Pop culture and performance: identity games at anime conventions

Detalhes bibliográficos
Autor(a) principal: Fernandes, Cíntia Sanmartin
Data de Publicação: 2018
Outros Autores: Travancas, Paula
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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spelling 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
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