10 Lamerichs 10.1
10 Lamerichs 10.1
10 Lamerichs 10.1
Introduction
Japans global and exotic identity is historically rooted. In the nineteenth century, EuroAmericans 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 countrys 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). Today, the relationship
between Western countries and Japan is also significantly performed in relation to its popculture.
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Methodology
This article is based on insider ethnography that I performed the last four years as a
researcher and also draws from my experiences before that time as a fan artist. While my
experience of fan conventions goes back many years, my data stems from my participation
in fan conventions in Europe, North-America and Japan (2010-2011). I focus on two
European countries, The Netherlands and Germany. The participant-observation was
enriched with interviews and conversations with staff members as well as visitors. I used
additional documentation (e.g., web sites, fan zines and doujinshi) to incorporate a
historical background.
I attended a few of the largest events within these countries and tried to attend
various events when possible to allow for further comparison. In Japan (2012) I visited the
fan-driven doujinshi events Comic City, Comiket and the international World Cosplay
Summit (WCS) hosted by TV Aichi; in The Netherlands, Animecon, Abunai, YaYCon and
Tsunacon (2009-2012); in Germany, Dokomi (2010-2012) and Animagic (2009-2010); in
North-America, Otakon in Baltimore (2011). It is my aim to show that these fan cultures are
individual events with their own ecologies, not to signify the influence of the nation-state on
fan practices. These events draw members with different national backgrounds after all and
are structured along different local and global patterns. Thus, when I speak of German and
Japanese fans, I am more interested in their language cultures and the cultural-specificity
of the fan events, rather than the national identity of these fans. I use these denominators
to create coherence throughout the article but I realize that these fan spaces also draw
participants from other countries and non-fan visitors.
In the various fan events, my stance varied from that of a critical insider to a more
observant outsider. As an insider, I have participated in the Dutch anime scene as a
researcher from 2010 onward. Before that time, I attended the conventions already as a
cosplayer and doujinshi artist of OpenMinded. From 2010-2012, I was also a staff member
at YaYCon that arranged the internal communication and organized events. In Japan,
however, I was more of an outsider, who only understood parts of the language and
observed rather than participated. During the WCS, which brought together fans of different
nationalities, it was easier for me to talk to people and participate partly with the
permission of the international organizers. Here, I also was employed as Dutch press for the
anime magazine Aniway to communicate the event to our home country.
Doujinshi
The term doujinshi is derived from doujin (literally same person which refers to one or
several persons that have a common interest or goal) and shi (generally refers to magazine
or periodical). Colloquially doujin stands for the self-publication of fan works in mixed
media (e.g., games, music, and comics) and underlines the community aspect that brings the
fans together. Doujinshi refers to self-published as a medium which includes comics, light
novels and art books. Doujinshi can be homages to existing texts, inspired by anime, manga
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Exclusivity in Japan
Fan texts in Japan have an authentic status and high visibility compared to the West.
Doujinshi come in limited copies and primarily circulate at widely attended doujinshi
conventions that are often organized by fans themselves. They are not dismissed as
amateur productions or copies, but rather viewed as unique creations in their own right and
function as collectors items for fans. Fan artists can achieve a high status as authors of
exemplary fan texts. As a result of the high status of some fan authors, and the tendency
towards limited and exclusive copies of doujinshi, some products are rare and can be sold
for high prices online and offline.
Some doujinshi can be found at second-hand stores such as Mandarake or online
sites such as the Japanese Amazon. Rare comics are sometimes sold for a price ten times as
high as the original one. This cultural shift is important as it re-distributes fan texts that
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Country
Art/comics
Distribution
Japan
Derivative
works
Circles
USA
The Netherlands
Derivative/original Original
Germany
Original
Individual artists
Publishing
houses/independent
Con-Hon
Circles/magazines
Artist
Unsigned
Commission
Signed doujinshi
signature
*This Table summarizes local tendencies that emerged in the ethnography.
Figure 1: Mystic Cowgirl Marieke by Michel Kok, Man-Hung Tse and Michel Vissers
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Cosplay
The different local cultures of doujinshi show their own practices and ethos. Doujinshi
flourishes within specific fan cultures of countries that may vary widely. Cosplay, however,
tries to achieve a more international ethos, especially in terms of competitions. Within
these sections I pay attention to the different local structures of cosplay but also the nexus
that they share.
Historically, the fan practice of dressing up or cosplay dates back to American
science fiction conventions in the 1960s and 70s at which fans wore outfits from series such
as Star Trek or Star Wars. Another subtype of fan costumes in Western culture is inspired by
the tradition of Renaissance fairs and historical reenactment which have also resulted into
practices as live-action role-playing. In the latter, enthusiasts base costumes on genre-fiction
(e.g., fantasy) or historical periods in a co-creative game for which original characters are
designed and reenacted. The term cosplaying was coined in the eighties by the game
designer Takahashi Nobuyuki when he encountered the costuming practices of American
fans on a visit to the United States (Bruno, 2002; Winge, 2006, pp. 6667). In Japan, cosplay
has become very prominent since then. In Western settings, there seems to be much
overlap between cosplay and other forms of dressing up such as (live-action) role-playing,
but also digital dress up such as customizing ones avatar. In cosplay, games and anime are
embodied and transposed to new, physical settings. Players explicitly relate their own body
and behaviour to fictional characters (Lamerichs, 2011).
Though fans wear their outfits in the hallway of conventions, they also use them in
specific settings or events such as cosplay competitions, fashion shows or photo shoots. The
competitions, also known as masquerades, are often theatre skits that involve a
performance in which the player really acts out the character. Fans enjoy having their
picture taken in their outfits. Photographers in turn can specialize in photographing
cosplayers as a creative hobby. Though a cosplayer can perform the character in part, for
instance by walking around with his or her attitude, the overall idea is a visual one. Cosplay
is based on recognition, more than reenactment as fans are not, and cannot be, in character
at all times since the convention is also a social sphere in its own right. I compare the
various conventions based on how they facilitate cosplaying (e.g., competitions) and the
different roles that cosplayers and other participants (e.g., spectators, photographs) take up
in the process.
Japan
USA
Bought or made Favours
handmade
Diverse shows; Competition
modelling
and parades
Photography In restricted
areas
Organized
shoots
The Netherlands
Favours handmade
Competition and
separate fashion
show
Hallway/small
shoots
Germany
Favours
handmade
Competition and
show troupes
Organized shoots
Cultural analysis
At first sight, anime fandom appears to be a homogeneous community but after these
observations, local practices emerge. Doujinshi and cosplay make the balance between the
local and international identity of fans visible and show its practices and social make-up to
be locally anchored. Doujinshi, for instance, appeared to be grounded in different
convention scenes. European artists even demonstrate locality as they form ties with the
mainstream industry and emancipate the comic industries of their own countries.
Whereas in America, graphic novels already tend to display hybrid visual and narrative
styles, the continental countries see it as their project to innovate and diversify their more
traditional, local comic industry. Doujinshi artists there focus on creating original German
and Dutch manga and participate in the mainstream industry with this. Such locality is also
expressed in prizes as the Dutch manga award or Carlsen Comics endeavours to scout new
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Conclusion
Based on ethnography at several fan events and documentation, I gave an overview of local
fan practices and signified some of their notable differences, based on representative fan
events. This leads to two important findings concerning the cultural dynamic of anime
fandom. First, though manga culture seems homogeneous, local practices emerge at all sites
that varied from the social structuring of the community to the reception of fan comics and
costumes. Second, internationality plays a different role in these two fan practices. Whereas
doujinshi circulates widely online, offline there is little evidence of its internationality. The
European artists especially emphasize locality and innovation of the mainstream comic
industry over internationality. In contrast to doujinshi, the organizers of fan events strive for
a more international organization of cosplay. However, international competitions also
confront cosplayers with local differences such as language. Moreover, the international
standards are met with response in the Netherlands where cosplayers seem to shy away
from official cosplay activities and rather organize their play bottom-up.
Anime fandom successfully demonstrates a circulation of global visuals and social
protocols. Even in these different industrial contexts, reception studies reveal similar
affective patterns and concerns (e.g., queerness to explore a text; an ethos of small-press).
However cultural dynamic of manga allows for new cross-fertilizations as it, for instance, is
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Biographical note:
Nicolle Lamerichs is Dutch PhD candidate and lecturer at Maastricht University. Her
upcoming thesis Narratology of Fandom discusses creativity and inter/transmediailty in
popular culture. This study explores fan fiction, cosplay and role-playing through traditional
as well as virtual ethnography. Nicolle has published in Transformative Works and Cultures
and edited collections such as Sherlock and Transmedia Fandom (Stein & Busse, 2012).
Contact: n.lamerichs@maastrichtuniversity.nl.
Acknowledgements
Many thanks to the Media and Aesthetics team of Maastricht University for commenting on
an early draft of this article. I also thank the fans who gave me permission to use their
doujinshi art and cosplay photographs to illustrate the article.
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