Kyara revisited: The pre-narrative character-state of Japanese character theory

IF 0.1 3区 文学 0 LITERARY THEORY & CRITICISM
Lukas R. A. Wilde
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引用次数: 8

Abstract

Abstract This article proposes to take a closer look at a variety of contemporary Japanese “character” franchises which cannot be accounted for if the entities in question are primarily understood with reference to diegetic worlds or stories. Rather, virtual idols like Hatsune Miku, fictional mascots like Kumamon, or notorious product placement figures such as Hello Kitty all seem to circulate mostly on non-narrative artifacts such as clothes, office supplies, or decontextualized artworks, and within mediated performances such as stage musicals, cosplay, or public appearances in full-body suits. They are nevertheless quite typical for the Japanese “media mix” franchising model, designed to allow for user-level reshuffling and reenactment. Such “characters without stories,” or kyara, are thus best understood as “mediated performers,” as fictional actors that can take on any fictional role attributed to them within the participatory cultures and collective creations of fan manga (dōjinshi), fan artworks, or even cosplay. Theorists such as Itō (2005) or Azuma (2009) therefore differentiate sharply between kyarakutā und kyara, the latter being a pre- or meta-narrative “nodal point” for diverging games of make-believe. Kyara can just as easily be enacted and performed as they can be brought back into narrative (kyarakutā) contexts. The following article relates and contrast these notions to international (“Western”) character theories and argues for their relevance beyond “exotic” Japanese contexts.
Kyara重新审视了日本人物理论的叙事前人物状态
本文旨在深入探讨当代日本的各种“角色”特许经营,如果这些实体主要是根据叙事世界或故事来理解,就无法解释这些特许经营。相反,像初音未来这样的虚拟偶像,像熊本这样的虚构吉祥物,或者像Hello Kitty这样臭名昭著的植入广告形象,似乎都主要是在衣服、办公用品或非情境化艺术品等非叙事物品上传播,以及在舞台音乐剧、cosplay或穿着全身套装公开亮相等中介表演中传播。然而,它们是日本“媒体组合”特许经营模式的典型,旨在允许用户层面的重组和重演。这样的“没有故事的角色”或kyara,因此最好被理解为“中介表演者”,作为虚构的演员,可以在参与文化和粉丝漫画(dōjinshi)、粉丝艺术品甚至cosplay的集体创作中扮演任何虚构的角色。因此,itsu(2005年)或Azuma(2009年)等理论家对kyarakutu和kyara进行了尖锐的区分,后者是虚构游戏的前叙事或后叙事“节点”。Kyara可以很容易地制定和执行,因为它们可以被带回叙事(kyarakutu)语境中。下面的文章将这些概念与国际(“西方”)性格理论联系起来并进行对比,并论证它们在“异国”日本语境之外的相关性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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