within the anime fandom community, both historically and in the present? These questions were answered with a mix of historical research, mapping, and interviews that were conducted in 2015 at Anime Expo, North America’s largest anime convention. This thesis concludes that anime would not have succeeded as it has in the United States without the heavy involvement of domestic animation fans. Fans created networks, clubs, and conventions that allowed for the exchange of information on anime, before Japanese companies started to officially release anime titles for distribution in the United States.
    [Show full text]
  • Perancangan Komik Perpaduan Karakter Dongeng Tradisional Rakyat Pulau Jawa
    1 Perancangan Komik Perpaduan Karakter Dongeng Tradisional Rakyat Pulau Jawa Evetta Devanie1, Aznar Zacky2, Heru Dwi Waluyanto3 Desain Komunikasi Visual, Fakultas Seni dan Desain, Universitas Kristen Petra Siwalankerto 121-131, Surabaya Email: [email protected] Abstrak Dongeng merupakan cerita khayalan yang telah turun temurun diceritakan kepada berbagai generasi. Dongeng biasanya membawakan cerita asal-usul sebuah tempat maupun unsur sejarah sebuah negara, sehingga telah menjadi identitas negara tersebut. Perancangan ini dibuat dengan tujuan untuk memperkenalkan ulang budaya lokal Indonesia kepada generasi muda melalui dongeng tradisional rakyat yang dimodifikasi dengan gaya seni modern agar lebih mudah dicerna oleh mereka sekaligus menjajarkan budaya lokal dengan budaya modern luar yang telah masuk dan digemari sebagian besar generasi baru Indonesia. Kata kunci: dongeng, komik, Pulau Jawa, budaya modern. Abstract Title: Comic Book about Characters from Javanese Traditional Folklores Folklores are series of fictional stories that have been passed down through generations. They mainly tell the story of the origin of a place or histories of a country, thus becoming the identity of the country itself. This design is created to reintroduce Indonesian culture to the younger generation through traditional folklores, modified with modern art style to make it easier for them to understand while aligning local culture with the modern culture that has been favored by most of Indonesia's new generation. Keywords: Folklores, comics, Javanese, modern culture. Pendahuluan dongeng lokal saja yang sering didengar dan diceritakan pada generasi ke generasi, namun karya Dongeng merupakan sebuah karya seni cerita bersifat cerita dongeng khas negara lain juga sudah tidak khayalan yang biasa menganut unsur-unsur sejarah asing di telinga para generasi tua maupun muda dunia dan selama berabad-abad telah diceritakan Indonesia.
    [Show full text]
  • Controlling the Spreadability of the Japanese Fan Comic: Protective Practices in the Dōjinshi Community
    . Volume 17, Issue 2 November 2020 Controlling the spreadability of the Japanese fan comic: Protective practices in the dōjinshi community Katharina Hülsmann, Heinrich-Heine-University Düsseldorf, Germany Abstract: This article examines the practices of Japanese fan artists to navigate the visibility of their own works within the infrastructure of dōjinshi (amateur comic) culture and their effects on the potential spreadability of this form of fan comic in a transcultural context (Chin and Morimoto 2013). Beyond the vast market for commercially published graphic narratives (manga) in Japan lies a still expanding and particularizing market for amateur publications, which are primarily exchanged in printed form at specialized events and not digitally over the internet. Most of the works exchanged at these gatherings make use of scenarios and characters from commercially published media, such as manga, anime, games, movies or television series, and can be classified as fan works, poaching from media franchises and offering a vehicle for creative expression. The fan artists publish their works by making use of the infrastructure provided by specialized events, bookstores and online printing services (as described in detail by Noppe 2014), without the involvement of a publishing company and without the consent of copyright holders. In turn, this puts the artists at risk of legal action, especially when their works are referring to the content owned by notoriously strict copyright holders such as The Walt Disney Company, which has acquired Marvel Comics a decade ago. Based on an ethnographic case study of Japanese fan artists who create fan works of western source materials (the most popular during the observed timeframe being The Marvel Cinematic Universe), the article identifies different tactics used by dōjinshi artists to ensure their works achieve a high degree of visibility amongst their target audience of other fans and avoid attracting the attention of casual audiences or copyright holders.
    [Show full text]
  • What Is the Comic Market? What Are Doujinshis?
    www.comiket.co.jp A presentation by the Comic Market Preparations Committee February, 2008 Copyright 2007ー2008 COMIKET www.comiket.co.jp Chapter One What is the Comic Market? What are Doujinshis? Copyright 2007ー2008 COMIKET www.comiket.co.jp What are Doujinshis? What are Doujinshi Marketplaces? What are Doujinshis? - Doujinshis are defined in Japanese dictionaries as "magazines published as a cooperative effort by a group of individuals who share a common ideology or goals with the aim of establishing a medium through which their works can be presented." Originating from the world of literature, fine arts, and academia, doujinshis experienced unprecedented growth in Japan as a medium of self-expression for various subcultures centered around manga. - At present, books edited and published by individuals with the aim of presenting their own material are also considered doujinshis. - As a norm, doujinshis are not included in the commercial publishing distribution system. > The primary goal of doujinshi publishing is that of self-expression of one's own works--Ordinarily commercial profits are not the primary rationale for doujinshis endeavors. > Their distribution is limited in scope. What are Doujinshi Marketplaces? - Social functions centered around the display and distribution of doujinshis. - Their scale and function can vary from anywhere between small gatherings taking place in regular conference spaces where only a few dozen circles (doujinshi publishing groups) attend but can be big as the Comic Market where over 35,000 circles congregate. - Outside of Japan, similar forums are usually attached to various manga and anime related public gatherings. In Japan, doujinshi marketplaces are almost always independent public events where the focus is on the individuals and groups that publish the doujinshis.
    [Show full text]
  • BVCM019000 Pop Politics: Activismos a 33 Revoluciones
    Lomo sin ajustar POP POLITICS: ACTIVISMOS A 33 REVOLUCIONES POP POLITICS: ACTIVISMS AT 33 REVOLUTIONS CA2M CA2M Iván López Munuera Jeleton Pop Jennie Livingston Politics: Activis Amparo Lasén Jeremy Deller mos Greil Marcus & Nick Abrahams a33 Revolu Pop José Manuel Costa Juan Pablo Echeverri ciones Kim Gordon June Crespo Lucy O’Brien Kalup Linzy Peio Aguirre Lorea Alfaro Simon Reynolds Luis Jacob Politics: Luke Fowler Aitor Saraiba Lyota Yagi assume vivid astro focus Mickalene Thomas Azucena Vieites Momu Activis Bozidar Brazda & No Es Christian Marclay Pepo Salazar Daniel Jacoby Raymond Pettibon mos Daniel Johnston Red Caballo Daniel Llaría Robert Crumb Dave Muller Ruth Ewan Discoteca Flaming Star Ryan McGinley a33 Francesc Ruiz Till Gerhard Gabriel Acevedo Velarde William Cordova Icaro Zorbar Zira02 Revolu ciones POP POLITICS: ACTIVISMS AT 33 REVOLUTIONS Pop Politics: Activis mos a33 Revolu ciones 30-11-2012 / 21-04-2013 Consejería de Empleo, Turismo y Cultura La programación cultural de la Comunidad de siempre puestos bajo la lupa de la relación entre Madrid siempre ha puesto un especial énfasis música y artes visuales. La exposición está abierta en relacionar los fenómenos de masas con a múltiples interpretaciones y a la actitud activa las manifestaciones creativas actuales. Hace seis de sus visitantes, a quienes invito a disfrutar de años, la Comunidad de Madrid ya dedicó un amplio la música, las imágenes, los films y la cuantiosa espacio a la revisión de La Movida, ampliamente información que componen esta muestra. centrado en la música. En ese momento, se rindió La Comunidad de Madrid renueva así su un homenaje a los artistas que, con su actitud compromiso con la creación más actual y su puesta vitalista y desinhibida, revitalizaron el panorama a disposición de un público amplio.
    [Show full text]
  • Bentang Pustaka. Bitz, Michael. 2009. Manga High
    DAFTAR PUSTAKA Aditya, Wahyu. 2013. Sila Ke-6: Kreatif Sampai Mati! Yogyakarta: Bentang Pustaka. Bitz, Michael. 2009. Manga high: literacy, identity, and coming of age in an urban high school. Cambridge: Harvard Education Press. Craig, Timothy J. 2000. Japan Pop! Inside the World of Japanese Popular Culture. London: Routledge. Gelder, Ken. 1997. The Subcultures Reader. London: Routledge. Heryanto, Ariel. 2012. Budaya Populer di Indonesia, Mencairnya Identitas Pasca- Orde Baru. Yogyakarta: Jalasutra Ito, Mizuko. 2012. Fandom Unbound: Otaku Culture in a Connected World. Connecticut:Yale University Kelly, William W. 2004. Fanning the Flames: Fans and Consumer Culture in Contemporary Japan. Albany: State University of New York Press. Kiyomizu, Isao. 2000. Manga Encyclopedia Nipponica. Japan: Iwami Shoten. Schilling, Mark. 1997. The Encyclopedia of Japanese Pop Culture. Colorado: Weatherhill. Schodt, Frederick L. 1983. Manga! Manga! The World of Japanese Comics. New York: Kodansha International. Storey, John. 1993. Cultural Theory and Popular Culture: A Reader. London: Routledge. Power, Natsu Onoda. 2000. God of Comic: Osamu Tezuka and The Creation of Post- World War II Manga. New York: Mississippi University Press. SUMBER INTERNET Comic Frontier @ Gelar Jepang UI, 15 Juli 2012 (n.d.), 15 April 2012 https://www.kaorinusantara.or.id/newsline/3572/comic-frontier-gelar-jepang-ui-15- juli-2012 Comiket, where otaku come to share the love (n.d.), 19 Desember 2013 http://www.japantimes.co.jp/culture/2013/12/19/general/comiket-where-otaku- cometo-share-the-love/
    [Show full text]
  • The Cultural Dynamic of Doujinshi and Cosplay: Local Anime Fandom in Japan, USA and Europe
    . Volume 10, Issue 1 May 2013 The cultural dynamic of doujinshi and cosplay: Local anime fandom in Japan, USA and Europe Nicolle Lamerichs Maastricht University, Netherlands Abstract: Japanese popular culture unifies fans from different countries and backgrounds. Its rich participatory culture is beyond any other and flourishes around comics (manga), animation (anime), games and music. Japanese storytelling showcases elaborate story worlds whose characters are branded on many products. The sub genres of Japanese pop-culture and the lingua franca of their audiences shape Western fandom. In this article, I scrutinize the global dynamic of manga. I specifically focus on the creation of fan manga (‘doujinshi’) and dress- up (‘cosplay’) as two migratory fan practices. The form and content of fan works, and the organizational structure behind them, varies intensely per country. If manga is an international language and style, where is its international fan identity located? In this article, I explore this uncharted territory through ethnographic views of diverse Western and Japanese fan sites where these creative practices emerge. This ethnographic overview is thus concerned with the heterogeneous make-up and social protocols of anime fandom. Keywords: Anime fandom, doujinshi, cosplay, conventions, ethnography Introduction Japan’s global and exotic identity is historically rooted. In the nineteenth century, Euro- Americans performed their fascination for the island through ‘Orientalism’ in Western impressionist art, Zen gardens and architecture (Napier, 2007; Said, 1978). When World War II penetrated this culturally rich image, the fascination for Japan became more ambivalent, characterized by both fear and curiosity. By now, the country’s global identity, which lingers between East and West, inspires Western corporate businesses, art and media as it represents a mixture of spiritual traditions, strong labour and family morals, as well as an advanced technocapitalist model (Ivy, 1995; Wolferen, 1995).
    [Show full text]
  • Download Full Journal In
    IMAG. InSEA MAGAZINE IMAG ARTS EDUCATION N.º 1. Julho 2015 1M)G 1M)G The Magazine of Education Through Art – IMAG is The content of the texts is the sole responsibility of (the) authors (as). Admittance reproduction, as long as the source is mentioned: an international, online, Open Access and peer-re- viewed e-publication for the identification, publica- InSEA: International Society for Education through Art tion and dissemination of art education theories http://www.insea.org and practices through visual methods and media. Electronic Publication 2015 Become a member of InSEA Editors of this number: Teresa Eça; Glen Coutts; Ana Barbero, An- Contact: InSEA Publications. Quinta da Cruz (APECV). Estrada de gela Saldanha São Salvador, 3510-784 São Salvador, Viseu Portugal Editorial Team: Rita Irwin; Sandrine Han, Mousumi De; Marjorie Website: http://www.insea.org/ Manifold; Steve Willis; Rachel Fendler; Karen Hutzel; Margaret Baguley; Manisha Sharma; Joaquin Roldan; Ricardo Marin. Email: [email protected] Graphics: Ana María Barbero Franco Frequency: Publication three times a year DOI: 10.24981/2414-3332-1.2015 http://www.insea.org/publications/imag ii -,1;OR1)4 ;HE 1M)G PROJECT plurality of what makes InSEA come alive while also recog- nizing our volunteer work for the organization and indeed, our field worldwide. We believe that both of these initiatives will be powerful resources for practice-led research and re- search-led practice in arts education. With the magazine we want to value the silent voices of art educators and art tea- The current InSEA world council members are committed to chers from around the world who are helping new genera- creating more channels for making education through art visi- tions to grow up with the benefits of the arts to build a more ble.
    [Show full text]
  • Gratis Winter Comiket Di Tokyo
    Gratis Winter Comiket di Tokyo Apakah kamu berencana untuk berkunjung ke Jepang dalam waktu dekat? Jangan sampai melewatkan event seru yang akan diselenggarakan pada 29-31 Desember 2019 di Tokyo Big Sight. Event gratis Winter Comiket Tokyo kali ini sangat pas menjadi ajang berkumpul bagi para penggemar manga, komik, dan sejenisnya. Sejarah Comiket Comiket atau Comic Market adalah acara yang diselenggarakan dua tahun sekali, yaitu pada Agustus dan Desember. Event Agustus dikenal sebagai NatsuComi atau Summer Comiket, sedangkan event Desember dikenal sebagai FuyuComi atau Winter Comiket. Festival ini mulai diadakan sejak 21 Desember 1975. Saat itu, jumlah pengunjung yang datang sekitar 700 orang. Kini, Comiket telah menjadi pertemuan penggemar paling besar di dunia dengan pengunjung lebih dari setengah juta orang. Comiket bukan acara komersial. Event yang dikelola oleh Comic Market Preparatory Committee ini berfokus pada transaksi menjual dōjin (self publishing works). Tiap penyelenggaraan Comiket, sekitar 35.000 circles (grup atau orang yang menciptakan dōjin) ikut berpartisipasi. Tiap hari diisi oleh pameran circles yang berbeda. Produk yang paling banyak terjual adalah dōjinshi atau komik self published yang biasanya ditulis berdasarkan anime, video game, dan media lain. Sejak penyelenggaraan pertama, ada sekitar 2,1 juta hasil karya yang telah diarsip. Selain jual beli dōjin, Winter Comiket maupun Summer Comiket juga merupakan kesempatan bagi penggemar cosplay untuk menunjukkan kebolehannya. Namun, perlu diketahui bahwa kamu harus membayar sebesar 800 yen jika membawa dan mengenakan kostum cosplay di ajang ini. Yuk, Berkunjung ke Winter Comiket Dengan tiket gratis Winter Comiket Tokyo, siapa yang tidak bakal tertarik? Namun, kamu harus mengetahui sejumlah hal penting sebelum berkunjung ke acara ini.
    [Show full text]
  • Bab I Pendahuluan
    BAB I PENDAHULUAN 1.1 Latar Belakang Indonesia merupakan negara yang terdiri atas kepulauan dan memiliki ratusan suku bangsa yang sangat beragam, namun masih tetap memiliki satu kesatuan. Akan tetapi, dalam kenyataannya memperkenalkan kebudayaan tradisional Indonesia secara lokal maupun internasional masih terkesan setengah-setengah. Seringkali hanya budaya tradisional tertentu saja yang mendapat sorotan sementara masih banyak kebudayaan tradisional di daerah lain yang tak kalah kaya dan eksotis untuk diperkenalkan padahal Indonesia memegang erat asas “Bhinneka Tunggal Ika” yang tertulis di lambang negara Republik Indonesia sebagai sebuah cerminan bahwa meski Indonesia merupakan negara kepulauan dengan puluhan provinsi dan ratusan suku bangsa, namun tetap dalam satu kesatuan. Bentuk dari kebudayaan tradisional Indonesia sendiri sangat bermacam- macam, salah satunya adalah berupa artefak. Menurut J.J Hoenigman (dalam Koentjaraningrat, 2015:150), artefak yaitu wujud kebudayaan fisik yang berupa hasil aktivitas, perbuatan dan karya semua manusia dalam masyarakat yang berupa benda- benda atau hal-hal yang dapat diraba, dilihat, didokumentasikan. Artefak sifatnya paling konkret di antara wujud kebudayaan lain. Artefak ini selama masih ada dan dapat ditemukan bisa diamati dan menjadi bukti sejarah sebuah kebudayaan dimasa lampau, terutama kebudayaan tradisional Indonesia. Namun dari hasil pengamatan, saat ini keberadaan artefak tidak terlalu banyak dilirik oleh masyarakat modern khususnya anak remaja generasi masa kini. Daya tarik artefak hanyalah berupa pajangan yang terdapat di museum-museum yang tersebar di Indonesia dimana kondisinya pun diperburuk dengan kurangnya kelengkapan koleksi dan informasi yang difasilitasi oleh museum. Artefak saat ini sebagian besar hanya untuk keperluan tugas kuliah atau menarik minat turis asing yang datang ke Indonesia 1 dan tertarik dengan kebudayaan tradisionalnya.
    [Show full text]
  • Adapting Anime: Transnational Media Between Japan and the United States
    ADAPTING ANIME: TRANSNATIONAL MEDIA BETWEEN JAPAN AND THE UNITED STATES Brian Ruh Submitted to the faculty of the University Graduate School in partial fulfillment of the requirements for the degree Doctor of Philosophy in the Department of Communication and Culture, Indiana University May 2012 Acceptance page Accepted by the Graduate Faculty, Indiana University, in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Doctoral Committee ____________________________________ Barbara Klinger, Ph.D. ____________________________________ Gregory Waller, Ph.D. ____________________________________ Yeidy Rivero, Ph.D. ____________________________________ Scott O’Bryan, Ph.D. April 9, 2012 ii Acknowledgements I am very grateful to my Ph.D. committee – Barbara Klinger, Gregory Waller, Yeidy Rivero, and Scott O’Bryan – for supporting me (and putting up with me) for these last few years. My parents, Richard and Christine, and parents in law, Dan and Barbara Skinner, have been positive influences throughout this entire process, and I’m sure they’re all glad to see me finish. However, the person who may have borne the most stress through the entire process has been my loving wife Sarah. I’m so thankful to have her. I also need to acknowledge my two beautiful daughters Charlotte and Abby, the sources of both great joy and great delays in the writing process. And finally, hello to Jason Isaacs. iii Abstract Brian Ruh ADAPTING ANIME: TRANSNATIONAL MEDIA BETWEEN JAPAN AND THE UNITED STATES This dissertation examines Japanese animation, or anime, as an example of how a contemporary media product crosses national and cultural borders and becomes globalized. Bringing together the theories of Hiroki Azuma and Susan J.
    [Show full text]