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Nele Noppe

Cartoon physics - Wikipedia, the free encyclopedia - 0 views

  • Anime physics can be considered a subset of cartoon physics.
  • important distinction to make is that while the rules of Western cartoon physics are used as a source of comedy, several of the following are used in perfectly serious situations with the intent of conveying genuine drama or action.
  • many of these laws only apply to the shōnen genre.
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  • Dramatic moments tend to distort time, either by slowing it down (usually long enough to call out the name of an attacker or the name of the "special move" used in the attack, or for bystanders to comment on the situation), or by looping three times. Similarly, transformations (especially those animated with stock footage) also seem to stop time until completed, allowing them to be used to counter attacks, or not allowing the person to be attacked while performing them. Death is not instantaneous to significant characters. Permanent death is also a rare occurrence. Humans are capable of instantaneously freezing into solid ice or transforming into stone when surprised and/or embarrassed. In lesser cases, a person's forehead will instantly turn blue. When a character is in an extremely pensive mood, the entire area around him/her will disappear into a featureless black void, while he/she remains illuminated by a misty light coming from an unknown but vertically located source. Intense emotion can be manifest in audible artifacts as well as physical/visual ones. For example, intense grief or concern imparts a slow repeat echo to the human voice in dramatic situations, even when appropriately placed reflective surfaces are not present. However, the amount of echo thus imparted is inversely proportional to the number of words, with anguished cries of another person's name usually receiving the most echo.
  • In a series where characters change size, the opponents must be of the same size to battle. The hero(es) cannot use their mech or their larger form to squish the monster, nor can the monster grow and squish the hero(es). This is also found in Tokusatsu series, especially Super Sentai, but not in Kaiju films, where monsters such as Godzilla often stomp humans at will. Sorrowful crying with much feeling can force tears to gush out like waterfalls. Usually used only during humorous situations, while in dramatic situations, the tear flow is more realistic. Angry scolding to another character causes the scolder to enlarge and grow sharp fangs while the person being scolded will shrink. Attacks strong enough to shred entire planets will not destroy anyone's clothes or hair. Conversely, certain explosions can destroy a female character's clothing without significantly harming her body—in some cases, without her initially noticing this. Any fire-based attack on a character will not completely burn his/her clothes but will leave black stains instead.
  • A single cut can be made swiftly, cleanly. This is possible with any object, particularly with hands, paper, swords, and even air. A sword, especially a katana, can cleanly cut through anything, even including large objects (such as ships) and hair, but not through other swords. There is a slight loophole in this law - if an expert fighter (even if using hand-to-hand techniques) wishes to end a duel with an obviously lesser opponent in an appropriately dramatic way, he can execute an appropriately dramatic attack that destroys his opponent's weapon-often without their knowledge; after completing a seemingly successful attack, they will notice the expert is unharmed and look at their weapon quizzically, at which point it will either fall into two cleanly cut pieces (in a dramatic battle) or shatter like glass (in a comedic battle). Wooden katanas (bokken) can cut just as well as the real thing (and are almost never destroyed by the aforementioned loophole), if not better. Faster than light travel is possible with many characters, particularly those engaged in martial art battles; and so a vehicle is not required. Trains and other unlikely forms of transportation can fly, through either technology or magic. And the bigger it is, the faster it moves. Any female can, if angered by someone, pull out a wooden rice mallet, of any proportions, from hammerspace and hit the offender with it to let go of some aggressions. It should be noted that, no matter how large the mallet is, or how flat the offender gets after the pounding, he/she will always revert to original shape without having to experience any lasting health deterioration from the whole ordeal. A good example of this is in the anime Pokémon: when Misty explained her hatred of bugs, she whacked Caterpie with a rice mallet.
  • Death can be suspended until it is appropriate, suspenseful, or ironic. During the end part of some battles, characters may opt to charge at one another with their sword, meaning to chop the other in half. At the point of contact, all that will be seen is a bright white slash going across the screen, but it will remain unclear who is hurt. The two characters will then stay, kneeling on the floor, facing away from each other, until the evil character falls into pieces, having been killed minutes earlier. For added dramatic effect, the good character will clutch the area that they were hit or cough up blood, after the two have performed their attacks and are facing away from each other, making it appear as though they lost. A few moments later, the evil character will fall to the ground, defeated. Also note, death is never, under ANY circumstance, certain, a character can be impaled, literally from navel to nose and come back later, unscathed. Every human body contains 16 gallons of blood under high pressure-a familiar term used is 'to make it rain blood'. This will not occur if whatever inflicts the wound is left in it, which allows the attacker to withdraw it, turn, wipe it clean and put it away-blood may begin spraying from the wound like a firehose after any one of these actions. Alternatively, the mortally wounded character may pull it out himself and use it to execute a final attack. Non-impaling wounds, such as being crushed or falling from a great height, usually do not cause these geysers of blood, but nosebleeds will often fountain impressively immediately upon a character's recognition of appropriate portions of an attractive female body. This is apparently true conversely, as sexual innuendo in the form of a guitar causes significant nosebleeds in the female cast of FLCL. Loud noises, such as screams of anguish and explosions, can be heard from space. All sounds can be transmitted in space, e.g. transmitted differently then with air-compression waves. Band-aids heal anything and everything, especially when applied with care. Any pain inflicted in a humorous fashion will almost never cause any lasting damage.
  • Whenever a female character falls down while running in any non-humorous scene, she will almost certainly sprain her ankle in such a way that movement becomes impossible. Furthermore, if the character is the leading female character, she will be found or be in the company of the male lead and he will carry her on his back, sparking a deeper romantic interest. Should two characters of the opposite sex fall within proximity of each other, the male's face will end up planted in the female's crotch or chest. Skirts will helpfully flip up to provide maximum humiliation to both parties, and shirts will open to reveal maximum cleavage. Towels will fly off both parties for this same reason. In the rare occasion that the female is wearing pants, the male will instead be on top of the female while groping the female's breast(s). In a similar sexual vein, a pre-adolescent girl will blossom out with full breasts and hips, sometimes growing instantly out of her clothing (common in erotic manga.) Characters, mostly men, can run perfectly and quickly, with their arms trailing behind them or sticking straight out from their sides. This is often done in a comical fashion, and possibly fleeing from an angered female character.
  • The hero always wins with two exceptions a. the other guy cheated b. the other guy is a master at fighting or something b1. Amendment: no matter how strong the other guy is, the hero will be able to beat him or her with an intense compacted training session, usually in the span of one day(unless handwaving time compression technology is available, enabling the hero to accomplish weeks or months of training in that same period of time). b2. Amendment: the other guy can win, but the hero will then proceed to train while dead in a variety of ultimate techniques, and will then return from the dead. All but the last technique trained in will cause damage, but will not defeat the other guy. The hero will then use the final technique. This technique often is said to result in death for the user, but almost always fails to do so. b3. Amendment: the other guy will eventually like the hero and instantly switch sides, often including a tear jerking, episode long flashback that involves crying, childhood memories, and random other events involving the other guy, often in the middle of a battle with time standing still (Often in tandem with first example). In most manga series the main characters (most times a boy) will always be secretly coveted by a girl, which later blooms into a relationship. In some occasions, some characters' injuries heal much quicker. (i.e. One Piece) No matter the relative strengths or abilities, a male character always takes a maximum amount of damage when punched by an angry female character in a comedic manner (often with the male being knocked bodily to the ground or across a room)
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    Animephysics can be considered a subset of cartoon physics.
Nele Noppe

A Fondness For Reading: Manga Shakespeare: Macbeth - 0 views

  • the Manga Shakespeare books introduce readers, many of them young, to the plays in a way they can enjoy.
  • "reading" a Manga or graphic novel version of the story is much closer to the performance of a play because of the interaction of the words and the graphics.
Nele Noppe

Seminar on Anime and Contemporary Japanese Society - 0 views

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    While anime is being watched on a global scale, there are significant differences in its contemporary reception. The gap between regular consumers and critical spectators, sometimes appearing in the form of Japanese audiences vs. foreign Japanologists, deserves special attention since it raises a number of questions, such as what sort of animated film is identified as anime; who relates anime to politics, history and society; what kind of meaning is at play in anime's performative images, and to what extent one can read "Japanese society", or even "culture", out of anime.
Nele Noppe

Live Action Anime? Only at MIT! - 0 views

  • the many ways that anime crosses over from the "virtual" to the "real." The most obvious example is cosplay and the many forms of licensed merchandise, such as toys and models, that in effect bring anime through the screen and into people's hands. When fans take anime and manga characters, and use them to create their own fanzine manga (dôjinshi), a similar kind of translation effect is underway, that is, taking imagined characters, re-imagining through our own minds, and the creating something new in the world.
  • Anime creators always struggle with challenge of bringing the "real" into the "virtual" space of animation.
  • Anime fans have long debated whether Anime is best understood as a genre (or perhaps a set of related genres), as an aesthetic style, as a mode of production, or as a transmedia phenomenon.
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  • Cyberpunk has long been a vehicle for authors and animators to reflect upon the influence of media on contemporary culture
  • captured the anime aesthetic
  • The performers developed their 'signature poses' and we worked from those to generate a language of motion. In the end, it was much harder than I thought it might be, to go through the entire piece in this sort of 'physical karaoke' but without ever speaking a word. It helped us reconsider the importance of breath and sound as components of human expression, because in the live action anime, working with the pre-recorded soundtracks, the performers never got to make a sound.
  • creating phrases with our bodies.
Nele Noppe

Icarus Publishing · Last thoughts on Detergent Magma - 1 views

  • I believe I’ve done this before, but given some of the stuff I’ve been reading on forums and the like, I feel the need to once again address plagiarism and doujinshi, especially how the two are not related.
  • Yet how do Japanese artists and readers reconcile their rejection of plagiarism with the wanton copyright infringement observed in most doujinshi?  Well, plagiarism is only a subset of copyright infringement, one which seeks to obscure true authorship.  Parody doujinshi are derivative work, but there is no confusion over the originator of the characters and ideas, no attempt to hide the source.  And there is still an expectation that the expression is original, that what one sees in a doujinshi – the artistry, the craft, the performance – is honest and real.  Comic art is indeed a performance, the paper is its stage.  Sometimes, one might borrow other characters for his play, but one cannot scratch the name off the director’s chair and replace it with his own.
Nele Noppe

Full Metal Apache - 0 views

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    by Takayuki Tatsumi
Nele Noppe

Fund animators, not adaptations - 0 views

  • we're looking at a definite trend of live-action anime adaptations, the first of which to hit screens being Dragonball Evolution, which also features white actors playing roles originally created, written, directed, animated, and performed by Japanese people.
  • According to Edward Said, one of the principles of Orientalism is a belief that Asia cannot speak for herself, and that the West must do it for her, constantly re-interpreting and clarifying the "mysteries of the Orient" for Western audiences, regurgitating the complexities of other cultures into an easily-digestible whole
  • There's an argument to be made that the purpose of live-action adaptations isn't to appeal to anime fans (although such adaptations doubtless intend on capitalizing on them), but rather to introduce mainstream viewers to anime via the otherwise-familiar milieu of flesh-and-blood cinema.
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  • But can such a move really benefit the anime industry? Is a live-action adaptation -- especially one that uses white actors in Japanese roles*** -- really a faithful homage to a beloved title?
Nele Noppe

Open Call for Applications for Full-time Position: Comparative Culture, Saitama University - 0 views

  • Open Call for Applications for Full-time Position: Comparative Culture Institution: Saitama University Institution URL: http://www.saitama-u.ac.jp/ Department: Faculty of Liberal Arts Institution type: National University Content of Work: The successful applicant will teach four 90-minute undergraduate classes per week and one 90-minute graduate seminar per week, and perform the administrative duties required of full-time faculty. Classes will deal with comparative culture (Japanese and a second culture). The primary language of instruction will be English. Research field: Human Science and Comparative Culture               Japanese Culture with a focus on Visual Studies, Film Studies, or Media Studies. Job type: Assistant Professor (Lecturer) or Associate Professor Rank: Full-time tenured position with mandatory retirement at age 65; Assistant Professor: Full-time tenure-track position with 5-year term limit (one renewal possible; tenure comes with promotion to associate professor). Work area: Kanto district ? Saitama Address:  Saitama University, Faculty of Liberal Arts 255 Shimo-okubo, Sakura-ku, Saitama-shi, Saitama-ken, 338-8570 Japan Number of positions: 1 Qualifications:  1. Native or near-native level of fluency in English.  2. Ph.D. in the relevant field (advanced Ph.D. Candidates also may apply).  3. Japanese language reading and speaking skills.  4. Experience teaching in English to Japanese college-level students is preferable. Salary & Benefits: This position carries the standard benefits package, including salary, research funds, and pension available to regular faculty at a national university. Deadline for applications: 2009 / 7 /10 - 2009 / 9 /25 Starting date: 2010/04/01 Application materials: mail the following to the Faculty of Liberal Arts: 1. Detailed CV including research publications, research presentations, and teaching experience. 2. Two letters of recommendation. 3. Copy of Ph.D. diploma (if applicable). 4. Three representative publications (in either English or Japanese) 5. Outline of future research plans (around 1000 words). 6. Statement of your views on education (around 1000 words). Contact: Selection Committee for the HSCC Professor (sc-hscc@gr.saitama-u.ac.jp) Additional information: Personal Information accompanying submitted application materials will be used only for selection and employment purposes. Materials submitted with application will not be returned. Saitama University is an equal opportunity employer.
Nele Noppe

Call for papers: The Artificial Life of Film: Dolls, Puppets, Automata, and Cyborgs in... - 0 views

  •  Proposed Panel for SCMS Conference, Los Angeles, March 17-21  The Artificial Life of Film: Dolls, Puppets, Automata, and Cyborgs in Cinema  Organizer Names:  Deborah Levitt, Assistant Professor, Culture and Media Studies,  Eugene Lang College, The New School  Allison de Fren, Mellon Postdoctoral Fellow,  Ammerman Center for  Arts & Technology, Connecticut College  Summary: From the early films of Georges Méliès, Fritz Lang, and the  Surrealist movement to Blade Runner, Being John Malkovich, Ghost in  the Shell, and Lars and the Real Girl, the cinema has had an enduring  fascination with artificial humans due to their unique ability to  picture the tensions between motion and stasis, animation and  inanimation, humanity and artificiality, the real and the virtual,  and the vital and the mechanical. Artificial bodies have also made  diverse appearances in film theory, from the "spiritual automaton"of  Gilles Deleuze to Roland Barthes' meditations on a cinematic  automaton in Camera Lucida to the broad field of reflections on  cyborgs and/in cinema. This panel seeks to interrogate any or all of  these conjugations of cinema and artificial lives — material and  philosophical, live action or animated, in fiction or documentary. We  are interested in the kinds of performativities engendered by these  ambivalent bodies: their uncanniness, their ontological  destabilizations, their epistemological games of masking and  unmasking. Papers might also consider how artificiality is mobilized  within particular genres or what kinds of meanings accumulate around  artificial bodies in relation to gender or race. We are interested in  how these figures help to construct a new genealogy of audiovisual  culture, one that could illuminate cinema's digital or animatic  present and future, as well as connections to various moments in the  historical long durée of dolls, puppets, and automata.  Please send an abstract of up to 300 words, five key references, and  a brief bio to levittd@newschool.edu and adefren@conncoll.edu by  August 10th.
Nele Noppe

Economic competitive advantage and cultural exports: how Japan got round cultural dista... - 0 views

  •                                   H-JAPAN                                April 5, 2009 From: David Slater <d-slater@sophia.ac.jp> Graduate Fieldwork Workshop April 18th, 2009 Sophia University (Yotsuya Campus) http://www.fla.sophia.ac.jp/about/location.html Bldg. #10, room 301 10 am-noon ----------------------------------------------------------------------------------------------- Title: Economic competitive advantage and cultural exports: how Japan got round cultural distance to claim global leadership in comic book publishing. Julien Vig (Sociology MSc candidate at Hitotsubashi University and research student at the Institute of Innovation Research) ABSTRACT: Since the 1990s, the joint influences of nation branding efforts and the increasing globalization of the economic and technological contexts within which media organizations operate have brought upon an era where America's dominant position as an exporter of contents is becoming increasingly challenged by new entrants, often industrial consortia backed by state agencies. Serious contenders may include India's Bollywood movies, Brazil's telenovelas, or South Korea's array of dynamic entertainment industries. Yet beyond the cultural significance of the phenomenon, their actual export performance only qualifies them as cultural niches when compared to the incumbent transnational American corporations, whose distribution monopolies and market power make their economic control of global flows a reality that remains hardly escapable. Japan, however, distinguished itself by securing global leadership in no less than three content industries. In videogames, animation and comic books, it stands out a leading exporting country, boasting impressive trade surpluses with America and Europe. There is a solid, established interdisciplinary body of international literature dedicated to Japan's videogame industry, and the anime industry has been similarly attracting increasing attention in the past ten years. The comic book industry on the other hand, arguably because of its limited legitimacy and economic significance outside the $4bn+ Japanese domestic market, remains largely understudied except for comic book and popular culture scholars. An overlooked specificity of the comic book industry stems from the most peculiar pattern of globalization it has experienced. From the 1950s onwards, the United States, France and Japan each developed their own publishing paradigm and standard formats: *comic book*, *album* and *manga*. These path-dependent creative and industrial trajectories would hardly interact until the second half of the 1990s. After their late encounter, Japanese manga emerged as the undisputed winner, reaching shares of about 1/3 of total comic book sales in value in both France and America in 2007. This achievement has interesting theoretical implications. On the one hand, media scholars showed that the primary vehicles for the development of * contra-flows* (defined as non-Western media flows which counter the previously established one-way information flow from western to non-west countries) are geographic, cultural or linguistic regionalism; yet this framework cannot account for how Japanese manga could succeed in Western markets, as none of the above patterns seems to apply. On the other hand, management scholars, in the dominant models of firm- and industry-level internationalization, accept as a prerequisite that agents are actively and strategically trying to internationalize; yet Japanese manga publishers long maintained a passive attitude towards market expansion outside of Asia. Drawing upon fieldwork in France and Japan, international comparisons of industry data and evidence from a consumer survey conducted in France in December 2008, my research aims to uncover the economics at work behind the success of Japanese manga on the global comic book scene. What are the conditions for the emergence of sustainable contra-flows? The study of Japan's prominent success in exporting domestic contents may hold the answer to this question and provide a blueprint for later entrants in the global cultural market. -- David H. Slater, Ph.D. Faculty of Liberal Arts Sophia University, Tokyo The Sophia server rejects emails at times. Should your mail to me get returned, please resend to: dhslater@gmail.com. Sorry for the inconvenience. 
Nele Noppe

PostGender: Gender, Sexuality and Performativity in Japanese Culture - 3 views

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    by Ayelet Zohar
Nele Noppe

Moe and the Potential of Fantasy in Post-Millenial Japan - 2 views

  • If kawaii, or the aesthetic of cute, is the longing for the freedom and innocence of youth, manifesting in the junior and high school girl in uniform (Kinsella 1995), then moe is the longing for the purity of characters pre-person, manifesting in androgynous semi and demi human forms. This is called 'jingai,' or outside human, and examples include robots, aliens, dolls and anthropomorphized animals, all stock characters in the moe pantheon. A specific example would be nekomimi, or cat-eared characters. More generally, in order to achieve the desired affect, moe characters are reduced to tiny deformed 'little girl' images with emotive, pupil-less animal eyes
  • I argue fantasy characters offer virtual possibilities and affect
  • Moe is also used by fujoshi, zealous female fans of yaoi, a genre of manga featuring male homosexual romance. However, the word moe indicates a response to fantasy characters, not a specific style, character type or relational pattern. While some things are more likely than others to inspire moe, this paper will focus mainly on the response itself rather than the forms that inspire it.
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  • Both otaku and fujoshi
  • The moe character is a 'body without organs' (Deleuze and Guattari 1987), and the response to its virtual potentials is affect.
  • Massumi argues affect is a moment of unformed and unstructured potential (Massumi 2002). The experience, what he calls an 'intensity,' is outside of logical language and conscious control. Moe provides a word to express affect, or to identify a form that resonates and can trigger an intensity.
  • It is for this reason that moe is consistently misunderstood as first and foremost images of young girls instead of a response to virtual potentials
  • In the field interacting with otaku and fujoshi, I was constantly confronted by the concept of moe, and found it necessary to engage it.
  • These are both men and their discourse centers on male otaku, but I will argue from them a more general theory, applied later in the paper to fujoshi structures of desire.
  • Honda, a youth-oriented novelist and self-styled moe critic, defines moe as 'imaginary love'
  • the salient point is his judgment that a relationship with a mediated character or material representations of it is preferable to an interpersonal relationship.
  • the moe man is feminized
  • While recognizing the conservative nature of otaku sexuality, Azuma attempts to account for the schizophrenic presence of perversion in the moe image. For Azuma, otaku are postmodern subjects with multiple personalities engendered by their environment and enthusiastic media consumption
  • To feel moe for all characters in all situations, the narrative connecting characters or moments in time is de-emphasized.
  • cat ears,
  • response is unconnected with 'reality' and thus offers new potentials to construct and express affects.
  • Separating their desire from reality allowed for a new form of affect called moe.
  • Simply stated, moe is about unbounded potential.
  • Moe is affect in response to fantasy forms that emerged from information-consumer culture in Japan in the late stages of capitalism.
  • conditioning of young girls into 'pure consumers'
  • Such a space is disconnected from social and political concerns, and exists for the preservation of the individual.
  • the media and consumption feeding into moe is a specific sort centered on affect.
  • Manga scholar Itou Gou argues that since the end of the 1980s characters in anime, manga and videogames became so appealing that fans desired them even without stories (Itou 2005). Ito dubs such character types 'kyara,' distinct from characters (kyarakutaa) embedded in narratives.
  • Proof of this can be found in the rise of 'parody' doujinshi,
  • The doll-like and semi-human Ayanami became the single most popular and influential character in the history of otaku anime; fans still isolate parts of the character to amplify and rearticulate in fan-produced works to inspire moe.
  • In works featuring these characters, the original work functions as a starting point, and the extended process of producing and consuming moe takes place among fans in online discussions and videos, fan-produced comics (doujinshi), costume roleplay (cosplay) and figures.
  • virtual potentiality
  • That the moe form, the body without organs, is outside personal and social frames is precisely why it triggers affect.
  • 'moe otaku' a superficial fixation on surfaces and accelerated consumption of disposable moe kyara, impetus for him to declare this younger generation culturally 'dead'
  • One man I spoke with said, 'Moe is a wish for compassionate human interaction. Moe is a reaction to characters that are more sincere and pure than human beings are today.' Similarly, another man described moe as 'the ultimate expression of male platonic love.' This, he said, was far more stable and rewarding than 'real' love could ever be. Manga artist Akamatsu Ken stresses that moe is the 'maternal love' (boseiai) latent in men,[xxi] and a 'pure love' (junsui na ai) unrelated to sex, the desire to be calmed when looking at a female infant (biyoujo wo mite nagomitai) (Akamatsu 2005). 'The moe target is dependent on us for security (a child, etc.) or won't betray us (a maid, etc.). Or we are raising it (like a pet)' (Akamatsu 2005). This desire to 'nurture' (ikusei) characters is extremely common among fans. Further, moe is about the moment of affect and resists changes ('betrayal') in the future, or what Akamatsu refers to as a 'moratorium' (moratoriamu). Moe media is approached as something of a sanctuary from society (Okada 2008), and as such is couched in a discourse of purity.
  • I will now demonstrate how it is further possible to reduce people to characters, or to reduce reality to fantasy in pursuit of moe.
  • Association with the two-dimensional world, and lack of depth or access in the three-dimensional world, makes a maid moe.[
  • The appeal of the maid cannot purely be sexual: As many as 35 per cent of customers are women
  • this arose in Japan in the late stages of capitalism as a result of shifts in consumer-information society
  • bias towards male fans of anim
  • aoi erases the female presence because fans say female-male or even female-female couples[xxxvi] are too 'raw' (namanamashii). Put another way, the reality of relationships is removed from yaoi to make the moe response possible.
  • the ambiguous yaoi 'male' is quite literally a body without organs
  • Many other fujoshi I spoke with dated men even as they imagined possibilities of coupling them as characters with other men.[xl] As Saitou points out, the reality of heterosexual relationships and virtual possibilities of homosexual couplings are separate and coexistent (Saitou 2007). Journalist Sugiura Yumiko explains this as the crucial difference between fujoshi and otaku, who approach fantasy as an alternative for things that they actually want but cannot realize in this world (Sugiura 2006).[xli] A fujoshi, for example, would not 'marry' a two-dimensional character the way some otaku advocate;
  • Sugiura is importantly highlighting that fantasy and reality are separate and coexistent, but this is widespread in moe culture and not solely a female quality.[xlii] As much as male otaku boast of their two-dimensional wives, they often do so with levity as a self-conscious performance
  • While it is true that men tend to feel moe for single characters that they can possess while women feel moe for relationships or character couplings, this broad difference is fast disappearing. In truth, the media popular among so-called 'moe otaku' in recent years has come to resemble yaoi aesthetics: multiple girls in a nostalgic or fantastic world with minimal male presence and heightened emphasis on relationships and emotions
  • In all cases, the database (Azuma 2009) is present. The elements that constitute and indicate a certain type of top or bottom, for example glasses or hairstyle or height, are predetermined; any given top or bottom is a construct of defined character traits and behavior.
  • One of the most recognizable features of the moe phenomenon is the anthropomorphization of objects into objects of desire. Otaku turn cats, war machines, household appliances and even men of historical significance into beautiful little girls to trigger moe. Reality is flattened, and from it emerge polymorphous forms of stimulation. Similarly, fujoshi can rearticulate anything into beautiful boys and sexualized yaoi relations. Moe characters can be based on a written description or drawn image, a physical person or even anthropomorphized animals, plants and objects.
  • The erotic fantasy effectively re-mystified their world, adding a layer of potential to the mundane (the very ground under their feet!) and making the familiar queer and exciting. Latent potential so unlocked, the three friends replayed the moe relationship across other potential players such as shampoo and conditioner, knife and spoon, salt and pepper.
  • More startling and subversive is 'moe politics' (seiji moe), where national histories, international relations and imposing world leaders are reduced to moe characters across which yaoi romance can be read.
  • It should be noted that Hetaria was written by a man, and these sorts of stories are becoming increasingly popular among young men known as 'fudanshi' (rotten boys).
  • it precisely because it is pure that it can give birth to such perverse and polymorphous possibilities.
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