Pop culture and performance: identity games at anime conventions
Autor(a) principal: | |
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Data de Publicação: | 2018 |
Outros Autores: | |
Tipo de documento: | Artigo |
Idioma: | por eng |
Título da fonte: | Comunicação, Mídia e Consumo (Online) |
Texto Completo: | https://revistacmc.espm.br/revistacmc/article/view/1560 |
Resumo: | 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. |
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Pop culture and performance: identity games at anime conventionsCULTURA POP e PERFORMANCE: JOGOS IDENTITÁRIOS NOS EVENTOS DE ANIMÊanime conventionspop cultureperformanceEventos de animêCultura PopPerformanceThe 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.A grande popularidade da cultura pop japonesa no Brasil, impulsionada pelo chamado boom dos animês nos anos 1990, levou à criação dos eventos de animê. Essas convenções, inicialmente voltadas para fãs de animações e seriados japoneses, hoje atraem neotribos, ou tribos urbanas, que se fundam no gosto por diversos segmentos da cultura pop mundial. Filiado à sociologia do cotidiano e do imaginário e apoiado em pesquisa de campo de inspiração etnográfica, este artigo parte da compreensão da estética como ética para vislumbrar o elã que permite a comunhão entre neotribos. Para tanto, são analisadas quatro atividades comuns aos eventos e que dependem da participação dos visitantes para ganharem vida: o cosplay, o animekê, os covers de k-pop e os videogames de dança. Tais atividades evidenciam modos de socialidade que produzem sentidos por meio da performance, em suas dimensões de encenação, brincadeira e jogoEscola Superior de Propaganda e Marketing2018-04-26info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionpesquisa histórica; pesquisa empírica de campoapplication/pdfapplication/pdfhttps://revistacmc.espm.br/revistacmc/article/view/156010.18568/cmc.v15i42.1560Comunicação Mídia e Consumo; Vol. 15 No. 42 (2018): JANEIRO/ABRIL; 54-75Comunicação Mídia e Consumo; Vol. 15 Núm. 42 (2018): JANEIRO/ABRIL; 54-75Comunicação Mídia e Consumo; v. 15 n. 42 (2018): JANEIRO/ABRIL; 54-751983-7070reponame:Comunicação, Mídia e Consumo (Online)instname:Escola Superior de Propaganda e Marketing (ESPM)instacron:ESPMporenghttps://revistacmc.espm.br/revistacmc/article/view/1560/pdfhttps://revistacmc.espm.br/revistacmc/article/view/1560/pdf_1Copyright (c) 2018 Comunicação Mídia e Consumoinfo:eu-repo/semantics/openAccessFernandes, Cíntia SanmartinTravancas, Paula2018-07-02T21:03:20Zoai:ojs.revistacmc.espm.br:article/1560Revistahttps://revistacmc.espm.br/revistacmc/oaiPRIhttp://revistacmc.espm.br/index.php/revistacmc/oaithoff@espm.br||revistacmc@espm.br1983-70701806-4981opendoar:2018-07-02T21:03:20Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM)false |
dc.title.none.fl_str_mv |
Pop culture and performance: identity games at anime conventions CULTURA POP e PERFORMANCE: JOGOS IDENTITÁRIOS NOS EVENTOS DE ANIMÊ |
title |
Pop culture and performance: identity games at anime conventions |
spellingShingle |
Pop culture and performance: identity games at anime conventions Fernandes, Cíntia Sanmartin anime conventions pop culture performance Eventos de animê Cultura Pop Performance |
title_short |
Pop culture and performance: identity games at anime conventions |
title_full |
Pop culture and performance: identity games at anime conventions |
title_fullStr |
Pop culture and performance: identity games at anime conventions |
title_full_unstemmed |
Pop culture and performance: identity games at anime conventions |
title_sort |
Pop culture and performance: identity games at anime conventions |
author |
Fernandes, Cíntia Sanmartin |
author_facet |
Fernandes, Cíntia Sanmartin Travancas, Paula |
author_role |
author |
author2 |
Travancas, Paula |
author2_role |
author |
dc.contributor.author.fl_str_mv |
Fernandes, Cíntia Sanmartin Travancas, Paula |
dc.subject.por.fl_str_mv |
anime conventions pop culture performance Eventos de animê Cultura Pop Performance |
topic |
anime conventions pop culture performance Eventos de animê Cultura Pop Performance |
description |
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. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-04-26 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion pesquisa histórica; pesquisa empírica de campo |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistacmc.espm.br/revistacmc/article/view/1560 10.18568/cmc.v15i42.1560 |
url |
https://revistacmc.espm.br/revistacmc/article/view/1560 |
identifier_str_mv |
10.18568/cmc.v15i42.1560 |
dc.language.iso.fl_str_mv |
por eng |
language |
por eng |
dc.relation.none.fl_str_mv |
https://revistacmc.espm.br/revistacmc/article/view/1560/pdf https://revistacmc.espm.br/revistacmc/article/view/1560/pdf_1 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2018 Comunicação Mídia e Consumo info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2018 Comunicação Mídia e Consumo |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf application/pdf |
dc.publisher.none.fl_str_mv |
Escola Superior de Propaganda e Marketing |
publisher.none.fl_str_mv |
Escola Superior de Propaganda e Marketing |
dc.source.none.fl_str_mv |
Comunicação Mídia e Consumo; Vol. 15 No. 42 (2018): JANEIRO/ABRIL; 54-75 Comunicação Mídia e Consumo; Vol. 15 Núm. 42 (2018): JANEIRO/ABRIL; 54-75 Comunicação Mídia e Consumo; v. 15 n. 42 (2018): JANEIRO/ABRIL; 54-75 1983-7070 reponame:Comunicação, Mídia e Consumo (Online) instname:Escola Superior de Propaganda e Marketing (ESPM) instacron:ESPM |
instname_str |
Escola Superior de Propaganda e Marketing (ESPM) |
instacron_str |
ESPM |
institution |
ESPM |
reponame_str |
Comunicação, Mídia e Consumo (Online) |
collection |
Comunicação, Mídia e Consumo (Online) |
repository.name.fl_str_mv |
Comunicação, Mídia e Consumo (Online) - Escola Superior de Propaganda e Marketing (ESPM) |
repository.mail.fl_str_mv |
thoff@espm.br||revistacmc@espm.br |
_version_ |
1793890300542844928 |