9 research outputs found

    Le recyclage comme moteur de la fabrique de l’espace social (et piĂ©ton) du sanctuaire fĂ©minin otaku d’Otome-Road Ă  Ikebukuro, Tokyo

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    La culture populaire japonaise otaku tend Ă  ĂȘtre Ă©tudiĂ©e Ă  travers ses attributs visuels issus du manga, des sĂ©ries d’animĂ©, ou du jeu vidĂ©o. Ce travail entreprend d’étendre les champs disciplinaires environnant la production des cultures de fans au Japon vers la question de la fabrique d’un espace quotidien de circulation d’images, mĂ©dias et piĂ©tons. Aujourd’hui devenus partie intĂ©grante du paysage nippon, les sanctuaires otaku (quartiers spĂ©cialisĂ©s) nous servent de base pour reconceptualiser les thĂ©ories et mĂ©thodes d’approche des sous-cultures d’un point de vue piĂ©ton : nous analysons depuis les rues du sanctuaire d’Otome-Road Ă  Ikebukuro, (Tokyo) un ensemble de pratiques, imaginaires et structures de l’espace social fondĂ© sur le recyclage (rĂ©utilisation, ou rĂ©appropriation) des images. Les piĂ©tonnes nous apprennent que le moteur de la production culturelle otaku est aussi celui de la fabrication d’un nombre croissant de territoires oĂč des groupes infra-politiques peuvent se faire entendre de l’industrie des loisirs et des autoritĂ©s Ă©tatiques. À la fois symptĂŽme de la conquĂȘte rĂ©elle de l’espace local, rĂ©gional puis national japonais par la circulation otaku et opportunitĂ© intellectuelle de dĂ©couvrir les enjeux spatiaux des cultures contemporaines, le cas otaku nous invite Ă  envisager un cadre thĂ©orique et mĂ©thodologique qui rend ses territoires et sa mobilitĂ© aux mouvements socioculturels actuels. Nous explorerons la construction de la trivialitĂ© du quotidien otaku comme un ensemble de dialectiques nĂ©gociant la visibilitĂ© de groupes minoritaires fĂ©minins utilisant divers registres de mobilitĂ© pour donner corps, vie et espace Ă  leur agentivitĂ© sociale

    Towards a Queer Perspective on Manga History : Sexy Stillness in the Gay Art of Yamakawa Jun\u27ichi

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    This paper aims to construct a theoretical and methodological approach for discussing, on a textual level, the intersections of queer and homosexual representations in gay manga produced by gay men and cisgender women. The main argument is that gay manga revolves around alternative takes on the representation of the mobility (animation) of characters, a phenomenon that will be framed through the notion of sexy stillness. The analysis of this new notion of sexy stillness is conducted through the comparison of the technical aspects of gay manga artist Yamakawa Jun\u27ichi\u27s art with canonical girls\u27 manga series. Great care will be given to the specific moments describing the inner motion of characters, as well as the place of these scenes within the visual composition of narratives. Analysis of some elements of the media and social context will also be incorporated in order to explore the meaning of sexy still techniques within manga history and LGBT movements in Japan. In doing so, the goal is to present similarities in terms of the visual expression of queerness as a basis for supporting future works on the different social or communal projects, media production systems, and political impact of gay manga genres

    Queer Animation, The Motion of Illusion: A Primer for the Study of Queer Animated Images

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    Introduction to journal issue on queer representation in animation

    Cross-media Gaming or Where Toys and Video Games Collide : The Pedestrian Dynamics of Level 5’s Snack World

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    Mapping Methods Visualizing Visual NovelsĂą Cultural Production in Japan

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    This research report presents mapping methods visualizing Visual NovelsĂą cultural production in Japan. Three mapping of the East section of Ikebukuro city in Tokyo are presented in order to unravel the urban environment surrounding the production of Visual Novels for Ăą girlsĂą (Otome and BoyĂą s Love games). The imbrications of a typology of Visual Novel and their paraphernalia, with cartographies of the urban infrastructures and events sustaining Visual NovelĂą s paraphernalia circulation therefore invites to question of the definition of a Ăą game environmentĂą as the emergence of a urban cultural network emerging from the circulation of game paraphernalia.Bremen

    Recycling Media Becoming Pedestrian : producing Women’s Social Space in the otaku sanctuary of Otome-Road (Ikebukuro, Tokyo)

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    La culture populaire japonaise otaku tend Ă  ĂȘtre Ă©tudiĂ©e Ă  travers ses attributs visuels issus du manga, des sĂ©ries d’animĂ©, ou du jeu vidĂ©o. Ce travail entreprend d’étendre les champs disciplinaires environnant la production des cultures de fans au Japon vers la question de la fabrique d’un espace quotidien de circulation d’images, mĂ©dias et piĂ©tons. Aujourd’hui devenus partie intĂ©grante du paysage nippon, les sanctuaires otaku (quartiers spĂ©cialisĂ©s) nous servent de base pour reconceptualiser les thĂ©ories et mĂ©thodes d’approche des sous-cultures d’un point de vue piĂ©ton : nous analysons depuis les rues du sanctuaire d’Otome-Road Ă  Ikebukuro, (Tokyo) un ensemble de pratiques, imaginaires et structures de l’espace social fondĂ© sur le recyclage (rĂ©utilisation, ou rĂ©appropriation) des images. Les piĂ©tonnes nous apprennent que le moteur de la production culturelle otaku est aussi celui de la fabrication d’un nombre croissant de territoires oĂč des groupes infra-politiques peuvent se faire entendre de l’industrie des loisirs et des autoritĂ©s Ă©tatiques. À la fois symptĂŽme de la conquĂȘte rĂ©elle de l’espace local, rĂ©gional puis national japonais par la circulation otaku et opportunitĂ© intellectuelle de dĂ©couvrir les enjeux spatiaux des cultures contemporaines, le cas otaku nous invite Ă  envisager un cadre thĂ©orique et mĂ©thodologique qui rend ses territoires et sa mobilitĂ© aux mouvements socioculturels actuels. Nous explorerons la construction de la trivialitĂ© du quotidien otaku comme un ensemble de dialectiques nĂ©gociant la visibilitĂ© de groupes minoritaires fĂ©minins utilisant divers registres de mobilitĂ© pour donner corps, vie et espace Ă  leur agentivitĂ© sociale.Japanese popular cultures are often studied as visual cultures emerging from manga, anime and video games. The present dissertation’s aim is to include the under-studied production of pedestrian spaces of image and media circulation in Japanese cities within the academic fields surrounding the study of fan and sub-cultures in Japan. As otaku sanctuaries recently became an obvious part of the daily Japanese cultural landscape, I propose a pedestrian approach in order to unravel the practices, imaginaries and structures involved in the production of otaku social spaces. The stakes are to revisit academic theoretical and methodological frameworks applied to fan and otaku cultures by adopting a point of view emerging from the streets: following women pedestrians in Otome-Road (Ikebukuro, Tokyo) teaches us that media production is in fact also a production of social space. A diverse range of techniques and tactics of image reappropriation can be observed in otaku sanctuaries and support the emergence of common practices, imaginaries, and structures: territories of fan mecca are synchronized by the quotidian circulation of second hand images and media transported by women. Recycling therefore acts as an infrapolitical mode of action, giving a voice, a body and a space to unstable and precarious social groups. Recycling media places these minorities within the pedestrian (too utterly common to be noticeable and also accessible by foot) landscape of the everyday life. For these reasons I will explore the stakes of the “pedestrianisation” of the otaku movement from its second hand practices and economies to its expressions, urban histories and recent merging with digital media

    I also eat the straights: Male heterosexual fandoms writing LGBTQ+ media history in Japan

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    I explore the transformative works of Inmu Fandoms, heterosexual Japanese fans of gay pornography. The aim is to understand the practices and expressions of Inmu that mobilize a wide range of gay manga, movies, and even video games to generate their own cultures, religion, language, and history. Critical insight is given regarding the stakes of this queering practice on the preservation and erasure of Japanese LGBT media history. Careful attention is paid to both textual and discursive elements to question the praxis of so-called Inmu theory and history within the spectrum of Japanese Fan Studies

    Towards a Queer Perspective on Manga History : Sexy Stillness in the Gay Art of Yamakawa Jun'ichi

    No full text
    This paper aims to construct a theoretical and methodological approach for discussing, on a textual level, the intersections of queer and homosexual representations in gay manga produced by gay men and cisgender women. The main argument is that gay manga revolves around alternative takes on the representation of the mobility (animation) of characters, a phenomenon that will be framed through the notion of sexy stillness. The analysis of this new notion of sexy stillness is conducted through the comparison of the technical aspects of gay manga artist Yamakawa Jun'ichi's art with canonical girls' manga series. Great care will be given to the specific moments describing the inner motion of characters, as well as the place of these scenes within the visual composition of narratives. Analysis of some elements of the media and social context will also be incorporated in order to explore the meaning of sexy still techniques within manga history and LGBT movements in Japan. In doing so, the goal is to present similarities in terms of the visual expression of queerness as a basis for supporting future works on the different social or communal projects, media production systems, and political impact of gay manga genres

    L’animation comme industrie culturelle ? Concevoir et produire le dessin animĂ©

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    L’animation, entendue ici dans toute la diversitĂ© de ses formats (longs et courts mĂ©trages de fiction, documentaires, publicitĂ©s, etc.) et de ses techniques (celluloĂŻd, images de synthĂšse, stop-motion, etc.), a longtemps Ă©tĂ© une niche scientifique, surtout en comparaison de l’intĂ©rĂȘt exprimĂ© pour d’autres mĂ©dias ou industries culturelles. Certes, l’état de l’art s’est considĂ©rablement Ă©toffĂ© avec l’affirmation des « animation studies » dans le contexte anglo-saxon (Crafton, 1982 ; Pilling, 1997 ; Lamarre, 2008 ; Wells, 2012). De simple dĂ©nomination employĂ©e pour dĂ©signer certaines formations, dĂ©partements d’universitĂ©s ou encore cours au sein des Ă©coles d’animation, l’expression est aujourd’hui devenue un label commode pour rassembler toutes les discussions et analyses engagĂ©es par des universitaires (et/ou certains praticiens) autour de l’animation
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