Cosplay: identidades na hipermodernidade

Detalhes bibliográficos
Autor(a) principal: Furukawa, Carolina
Data de Publicação: 2008
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Biblioteca Digital de Teses e Dissertações da UERJ
Texto Completo: http://www.bdtd.uerj.br/handle/1/15273
Resumo: The cosplay translated as "playing to fantasize" is an activity performed by some people in events that bring together fans of cartoons and stories in Japanese comics. Some of its participants dress up as the characters run these facilities and are called cosplayers. Unlike a costume party, they can then interpret the characters and usually, the choice is made on the basis of identification with them. This thesis aims to understand the phenomenon main cosplay as part of the hipermodernity world, which is attracting a growing number of followers in Brazil, and coming to be part of the identity of some of these young people. For this, I start presenting a brief overview on the current context marked by new technologies, dissemination of consumption, changes in family relationships, dilution of physical barriers and increasing sources of information, that caused profound changes in ways of being and acting in the world. It s important o emphasize the role of consumption, because with the decline of traditional structures that provided stable bases on which it supported the identities, they were becoming uncertain and fluid, and the world get ready to offer an enormous variety of objects of consumption that identity can be based on. As the cosplay involves the process of identification with the characters of Japanese entertainment, I show some characteristics of the stories in Japanese comics that are considered attractions of this material, and discuss the issue of youth and identity, and the importance of imagination, facts of this remarkable phenomenon. In order to understand this dynamic, it was created a focus group with five cosplayers, between 16 and 21 years old, residents of Rio de Janeiro, which contributed significantly to the discussion of all the work. Besides the fun and increasing skills in the manufacture of clothing, the social recognition emerged as one of the motivations for achieving the cosplays. This finding confirms the importance of interactions in the process of formation of the person. Another relevant figure has been suggested that by identifying with certain characters, the cosplayers just questioning their own attitudes, reinforcing it with the active role of these young people in the consumption of media products
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spelling Ewald, Ariane Patríciahttp://lattes.cnpq.br/4768356480631308Castro, Lucia Rabello dehttp://lattes.cnpq.br/1214581491021739Soares, Jorge Coelhohttp://lattes.cnpq.br/1773023381434116http://lattes.cnpq.br/0308961646288940Furukawa, Carolina2021-01-07T18:40:01Z2013-05-082008-03-26FURUKAWA, Carolina. Cosplay: identidades na hipermodernidade. 2008. 124 f. Dissertação (Mestrado em Psicologia) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2008.http://www.bdtd.uerj.br/handle/1/15273The cosplay translated as "playing to fantasize" is an activity performed by some people in events that bring together fans of cartoons and stories in Japanese comics. Some of its participants dress up as the characters run these facilities and are called cosplayers. Unlike a costume party, they can then interpret the characters and usually, the choice is made on the basis of identification with them. This thesis aims to understand the phenomenon main cosplay as part of the hipermodernity world, which is attracting a growing number of followers in Brazil, and coming to be part of the identity of some of these young people. For this, I start presenting a brief overview on the current context marked by new technologies, dissemination of consumption, changes in family relationships, dilution of physical barriers and increasing sources of information, that caused profound changes in ways of being and acting in the world. It s important o emphasize the role of consumption, because with the decline of traditional structures that provided stable bases on which it supported the identities, they were becoming uncertain and fluid, and the world get ready to offer an enormous variety of objects of consumption that identity can be based on. As the cosplay involves the process of identification with the characters of Japanese entertainment, I show some characteristics of the stories in Japanese comics that are considered attractions of this material, and discuss the issue of youth and identity, and the importance of imagination, facts of this remarkable phenomenon. In order to understand this dynamic, it was created a focus group with five cosplayers, between 16 and 21 years old, residents of Rio de Janeiro, which contributed significantly to the discussion of all the work. Besides the fun and increasing skills in the manufacture of clothing, the social recognition emerged as one of the motivations for achieving the cosplays. This finding confirms the importance of interactions in the process of formation of the person. Another relevant figure has been suggested that by identifying with certain characters, the cosplayers just questioning their own attitudes, reinforcing it with the active role of these young people in the consumption of media productsO cosplay traduzido como brincar de fantasiar é uma atividade realizada por algumas pessoas em eventos que reúnem admiradores de desenhos animados e histórias em quadrinhos japonesas. Alguns de seus participantes vestem-se como os personagens veiculados nesses meios e são chamados de cosplayers. Diferente de um baile à fantasia, lá eles podem interpretar os personagens e, normalmente, a escolha é feita com base na identificação com estes. Esta dissertação tem como objetivo principal compreender o fenômeno cosplay, como parte do mundo hipermoderno, que vem atraindo um crescente número de adeptos no Brasil, e que vêm a fazer parte da identidade de alguns desses jovens. Para isso, apresento um breve panorama sobre o contexto atual marcado por novas tecnologias, difusão do consumo, mudanças nas relações familiares, diluição das barreiras físicas e aumento das fontes de informação, que provocaram profundas mudanças nos modos de ser e agir no mundo. Destaco também a importância do papel do consumo, pois com a degradação das estruturas tradicionais que proporcionavam bases estáveis nas quais se apoiavam as identidades, estas foram se tornando incertas e fluidas e, assim, o mundo se prontifica a oferecer uma variedade enorme de objetos de consumo para constituí-la. Como o cosplay envolve o processo de identificação com os personagens do entretenimento japonês, apresento algumas características das histórias em quadrinhos japonesas que são considerados atrativos deste material, e discuto a questão da juventude e identidade, e a importância do imaginário, fatos marcantes deste fenômeno. A fim de entender mais essa dinâmica formou-se um grupo focal com cinco cosplayers, entre 16 e 21 anos, moradores do Rio de Janeiro, que contribuíram significativamente para a discussão de todo o trabalho. Além do divertimento e do aumento das habilidades na confecção das vestimentas, o reconhecimento social apareceu como uma das motivações para realização dos cosplays. Esse dado reitera a importância das interações no processo de formação da pessoa. Um outro dado relevante apontado foi que através de identificação com alguns personagens, os cosplayers acabam questionando suas próprias atitudes, reforçando com isso, o papel ativo desses jovens no consumo dos produtos midiáticosSubmitted by Boris Flegr (boris@uerj.br) on 2021-01-07T18:40:01Z No. of bitstreams: 1 Dissert_Carolina Furukawa.pdf: 1699535 bytes, checksum: c7322cf78e6c348394edff76a1428a89 (MD5)Made available in DSpace on 2021-01-07T18:40:01Z (GMT). No. of bitstreams: 1 Dissert_Carolina Furukawa.pdf: 1699535 bytes, checksum: c7322cf78e6c348394edff76a1428a89 (MD5) Previous issue date: 2008-03-26application/pdfporUniversidade do Estado do Rio de JaneiroPrograma de Pós-Graduação em Psicologia SocialUERJBRCentro de Educação e Humanidades::Instituto de PsicologiaCosplayIdentityHipermodernityConsumptionYoungCosplayHipermodernidadeConsumoJovemIdentidade (Psicologia)AdolescênciaHistórias em quadrinhos JapãoCNPQ::CIENCIAS HUMANAS::PSICOLOGIACosplay: identidades na hipermodernidadeCosplay: identities in hypermodernityinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UERJinstname:Universidade do Estado do Rio de Janeiro (UERJ)instacron:UERJORIGINALDissert_Carolina Furukawa.pdfapplication/pdf1699535http://www.bdtd.uerj.br/bitstream/1/15273/1/Dissert_Carolina+Furukawa.pdfc7322cf78e6c348394edff76a1428a89MD511/152732024-02-27 15:55:26.823oai:www.bdtd.uerj.br:1/15273Biblioteca Digital de Teses e Dissertaçõeshttp://www.bdtd.uerj.br/PUBhttps://www.bdtd.uerj.br:8443/oai/requestbdtd.suporte@uerj.bropendoar:29032024-02-27T18:55:26Biblioteca Digital de Teses e Dissertações da UERJ - Universidade do Estado do Rio de Janeiro (UERJ)false
dc.title.por.fl_str_mv Cosplay: identidades na hipermodernidade
dc.title.alternative.eng.fl_str_mv Cosplay: identities in hypermodernity
title Cosplay: identidades na hipermodernidade
spellingShingle Cosplay: identidades na hipermodernidade
Furukawa, Carolina
Cosplay
Identity
Hipermodernity
Consumption
Young
Cosplay
Hipermodernidade
Consumo
Jovem
Identidade (Psicologia)
Adolescência
Histórias em quadrinhos Japão
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
title_short Cosplay: identidades na hipermodernidade
title_full Cosplay: identidades na hipermodernidade
title_fullStr Cosplay: identidades na hipermodernidade
title_full_unstemmed Cosplay: identidades na hipermodernidade
title_sort Cosplay: identidades na hipermodernidade
author Furukawa, Carolina
author_facet Furukawa, Carolina
author_role author
dc.contributor.advisor1.fl_str_mv Ewald, Ariane Patrícia
dc.contributor.advisor1Lattes.fl_str_mv http://lattes.cnpq.br/4768356480631308
dc.contributor.referee1.fl_str_mv Castro, Lucia Rabello de
dc.contributor.referee1Lattes.fl_str_mv http://lattes.cnpq.br/1214581491021739
dc.contributor.referee2.fl_str_mv Soares, Jorge Coelho
dc.contributor.referee2Lattes.fl_str_mv http://lattes.cnpq.br/1773023381434116
dc.contributor.authorLattes.fl_str_mv http://lattes.cnpq.br/0308961646288940
dc.contributor.author.fl_str_mv Furukawa, Carolina
contributor_str_mv Ewald, Ariane Patrícia
Castro, Lucia Rabello de
Soares, Jorge Coelho
dc.subject.eng.fl_str_mv Cosplay
Identity
Hipermodernity
Consumption
Young
topic Cosplay
Identity
Hipermodernity
Consumption
Young
Cosplay
Hipermodernidade
Consumo
Jovem
Identidade (Psicologia)
Adolescência
Histórias em quadrinhos Japão
CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
dc.subject.por.fl_str_mv Cosplay
Hipermodernidade
Consumo
Jovem
Identidade (Psicologia)
Adolescência
Histórias em quadrinhos Japão
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS HUMANAS::PSICOLOGIA
description The cosplay translated as "playing to fantasize" is an activity performed by some people in events that bring together fans of cartoons and stories in Japanese comics. Some of its participants dress up as the characters run these facilities and are called cosplayers. Unlike a costume party, they can then interpret the characters and usually, the choice is made on the basis of identification with them. This thesis aims to understand the phenomenon main cosplay as part of the hipermodernity world, which is attracting a growing number of followers in Brazil, and coming to be part of the identity of some of these young people. For this, I start presenting a brief overview on the current context marked by new technologies, dissemination of consumption, changes in family relationships, dilution of physical barriers and increasing sources of information, that caused profound changes in ways of being and acting in the world. It s important o emphasize the role of consumption, because with the decline of traditional structures that provided stable bases on which it supported the identities, they were becoming uncertain and fluid, and the world get ready to offer an enormous variety of objects of consumption that identity can be based on. As the cosplay involves the process of identification with the characters of Japanese entertainment, I show some characteristics of the stories in Japanese comics that are considered attractions of this material, and discuss the issue of youth and identity, and the importance of imagination, facts of this remarkable phenomenon. In order to understand this dynamic, it was created a focus group with five cosplayers, between 16 and 21 years old, residents of Rio de Janeiro, which contributed significantly to the discussion of all the work. Besides the fun and increasing skills in the manufacture of clothing, the social recognition emerged as one of the motivations for achieving the cosplays. This finding confirms the importance of interactions in the process of formation of the person. Another relevant figure has been suggested that by identifying with certain characters, the cosplayers just questioning their own attitudes, reinforcing it with the active role of these young people in the consumption of media products
publishDate 2008
dc.date.issued.fl_str_mv 2008-03-26
dc.date.available.fl_str_mv 2013-05-08
dc.date.accessioned.fl_str_mv 2021-01-07T18:40:01Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
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dc.identifier.citation.fl_str_mv FURUKAWA, Carolina. Cosplay: identidades na hipermodernidade. 2008. 124 f. Dissertação (Mestrado em Psicologia) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2008.
dc.identifier.uri.fl_str_mv http://www.bdtd.uerj.br/handle/1/15273
identifier_str_mv FURUKAWA, Carolina. Cosplay: identidades na hipermodernidade. 2008. 124 f. Dissertação (Mestrado em Psicologia) - Universidade do Estado do Rio de Janeiro, Rio de Janeiro, 2008.
url http://www.bdtd.uerj.br/handle/1/15273
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dc.publisher.country.fl_str_mv BR
dc.publisher.department.fl_str_mv Centro de Educação e Humanidades::Instituto de Psicologia
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