{"title":"流行文化与表演:动漫活动中的身份游戏","authors":"C. S. Fernandes, Paula Travancas","doi":"10.18568/CMC.V15I42.1560","DOIUrl":null,"url":null,"abstract":"The great popularity of Japanese pop culture in Brazil, driven by the so-called anime boom in the 1990s, led to the creation of anime conventions. These conventions, initially aimed at fans of Japanese animations and TV shows, now gather neotribes, or urban tribes, that are grounded in the taste for various segments of global pop culture. Subscribing to the sociology of everyday life and of the imaginary, and supported by field research of ethnographic inspiration, this paper is rooted in the understanding of aesthetics as ethics to glimpse the elan that allows the communion between neotribes. To do so, five activities common to conventions that depend on the participation of visitors to come to life are analyzed: cosplay, animeke, k-pop covers and dance video games. These activities demonstrate modes of sociality that produce meanings through performance, in its dimensions of acting, play and game.","PeriodicalId":52154,"journal":{"name":"Comunicacao Midia e Consumo","volume":"15 1","pages":"54-75"},"PeriodicalIF":0.0000,"publicationDate":"2018-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"CULTURA POP e PERFORMANCE: JOGOS IDENTITÁRIOS NOS EVENTOS DE ANIMÊ\",\"authors\":\"C. S. Fernandes, Paula Travancas\",\"doi\":\"10.18568/CMC.V15I42.1560\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The great popularity of Japanese pop culture in Brazil, driven by the so-called anime boom in the 1990s, led to the creation of anime conventions. These conventions, initially aimed at fans of Japanese animations and TV shows, now gather neotribes, or urban tribes, that are grounded in the taste for various segments of global pop culture. Subscribing to the sociology of everyday life and of the imaginary, and supported by field research of ethnographic inspiration, this paper is rooted in the understanding of aesthetics as ethics to glimpse the elan that allows the communion between neotribes. To do so, five activities common to conventions that depend on the participation of visitors to come to life are analyzed: cosplay, animeke, k-pop covers and dance video games. These activities demonstrate modes of sociality that produce meanings through performance, in its dimensions of acting, play and game.\",\"PeriodicalId\":52154,\"journal\":{\"name\":\"Comunicacao Midia e Consumo\",\"volume\":\"15 1\",\"pages\":\"54-75\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-04-26\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Comunicacao Midia e Consumo\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.18568/CMC.V15I42.1560\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Comunicacao Midia e Consumo","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.18568/CMC.V15I42.1560","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"Social Sciences","Score":null,"Total":0}
CULTURA POP e PERFORMANCE: JOGOS IDENTITÁRIOS NOS EVENTOS DE ANIMÊ
The great popularity of Japanese pop culture in Brazil, driven by the so-called anime boom in the 1990s, led to the creation of anime conventions. These conventions, initially aimed at fans of Japanese animations and TV shows, now gather neotribes, or urban tribes, that are grounded in the taste for various segments of global pop culture. Subscribing to the sociology of everyday life and of the imaginary, and supported by field research of ethnographic inspiration, this paper is rooted in the understanding of aesthetics as ethics to glimpse the elan that allows the communion between neotribes. To do so, five activities common to conventions that depend on the participation of visitors to come to life are analyzed: cosplay, animeke, k-pop covers and dance video games. These activities demonstrate modes of sociality that produce meanings through performance, in its dimensions of acting, play and game.
期刊介绍:
The journal Comunicação, Mídia e Consumo – Communication, Media and Consumption – is published in printed and digital versions by the Programa de Pós-Graduação em Comunicação e Práticas de Consumo da ESPM-SP – Postgraduate Programme in Communication and Consumption Practices of ESPM-SP – Escola Superior de Propaganda e Marketing – Superior School of Propaganda and Marketing and it is evaluated as Qualis A2; its editorial line is to approach relevant topics of the field of Communication, understood here as a complex socio-cultural process and practice. The articles must be well-founded and mobilise different authors of a given theoretical tendency so that they develop a critical reflection about the approached thematic topics. In the case of empirical articles, besides the contextualisation and the descriptive stage of the material, we privilege articles which present a theoretico-interpretative of the aspects that are observed in the corpus.