2019 | 29 | Themenheft
Browsing 2019 | 29 | Themenheft by Subject "animation"
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- ArticleDeviating Voice. Representation of Female Characters and Feminist Readings in 1990s AnimeIshida, Minori (2019) , S. 22-37In the 1990s, Japanese anime sophisticated both their ›visual database‹ and their ›voice database‹ for their character design. These two ›databases‹ usually cooperate in a complementary manner in order to construct characters for an audio-visual medium. In the following article, however, I am going to point out that there are always possibilities of deviation, because, fundamentally, the visual appearance and the voice of the character are created independently. This has, in fact, opened up the possibility to introduce a new style of charac-ters like Haruka Tenou, one of the most popular characters in the Sailor Moon series (1992–1997). According to Azuma Hiroki, moe (affective responses) to-ward characters had drastically altered the reception of anime in the 1990s, preparing the way for the so-called ›kyara-moe‹. Within otaku (fan) cultures, however, another kind of reception took place, which was inspired by female, queer characters, such as Haruka or her successors. Feminist audiences who experienced moe toward these characters interpreted them enthusiastically: with regard to the gender and the sexuality of the protagonists, they created their own narratives.
- ArticleThe Element Factor. The Concept of ›Character‹ as a Unifying Perspective for the Akihabara Cultural DomainBruno, Luca (2019) , S. 38-59This paper presents a developing perspective on characters within Japanese visual novel games and their connections to their host cultural domain of Aki-habara. The cultural domain comprising Akihabara and its connected fan in-dustries (cf. SUAN 2017: 64) have been alternatively described as a ›database‹ for a ›grand non-narrative‹ (cf. AZUMA 2009: 33–34), as a ›fantasy-scape‹ (cf. RUH 2014: 171), or as an ›imagination-scape‹ (cf. KACSUK 2016: 277). These view-points are concord in their vision of the Akihabara cultural domain as being in a continuous flux, lacking any fixed perspective or origin. This paper will pro-pose characters as the unified perspective of the Akihabara cultural domain. While their design elements are not static and subjected to conventional re-performances (cf. SUAN 2017), ›characters‹ themselves, as hierarchical sets of information, remain recognizable and render their host media as belonging to Akihabara. This activates expectations (as well as related rules and procedures) associated with the domain, which in turn require additional conventional re-performances. Conceptualizing ›characters‹ and their associated conventions as a peculiar type of an intersubjective communicative construct (cf. THON 2016: 54), the paper argues that characters presented in visual novel games are rep-resentative for the wider tendency of Akihabara characters to exist prior to all media and narratives. The re-performance of conventions precedes media specificities, narrative peculiarities, or subjective reception.