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The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Оригинальное название
Aesthetic Reproduction in Japanese Computer Culture: The Dialectical Histories of Manga, Anime, and Computer Games - Jennifer deWinter
The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
The Computer Culture Reader brings together a multi-disciplinary group of scholars to probe the underlying structures and overarching implications of the ways in which people and computers collaborate in the production of meaning. The contributors navigate the heady and sometimes terrifying atmosphere surrounding the digital revolution in an attempt to take its measure through examinations of community and modes of communication, representation, information-production, learning, work, and play. The authors address questions of art, reality, literacy, history, heroism, commerce, crime, and death, as well as specific technologies ranging from corporate web portals and computer games to social networking applications and virtual museums. In all, the essayists work around and through the notion that the desire to communicate is at the heart of the digital age, and that the opportunity for private and public expression has taken a commanding hold on the modern imagination. The contributors argue, ultimately, that the reference field for the technological and cultural changes at the root of the digital revolution extends well beyond any specific locality, nationality, discourse, or discipline. Consequently, this volume advocates for an adaptable perspective that delivers new insights about the robust and fragile relationships between computers and people.
Judd Ethan Ruggill, Ken S. McAllister and Joseph R. Chaney Cambridge Scholars Publishing QA 76.9 C66 C66 2009 Dedication 1 1 1 ' 1 t j I~ This volume is dedcated to all the people who have presented their work on computer culture at the Southwestffexas Popular Culture Association/ American Culture Association Conference !ou and "our work make the communit" what it s o :1 ? 1 d I~ S The Cornputer Culture #cader $dited %" &udd 'than #u((ill) *en S +cAl&ister) and &oseph # Chane" This %ook first pu%lished 2009 %" Cam%rid(e Scholars Pu%lishin( 1 , An(erton -ardens) .ewcastle) .$S 2&A) /* $ritish 0i%rar" Catalo(uin( in Pu%lication 1ala A catalo(ue record for 2his %ook is availa%le frorn the $ritish 0i%rnr" Cop"ri(hl e 2009 %" &udd $lhan #u((ill) *en S +cA/iSlcr) &oseph # Chane") and corurlbutors, Al2 ri(hts for this %ook reserved .o part of this %ook ma" %e reproduced) stored in a retrieval s"stem) or transmiued) in an" form or %" an" means) electronic) mechanical) photocop"in() recordin( or otherwise) withoutlhe prior permission of the cop"ri(ht owner 2S$. 31 045 1 67891 76,,:67) 2S$. 31 ;45 9971 7891 7,S:; Chapter Seven Aesthetic Reproduction in Japanese Computer Culture: The Dialectical Histories of Manga, Anime, and Computer Games Jennifer deWinter ""' ..... t . . ':,; n its !cto"er #$$% issue, Playboy pu"lished a series of photographs) computer images, actua'l()under the feature title *Gaming Gro+s ,p-* ,nli.e /la("o(0s t(pical pictorial spread, this one depicted nude or nearl( nude computer game icons such as 1loodRa(ne 2from her epon(mous game3, Mortal Kombat's Mileena, Tekken's 4ina, and man( others- !f course, computer game characters have often left their -pi5ilated -environments and appeared in the pages of gaming and ho""( 6St maga7mes, "ut s8ch venues are dedicated lo cele"rating computer game culture, not purve(mg digital erotica- ncreasingl(, ho+ever, computer 8ame icons- and irnages -are appearing in mass and computer culture via comic "oo. spin)offs, rnov-les, merchandise fan)created +e"pages that include still frames and fan)fiction, maga7ines dedicated to single characters, advertisements selling ever(thing from drin.s to cars, and (es, even mainstream pomograph(- These icons and images are "ut one e5ample of the in9uence and penetr8tion of cornputer garne aesthetics into computer and mass culture- !8hers include televisi:n car commercials depicting game)li.e interfaces framing the ads; a Coca Cola commercial parod(ing the Grand Theft Auto ranchise; and music tra8.s that reference computer games, such as 'il0 <lip0s *Game- !ver,* +h8ch "ases its "eat and sorne of its (rics on Pac-Man. 4ota"l(, this a +orld+ide phenomenon: 'ara Croft drin.s 'uco7ade in German(, +hile /i.achu fiies on the side of ever( 4ippon Air+a(s0 1oeing =%=)%$$- The u"i>uit( of computer game aesthetics the +orld o8er c8,sfor greater critical attention; aesthetic representations are al+a(s situational?()"ound and culturall( value)aden- As @en S- McAllister argues, *the computer game comple5 is dialectical, a complicated and ever)chang8g s(stem constructed out of innumera"le relationships among people, things, and s(m"ols, al6 of +hich are in tum connected to other vast dialectical s(stems* 2#$$%, 6A3- Tracing the dialectical relationships that inform and shape computer ( - . )) . rl" Aesthetic Reproduction in Japanese Computer Culture 6$B game aesthetics +ithin glo"al mar.ets is a difficult "ut important tas., n researching the rise of computer game aesthetics, scholars must attend to the local histories and cultures that give rise to certain artistic e5pressions in visual, audio, and linguistic representations of the +orld- This is $$6 to sa( that glo"al influences should "e ignored in favor of local influences; rather, the production, circulation, and consumption of te5ts act simultaneousl( in local and glo"al conte5ts, and therefore "oth conte5ts demand attention simultaneousl(- This is especiall( true in computer cultures +here, for e5ample, a person can access +e"sites created in China, lin.ed lo those in South Africa, and read in the ,S +ith the aid of a +e"page translator- As rnmanuel @ant notes in Critique 01 ud!ment" aesthetics provide a +a( of artisticall( rendering and representing the +orld of ideas and ph(s?cal o"Cects through general agreement: :,-- . . 03 - ~ ] +hen Da manE puts a hing on a pedestal and calls it "cautiful, he demands the same delight from others- He Cudges not merel( for himself, "ut for all men, and then spea.s of "caut( as if it +ere a propert( of hings- Thus he sa(s that the thin! is "eautiful; and it is not as ifhe counts on others agreeing +ith him in his Cudgment of li.ing o+ing lo his having found hem in such agreement on a num"er of occasions, "ut he demands this agreement of them- He "lames hem ifthe( Cudgediffercnt(, and denies them taste, +hich he still re>uires of them as something he( ought lo have; and lo this e5tent il is not open l! men lo sa(: Fver( one has "is o+n taste- This +ould be e>uivalent to sa(ing that there is no such thing as taste, i-e- no aesthetic Cudgment capa"le of ma.ing a rightful claim upon the assent of all men- 26B#G,H#3 . . , " ) -- While useful in pointing out the necessit( of agreement +ithin an audience, @ant0s definition of aesthetic Cudgment relies heavil( on a universal concept of "eaut( divorced from cultural differences, a concept presented as ahistorical- Aesthetics are defined +hen previous concepts of"eaut( and art are dialecticall( challenged "( ne+ lechnologies, philosophies, economic s(stems, c6ass structures, and so on, raising a num"er of >uestions a"out the nature of art 2Adorno 6BB=3- As a means of artistic representation, aesthetics are also mimetic, carr(ing +ithin their endless resignifications a variet( of cultural ideologies, "elief s(stems, and institutional po+er 2Taussig 6BBI3- It is difficult lo define a single Japanese popular aesthetic, as each artist and era has a different loo.- Scott McCloud 26BB%3 argues that Japanese comic art is a"stract and iconie, +hich a,o+s audiences to identif( +ith the characters and stories- Artistic st(les have "ecome s(non(rnous +ith a mangaJanimeJcomputer game st(le, such as large e(es, +hite s.in, large 110 Chapter Seven 1 1 _ . ' , (; breasts for women, and large musc1es for men. Super%deformed characters (characters that are made diminutive for comedie emphasis) and shojo characters (beautful men and women with long owing light hair, tall with long legs, and sparling e!es) are also st!les that are attributed to the "apanese drawing aesthetic. #ruce $ewis, however, would wam a non% "apanese audience about tbe dangers of over%generali&ing the manga 'loo'( manga has man! loos assocated with specific time periods in histor! as well as with artists) personal st!les (*++,, *1). -n -bis chapter, 1 trace the development of computer game aesthetics as the! pertain to larger computer cultural practices, a development made possible through the dialectic between newer computeri&ed technologies and alread! established popular art forms. #ecause an! t!pe of aesthetic development is situational, influenced b! an interpla! of local histories and cultural practices on one hand and the global circulation of commodities and media on the other, 1 limit m! focus to a histor! of "apan)s computer culture with ts developed and developing computer game aesthetic. .ere, - am detining computer culture as an! aspect of mass culture that cannot be produced, distributed, or maintained without the use of computeri&ed technologies, and the aesthetics that circulate within computer culture are ah integral part ofthese practices ofwhich computer game culture is a subset. Such a lirnitation enables me to spea of a locali&ed aesthetic development that is simultaneousl! affected b! and affectng global trends in computer culture and general intemational circulation. Specifica-l!, 1 trace the dialectico%aestbetic e/change that is occurring between "apanese computer culture generall!, and anime, manga, and other tertiar! entertainment industries more speciticall!. 0ollowing this historical s!nthesis, - discuss the relevance ofthis aesthetic as it relates to both the local conte/t of "apan and to global conte/ts, especiall! those that e/tend to the 1So 2! argurnent has two parts3 tirst, the histories of manga, anime, and computer games have and continue to coevolve s!mbioticall!. 4he mimetic representations developed in one medium transfer to another, re5uiring rigorous e/amination ofthe ideologies encoded into those representations to understand certain subte/ts, and disrupting negative representations where possible. Second, the 6oint histories of manga, anime, and computer game aesthetics are also the 6oint histories of the econornies in which these three media circulate. 7s a result, these aesthetics have developed such that the! are both limited and limiting%limited b! the accepted and safe aesthetic while limiting the development of new media aesthetics b! adding to the bod! of accepted fonn%so that the! can wor s!mbioticall! in the maret place. 7s will become apparent, a 'computer game' aesthetic cannot e/ist -.. ~ r( , ., --' el' (."38 d~:~ 7esthetic 9eproduction in "apanese Computer Culture III without mange and anime, and as such, it soon becomes impossible to tal about an aesthetic that is uni5ue to a single medium. 9ather, what evolves is a manga:anime:computer game aesthetic. #efore brie! tracing the histories of manga, anime, and computer games, (herepresentations the! create and perpetuate, and their effects on computer culture at large, 1 first want to recogni&e the limitations of m! argurnent. -n arguing that aesthetic reproduction evolved simultaneousl! within tbe different media of manga, anime, and computer games, - mae it difficult to tal about each medium separatel!. -ndeed, - must necessaril! simplif! m! dscussion al certain points in this chapter to focus on a single medium. ;hile the aesthetics developed in these three media were s!mbioticall! developing and circulating, and while the media%paper%based manga, cell% based anime, and computer%based games%ofien informed the development and techni5ues of one another, the fact remains that the! are distinct media that need to be anal!&ed both individuall! and in relation to each other. -t is also the case that 1 must limit the number of different influences - tae into account during this dialectical anal!sis. ;ere - to try to include influences such as specific political movements (e.g., the political and economic climate of "apan), tertiar! industries (e.g., to!s, film, foreign animation, and so on), and cultural revolutions (e.g., the rapid industriali&ation ofthe 1<=+s, the parasite generation ofthe <+s, and the lie)%all ofwhich also helped to shape botb the media and the related aesthetics that came to domnate computer and mass culture in "apan%this contribution would be a boo, not a chapter. Such is the trade%off of a dialectical ana"!sis. . " . ,. . . . %" ~f ~i .> A History of Aesthetics: Producing the Japanese Look 7esthetics as both representation and art (whetber that art is mass produced or is 'high art') are inherentl! political. 9epresentations, as Stuart .all e/plains, are bound in structures of dominance that reif! and reproduce political images e/emplif!ing differences that are ambivalent lt can be both positive and negative. lt is botb necessar! for tbe production of meaning, the formation of languagc and culture, for social identities and a sub6ective sense of the self as a se/ed ob6ect%and al the same time, it is -hreatening, asile of danger, of negative feelings, of splitting, hostilit! and aggression towards the '?ther,' (1<<@, *AB) 7rt, too, sambivalent and often contradictor!, both within the representations that art creates and the role that it pla!s as a cornmodit! within a maret place. 0or e/ample, in his article '4he Croduction of #elief,' Cierre 112 Chapter Seven Bourdieu explores the ways in which high< and low<brow art are created in relation to capital: h iti between "genuine" art and "commercial" art corresponds lo Ie opposmon .. di me the opposition between ordinary entrepreneurs seeking imme tate ec~~o 1 ro!it and cultural entrcpreneurs struggling lo accumulate spe"cl ica y cultural capital# albeit al thc C$S% o!temporarily renouncing economic pro!it# &1'()#2*(+ ,he history o! manga# anime# and computer games is t~e history "o! representation and art in modern mass culture" -s an evolvmg h aest~~t"%C# the two<dimensional arts o! these three media are tied to both % e ~o %t.CS o! representation and o! art# and these politics have long been amblvalent/ 0or example# the nationalist !action o! .apan used manga ~s m"eans o ro aganda during the 1orld 1ar Il. -t the same time# rev2l~t%$nanes ~sed ~a~ga to promote socialist and communist agendas" -s artisuc expressl"ons# the aesthetic !orms o! manga# anime# and computer games are the Sllb.~ts o! constant debate: Can manga be "genui"ne:3 art in the sa~"e way a " a2# 4ogh painting is or does it only reside within the realm o! com~ercl~lh art because it is mass produced and pro5t driven2 -rtists working wt these aesthetics complicate this 6uestion with art shows !eaturing statues o! anime characters# photography with computer generated manga charact~rs imposed on the image# and serious computer games &garnes that em7has~8e education and enlightenment# such as Sep!emb~r J 2 1 h !ro~ 7ow~r ~o ot 4ames 2))9+ that en:oya prominent place m vanous %rav~ll;g e~hlblts "" ,he !ollowing three sections o!this chapte~ provld~ a brte"! outline o! this history in .apan# starting with manga# then introducing ant~e# and !inally discussing the computer game" as a !inal element 1) developing and reproducing a computer game aesthetic" ..0.*,. ~.;; ti" l3 "< . . . . . . . . :. l"~" ~; c ,. ' . . . : 1 . ; . "",. 1 (. , Japanese Manga: From Edo Sexuality to mperialist !ropaganda . ,he term "manga#" !rom the Chinese ch"aract~rs mean~ng "randorn" &~ man+ and "picture" ( iiID ga+# includes cormc strips# coml~ books# graphic novels and other !orms o! pictorial stories" ,he !orm en~oys tre~endous larity in .apan# dominating the print<based entertamment industry# ~~~~on =insella asserts that manga is a "strikingly cont.empot:ary cultural h "&2))) 2)+ in making her point that manga %S a um6ue !orm o! p enomenon # " " ! . cultural express ion grounded in the material condltlons o post<w~r" apan" ,o support this claim# she traces the means o! production and the poltttcs that -esthetic >eproduction in .apanese Computer Culture 113 surround both the production and consumption o! manga in modem .apan# arguing that manga has been a largely nationalist pro:ect that is enabled by cheap printing technologies and the !ast consumption o!the medium" 1hile =insella 3s argument about the ways in which politics and technologies have given rise to modern manga is undeniable# her implicatioo that manga is predominantly limited to a contemporary .apanese phenomenon that evolved only within national borders with only brie!brushes with the rest o! the world is shortsighted" .apan has a long history o! text and images together" ?xamples o! what might be called "proto<manga" include Bishop ,oba3s Toba-e, a series o! illustrations !rom the twel!ih<century# and eighteen@h<eentury illustraled tourist manuals &Aitschke . ''9+" ,he rise o! the printing press in ?do .apan also saw the rise o! kibyosh i, pictorial comic !iction" Kibyosh i, according &o -dam =ern &1''B+# is a literary gen re that contains images# is markeled lo adults# and contains re!erences lo contemporary persons# places# events# and so !orth" %n addition to the care!ul symbolism and stylistics o!the word< based text# kibyosh i's symbolie and stylistic pictures were in.1uenced by the aesthetics o! kabuki &a lower<class !orm o!theatrieal per!ormance+ and ukiyo-e &woodblock paintiogs+" %n order to understand the complexity o! a kibyosh i narrative# audiences needed to be e6ually well versed in literary# theatrical# and visual tropes# and also be aware o! the historical events o! the time " Kibyosh i would not exist in its current instantiation without the simultaneous development o! ukiyo-e. Citeral1y translated as "pictures o! the !loating world#" these woodblock paintings en:oyed popularity among the working c1asses o! .apan during the ?do 7eriodo -l the same time# ukiyo- e were ridiculed by the cultural critics o! .apan as "not art" until ?uropean painters and i%lustralors claimed otherwise" Ukiyo-e artists mass produced images o! kabuki, prostitutes in their dressing rooms# and even sexual scenes &a sub<ser o! ukiyo-e known as sh una!. Characteristies o! this art !orm include a primary !ocus on the eharacters and !oreground materials that the characters may inleract with# lDtEe<to<no attention paid to the background# simple lines and shading techni6ues# and a simplislie rendering o! !acial details" 1hile the charaeter representations in modem manga di!!er# these basic aesthetic practices are still visible" - manga aestbetic continued to develop with the opening o! .apan3s borders in 1(F9# when !oreign comics and art styles entered the country" >akuten =ita8awa &1(B*<1'FF+ and %ppei $kamoto &1((*<1'G(+ were instrumental in populari8ing-rnerican cartoons and comic strips" =ita8awa 3s cornie maga8ine Tokyo "uck &1')F+# in !aet# is an exeeHent iHustration o! "" ( 1 II! - ( 114 Chapter Seven how Japanese comic artists incorporated US and European ~omic styles into their traditional aesthetic and effectively invented a hybnd style that is now recognizable the world overoThis new style selectively retai~ed the minimalist anention lo backgrounds characteristic of ukiyo-e, paid new attention 1 the !details of the human form" and in some cases whitewashed or blended racial characteristics #Shimizu 1$$$%& 'ith Japan!s entry into the Sino(Japanese war" which subse)uently transitioned into& ''11 as& a result ofthe *anchurian +ncident" manga!s pol,tical agenda shifted from +tS liberal and democratic message of the *ei-i and early Taisho eras toward nationalist and imperialist discourses that espoused Japanese supremacy over the world& The aesthetic changed as well" with depictions of Japanese soldiers as tall" pale(skinned people in heroic poses as opposed &to C~ine~e people" who were drawn as grotes)ue" cowering .siatics with pigtails #/uruma 01%& +n attempting to imitate the symbol,c power of Europe and the US" Japan!s aesthetic became more generic(charact~rs were made to look Caucasian" or" ifnot Caucasian" then al least non(.s,an& (J Manga and Anime: From Picture Books to Moving Pictures .nime(a Japanese abbreviation of 2animation2 and now us~d worldwide lo designare animation originating inJapan(had an early start 1 Japan in the form of anirnated shorts& 3ten Shimokawa!s Muzuko Imokawa, the Door Keeper (lmokawo Muzuko Genkanban no Maki), for e4ample" &was a one(reel" five(minute short 5rst shown in 1$16 #7atten 08" 19$%& Silent era animators like Shimokawa continued to produce one to three reel shorts well into the 1$1s which usually included content derived from Japanese folk tales or imitations of contemporary foreign cartoons& :ike manga" anime became a 11 of the wwn propaganda machine" which produced films that depicted evil foreign powers as either homed devils or *ickey *ouse clones attacking peaceful parades of Japanese toys #Clements and *cCarthey 01" 81;(1$%& So successful were these polemical shorts that wartime propaganda money was allocated to make the 5rst full(length Japanese animation feature film" Momo/aro s Divine Sea Warriors , an amme that glorifies the Japanese navy against malevolent foreignpowers& & <owever it was not until after the war during Japan !s rapid reconstructl3n and industri=lization that anime -oined manga in making tremendous strides in productivity and popularity& *any of these strides are attributed b~t by no means limited to the work of 3sarou Te~ka" ~fte0 referred to In the popular press as the 2>od of *anga and .nimat,on& Tezuka began l~'" C~? t@~? , .. ".4t> ( ~- . - . - - r:: .esthetic Aeproduction in Japanese Computer Culture 115 his career with Mainichi newspaper" where he developed the manga ew !"eas ure#"lan$ (Shintakara%ima)& <is art style" heavily influenced by early Blsn~y arum~tors" made prominent use of the large eyes now traditionally associated with the Japanese manga and anime aesthetic& Tezuka used this aesthetic to e4press greater emotion in his characters& +n addition to the Bisney influence" Tezuka also used takarazuka-a performance group made ~p& of women(as a source of inspiration" drawing on their 2gaudy romantic,sm and spectacular staging2 #Schilling 1$$6" 098%& .fter the success of the anime version of his manga 'lakazan the Great Tezuka organized *ushi 7roductions" Japan!s 5rst television animation studio& The studio!s first release was 's tro (oy t!ets uwan 'tom) #7atten 08" 06$= ~chodt +~$9" 016%& .lso attributed to Tezuka and his contemporaries is the tntro~t1chon& a~d ~opularization of manga and anime themes that e4plore post(tndustnahzatton" robots" cornputerized nations" humanity" and a host o~other m&odem concems brought about by both a history intimately linked with atom,c bombs and a future of rapid industrialization& +n 1&$CD" the manga magazines Shonen Ma)azine and Shonen Sun$ay revo~utto3lzedthe manga industry by eollecting a number of manga titles totaling hundr~s ~f pages an~ selling for a pittanee" barely covering the cost of publication& The artists who drew for these publications were often young poor people from the countryside who had no other means of supporting themselves after the war& The Shonen format became so popular that many of these destitute manga artists became celebrities& This" in turn" attracted more publishers and aspiring manga artists so that wheo Shonen *ump st~ed in 1$9;" the weekly eomic!s editors began putting aspiring manga art,sts on contraer" ensuring that when the artists becaroe popular they would stay with the eompany #Schodt 1$$9" ;$%& ! *anga books ~d magazines became best(sellers with the help of the televisiEn and toy industries" aod in fact would not have reached a level of publication success without that help& Buring the 1$Cs and 9s" television developed al the same rapid rate as manga" and the relevant effect this had was the feasibility and profitability to produce and broadcast anime& The broadcast of the 1$98 Tokyo 3lympics helped boost television set sales to l3 million uDits& Finsella attributes the simultaneous development of a popular manga tndustry and the rise oftelevision as the reason the two caroe together@ . ~ '. ' % . ~ "Ji ~~ ~ ~ . ) J < : . . # The acceleration of manga production from a monthly to a weekly cycle enabled ~anga publishers lo keep up with the electronic pace of television broadcasting" Aather than finding a formidable competitor in televisiEn L_ 116 Chapter Seven . " " . . . . . . . . . - _ . . . the manga and television industries expanded alongside each other and developed a symbiotic relationship. Serialized man~a stores were ad~~ted into televised animalion, which served to advertise further the original manga stories and inflate manga boo sales. !"###, $%& 'nime often runs one season !"( episodes&, which mean s that i~ fans of the narrative en)oy the series, they can then buy and rea~ the pnnt- b~sed manga series. 'dditionally, manga and anime ofi. enhave different storyh~es or different endings, providing additional expenences t~ fans and ensunng revenue from fans who wanted to now all possible e~dl~gs *. +f course, manga and anime did not develop m ,sola~l+n from the broader entertainment maret. -ith the rise of manga and anime also c~me the rise of commercial tie- ins, espeeially toys !e. g. , Astro Boy, Godzilla, U/traman figurines&. 's 'nne 'l,ison notes, these ~oys *were crafted more for the tastes of a burgeoning consumer population at home whose youth were being raised on manga, anime, and ./ aetion . heroes* !"##(, (0&. 1ua 2inaawa, in an interview wi~h ma~ga and anime author. and pundit 3eter Carry, complicates the relationship between manga, ant~e, and toys. 2inaawa explains 444.he most popular ma. ng~will be made into ./ animations and the sueeessful ./ animations will m tum spawn toys, robots in particular . . . . .here was no 5uestion that people w~n~ed robots* !Carry "##0, %%%&. -hen ased the reason for t~e rob#t. ~an. at. lclsmthrough bistory, 2inaawa simply responded, ~*'s % said, toys !,bld. &. .~us, the motivation for creating toys is closely eonnected to the success of amme and manga as forros of entertaining advertisement. ' pri. me i~dust~ example of ,bis is the anime Big O !Sunrise %666- "###&. 'n ntervrew with me~h~ designer 7eichi Satou and 8irector 7azuyos~i 7atayama. maes exp~lclt tbeir re9ationship wilh the toy industry: 7eichi Satou explains that the ,~ea for Big O *started first as a gimmic for a toy,* and once the pre- product~on started, 7atayama explains, *;a&round that tune, there was a suggestton that we needed more robots %# increase the %#y sales* !<ayward "##(&. ,nterestingly, because the production studio Sunrise was a subcon~ractor for the =S production of-amer >ros. 'nimation4s Batman: The Animated Series, producers adapted the >atman aesthetic style to Btg O. . . +fcourse, the fusion ofmanga, anime, and even toys ,S ~ot ,mear?. ttdoes not always start with the manga artist4s visiono .hese medlalentertamment industries are closely related, and the people who wor in them often collaborate with people from other media groups or ~ey move among the different media productions, switching from manga art_ lstto c~mputer . game character designer lo anime director. @or example, 2lyazai started %# tbe e 'eslhetic Aeproduction in Bapanese Computer Culture %%C anime industry in the (#s, and directed his first theatrieal release Lupin fIl: Castle 01 Cagliostro in %6C6. >ased on that success, he was approached by Animage, a popular monthly animation review magazine, to draw a manga series. <e started his epic Nasi!aa 01 the "alley 01 the #ind $%aze no Tan& no Nasi!ad' in %6D". .his manga series ran until %66E, though 2iyazai stopped production on it in %6DE while he wored on the animated film version of the tale. 2iyazai4s manga and anime aestbetic did not fit into previously developed aesthetics? neither %6C#s era cutsy gir/muscular man character type nor the androgynous (isho)o !beautiful girls*/(ishonen !beautiful boys& character type appealed to 2iyazai. Aather, he sirnplified animation lines and developed a minimalist aesthetic with an emphasis on character development. 2iyazai4s films are now converted into manga by taing screen shots, formatting the shots to a page, and adding speech bubbles, again maing explicit the ways in which these are often complementary media that constantly inform and change one another. e . . :. . (. ", j' 1 c. , ~ r . . '" 1 '" " - < I e . . I ,. . . ) . . 2anga, 'nime, and Computer Fames: Foodbye 'nimation Cells, <elio $8 .he golden age of manga and anime, reputedly starting in the D#s survived and even grew through the burst of tbe economie bubble in the 6#s, and remains an economie powerhouse. .hese decades also saw the rise of the Bapanese computer game. .he computer game had a strong start in Bapan with arcades hosting such titles as S+a!e ,n-aders !2idway %6CD& and .a!/0an !2idwayGHamco %6C6&, and the industry only beca me stronger in %6D$ with the release of the Hintendo @amicom. 3robably due to graphic ,imitations, creators of early computer games did not draw from manga and anime. Hevertheless, a strong manga inf,uence is seen from the beginning of entertainment computer games, with arcade art, box covers, and advertisements drawing from a manga aesthetic- ,arge eyes, s5uat bodies, and aetion poses. 's eomputerized technology started to evolve, computer games began to close the aesthetic gap toward manga and anime. 'nearly examp9eof this is Capcom 4s 0ega 0an !%6DC&. ' humanoid robot, 2ega 2an resembles in many ways the character art and narrative plot to .ezua4s Astro Boy. .he symbiotic relationships bctween manga, anime, and computer games began to develop in the late C#s and early D#s witb Game Center Arashi !the manga ran during %6CD- %6DE and the anime in %6D"&, an anime about a boy who competes in tbe computer game world. Successful manga and anime franchises were developed into action games built around popular l*f e , :r 2 r> . . . . . 118 Chapter Seven characters: Macross (NamcolBandai 1985), Urusei Yatsura (Micro Cabin 1986), Dragon Bal/: Shenron no Nazo (Bandai 1986), Bikkuriman (Hdson 198!), and so on" Be#innin# in 1989, eompanies developed role9pla% #ames (Hdson&s 1989 #ame Susanoo Densetsu), strate#% #ames (Me#atech&s 1991 #ame !o"ra Mission), shootin# #ames (Capeom&s 1989 #ame #rea 8 K > , and man% others" 's the poplarit% o( compter #ames rose, the nmber o( man#a9 and anime9based #ames matched pace" )ame developers *e:e #ettin# their eharacters, narrative devices, visals representanons, +nd" m sorne cases their (ormats (rom man#a and anime" ,or e-ample, be#innin# in the earl% 9.s, eompanies developed compter based semi9interactive comics based on both man#a and anime, then mar/eted these di#ital comics as #ames ((or e-ample, Hdson &s 199. #ame Urusei Yatsura and 1990 #arne $ushtgi no Umi no Na%ia& and 1o/ma Shoten&s 1999 #ame !lickManga/ D'namic (o"ot )ar 2)" " , 3n 4apan, thecompter #ame aestheticdeveloped becase o(the m5dim s close relationship *ith man#a and anime" 's a reslt, *hen compter #ame prodcers developed non9man#a and anime9based #ames, the aesthetic *as alread% (irml% established in both the developers& e-periences and the consmers& e-pectations" 6arl% pre90. 78) #ames had simple #raphics de to hard*are and so(t*are limitations that onl% allo*ed a certain nmber o( bits per ima#e" 's a reslt, these #raphics portra% movement and headsho+s o( characters *ho are dra*n in a man#a9st%le *ith lar#e e%es and mlti9 colored hair" ,i#htin# #ames *ith similar #amepla% di((erentiate themselves thro#h character9t%pes and (inishin# moves, almost all o( *hich are borro*ed (rom or are borro*ed b% man#a and anime (e"#", Capcom&s Street $ighter :198!; characters resemble $lst o*the North Star characters (rom the man#a :1980; and anime :1986;), and sbse<entl% in(lence non94apanese entertainment mar/ets (e"#", Street $ighter the movie:199=;)" 1hese cross9 in(lences are not >st bet*een 4apanese media? 4apanese and @S #ames, (or e-ample, constantl% in(lenced one another (e"#", M'st :Brederbnd 199+,, -he .egen% o/ /el%a :Nintendo 1986;, .or%s o/ Mi%night :Be%ond So(t*are 198=;, and so on)" Moreover, as both hard*are and so(t*are technolo#ies improved as a reslt o( an ideolo#ical determinism as *ell as innovations introdced b% compter prodcers and developers, the interpla% bet*een anime, man#a, and compter #ames became visible, its shared aesthetics more apparent" 89bit ima#es *ere rendered in 169bit as earl% as 198= in arcades and became *idespread *ith the N6C 1rbo#ra(-916 in 1989" 169bit #raphics dobl+ and dobled a#ain in 1990, (irst *ith 029bit #raphics and then 6=9blt" )raphics capabilit% contined to increase al an amaAin# rate, and b% 2..!, 'esthetic 7eprodction in 4apanese Compter Cltre 119 #ame consoles have the abilit% to render hi#h de(inition ima#es al p to 3.8.8" ,rthermore, the processin# speed o( the !.s has increased stead% thro+ the %ea+, *hich, copled *ith increased memor% and sophisticated #raphic proce+slB# mts, enables more comple- ph%sics en#ines, narratives, character desi#ns, and so on" 6ven the #ame cinematics resemble *ell9 prodced anime, *ith comple- animations that are reminiscent o( anime&s openin# and closin# credits (e"#", )il% #rms :Media"Cision399!4? Sha%o0 1 1the !olossus :1eam 3co 2..5;)" Compter #ames, *hich started in t*o dim"ensions, are no* able to o((er 0D environments *ith photo9realistEc setnn#s and "characters" Compter #ames ths have mltiple *a%s to reciprocate *ith man#a and anime" 3n addition to the predictable move to create anime and man#a based on sccess(l compter #ames (e"#", #re the .a% (1"999)? $inal $antas' 233: #%4ent !hil%ren (2..5F, compter #ames are 3ll(lenci"n# the technolo#ies sed to prodce man#a and anime, sbsc<entl% a((ectin# the aesthetic loo/ o( all three media" " CompteriAed technolo#ies allo* artists to maniplate, la%er, and rese di((erent parts o( a pictre" Be(ore compters had moved into the consmer mainst+eam on the tide o( compter #ames and prodctivit% so(t*are, man#a and anime *e+e "dra*n b% hand, painted or shaded, and pieced care(ll% to#ether, 's di#ital tools became more available, ho*ever, man#a and amme artists developed techni<es and compter pro#rams to (acilitate their *or/, a shi(t that ltimatel% a((ected their prodcts& aesthetics" 's compter #ame developers be#an to inte#rate di#ital animation and 0D environments into their titles, so too did man#a and anime creators" 1oda%, man% anime prodcers se compter #enerated bac/#ronds *ith hand dra*n character cells lb+t are then scanned in to a compter (or la%erin# a((ects (e"#", Blue 5u"mar65e G6 :19984? Bloo%: -he .aS3 2am7ire :2...)), creatin# *hat 15 #enencall% called Hdi#ital animation"H 1he se o( cornpter #raphics and cell9based dra*in# is also emplo%ed in compter #ames" 1his shi(t represents the last ma>or prodction9side di((erentiation bet*een anime and compter #ame development, e-cldin# the ni<e (actors o( each medim sch as interactivit% and e-hibition modes" 'nimation stdios have also started to prodce both shorts and (eatres that se 0D #raphics ori#inall% developed b% the compter #ame indstr%" ,ore-ample, "oth#77lesee%891 1 :) an%$inal $antas' 233: #%4ent !hil%ren (2..5) are 0D compter animated movies, one based on a comic and the other based on a compter #ame" Both o( these movies se the 4apanese character aesthetic developed in 2., the same aesthetic that traditionall% has been s+d in man#a, :me, and compter #ames" In this ne* st%le, ho*ever, animators combine the st%liAed 2. character aesthetic *ith 0D ) , 1 4 I 1 J 120 Chapter Seven c.~'~ rr c : ~ ~ . . . . _ ..., : : t: : : : J ,l;. 1. ' : J ~) ... <: photorealistic backgrounds, sometimes to arring and spectacular e!!ect "#rikke $%%&). Combining traditional $' renderings (ith )' capabilit* enables animators to overcome previousl* unsuccess!ul attempts to translate all images completel* into )' photorea1ism; Final Fantasy: Spirits Withln "$%%1) atternpted to use photorealism !or a science+!iction narrative, (hich led critics and !ans alike to laud the technologieal !eats o!the !ilm as (ell as critici,e the !ilm's characters !or being sterile. -s a result, a movie that cost .1)/ million to produce ultimatel* grossed ust over .01 million (orld(ide "2he 3umbers $%%/). 4n addition to manga, anime, and computer game aesthetics being a!2ected b* their s*mbiotic relationship, the narrative content o! the media also has been a!!ected, Computer games use narratives that begin in manga and anime, and manga and anime creators produce narratives that directl* call upon computer game culture, such as characters using dating game inter!aces as metaphors to understand their relatonships (ith others "e. g. , Excel Saga "155/); Genshiken 6$%%78). 9roducers ha ve (orked to !urther conoin the (orlds o! anime, manga, and computer garnes, creating narratives that call on the audience to participate in all three in order to !ull* engage in a stor* line. 2he best e:ample o! these multimedia narratives is the .hacld/ !ranchise about multi+pla*er online games. 2his !ranchise includes the !our part .hacld/ computer game "$%%1+$%%)), the anime .hackl/sign "$%%$), the .hackllLegend of the Twilight manga "$%%$+$%%7) and anime "$%%)), and tbe #adoka(a Shoten novel.hackl/A !"ster #$%%$&. 2he manga, anime, and 9la*Station $ games in the series (ere all produced and released simultaneousl*, (ith each medium providing a di!!erent part o! the stor* "de ;inter $%%7). Aesthetic Popularity J apanese manga, anime, and computer game aesthetics have developed concurrentl*, and so too have their media. 9opular art st*les, oint commercial ventures, and a committed !an+base have supported the gro(th o! narratives told across these media. lndeed, seeing manga, anime, and computer games as sep<rate entities that are merel* J inked b* their similar visual st*le is problematical. 2o sa* that these media are =similar= is to understate the historical relationship the* have (ith one another+the evolution o! computer garnes, !or instance, (ould have !ollo(ed a ver* di!!erent traector* in J apan had anime never e:isted. Sirnilarl*, the late $% 111 Centur* e:plosion in popularit* o! manga and anime might not have happened (ithout the massive marketing campaigns o! computer game -esthetic >eproduction in J apanese Computer Culture 121 companies such as 3intendo, 2aito, and ?andai, all o! (hich produced titles constructed around currentl* circulating manga and anime series. @urtherrnore, the aesthetic st*le that developed simultaneousl* among these three media is di!!icult to pinpoint de!initivel*. 2he J apanese aesthetic remains popular both in its local conte:t o! J apan as (ell as globall*. AS sources attribute tbe popularit* o! anime and manga to comple: stories and calligraphic art st*les "#rikke $%%&; #elts $%%&; 3apier $%% 1). 2he dominant aesthetics are codi!ied and taught via books "e. g. , Braphic+Sha's popular series 'ow lo (raw )anga&* (ebstes "e. g. , Canga Aniversit* 2ok*o Dhttp: EE(((. ho(todra(manga. comF). and so!t(are "e. g. , )anga St"dio +.% 6G @rontier8). -dditionall*, manga, anime, and computer game !ans create (ebpages dedicated to their !avorite titles and characters, interacting and a!!ecting a broader computer culture. 2he anime turnpike "anipike. com) is one o! man* international link collections that include articles about ne( manga, anime, and computer games. @ans also create their o(n products that the* then publish on the 4nternet, including music videos using clips !rom manga, anime, and computer games. 2hese creations are o!len udged in !an+based and pro!essional contests, such as the -nime G:po's music video competition. -dditionall*, !ans use the 4nternet to distribute manga, anime, and computer games to the greater !an communit* aHer having !irst paid to have these media subtitled or scripted. 4ndeed, it (as the (ork o! tbese !ans, ignoring international cop*right la(s, that started and tben supported J apanese popular media coming into AS and other !oreign markets at a time that J apan did not look at non+-san countries as possible markets "Ieonard $%%1). 2he historieal relationship bet(een anime, manga, and computer games in J apan has continued to have a global presence, a!!ecting and being a!!ected b* global media !lo(s. 2he d*namic crossings bet(een J apan and the AS, !or e:ample, can be seen in the cartoon Teen Titans. Jriginall* a 'C comic !rom the ?atman universe, the te:t's character designs (ere changed to to look more J apanese+big e*es, big !eet, and the same emotive markers used in J apanese anime+(hen adapted !or television. 2he producers contracted 9u!!* -*umi, a J +pop duo, to per!orrn the opening theme song in both Gnglish and J apanese. Cean(hile, the popular AS cartoon ,ower ,"ff Girls is no( being redra(n and produced in J apan !or J apanese consumption. 2he -ingdo. 'earts !ranchise, a !usiKn o! J apanese character t*pes (ith 'isne* standards, is ama,ingl* success!ul both in the AS and J apan, (ith the $%%& release o! -ingdo. 'earts / selling over a million units in tbe !irst month "BameSpot $%%&). Computer game critiLues are even de!ining games 122 Chapter Seven f . , ~ . " ' - , _ against the Japanese aestbetic, so influential has that aesthetic become. For example, G4 awarded Star Wars: Knights ofthe Old Republic !ucas"rts# Game of the $ear in 2%%& in part because it did not loo' li'e Japanese anime. (hile manga, anime, and computer game fans hail the Japanese aesthetic, the faet remains that aesthetic reproduction is alwa)s embedded in certain ideological understandings of the world. *bese media share a histor) of imperial propaganda, xenophobic attitudes to non,Japanese peoples, communal fear of a technological future based on a tragic past, and exaggerated ph)sical and mental characteristics for males and females, and these representations are being circulated worldwide. Furthermore, as much as fans en-o) this aesthetic as something different, that difference is superficial. (hile scholars have argued that these aesthetics grew up in different historical situations !evi 1../0 1apier 2%%10 "lison 2%%%#, the fact remains that these media have alwa)s been worldwide commodities and thus have alwa)s interacted with other worldwide commodities and entertainment e.g., Felix comic strips, 2isne), "tari, and so on#. "s such, manga, anime, and computer games all became recogni3able as part of other genres and media0 the homogeni3ation of the media is an integral element of the dialectic of manga, anime, computer games, and ultimatel) computer culture itself. *his, as "dorno and 4or'heimer explain, has lead to the developmenl of connoisseurship5 6the difference between the Chr)sler range and the General 7otors products is basicall) illusionar) stri'es ever) child with a 'een interest in varieties. (hat connoisseurs discuss as good and bad points serve onl) to perpetuate the semblance of competition and range of choice6 1..&, &&#. *he appearance of difference between 2isne) and Studio Ghibli, between S8uare 9nix and 9lectronic "rts, between 7arvel Comics and Shonen Jump not onl) perpetuates the semblance of cornpetition, but also functions as an integral part of the expansi:n of mar'ets both in Japan and global arenas. "s the range of choice decreases, the reach ofsimilar products increases, whether those products are the media themselves manga, anime, computer games, and so on# or the aesthetic representations of those media. "rtists have lo be careful not to be too different when creating their 6loo'.6 ;ublishers and producers 'now what has so<d well in the past, and so long as artists approximate that st)le, then small differences are not onl) allowable, the) are promoted. 7ore limiting than the idea of6tried and true with a twist6 is the constant interpla) between the three media and their tertiar) products to)s, merchandise, and so on#. <n his article 67anga Sells "nime,and =ice =ersa,6 Calvin >eid 2%%4# traces the mar'eting practices "estbetic >eproduction in Japanese Computer Culture 12& of anime and manga companies inthe ?S, noting the wa)s in which the two media industries not on<) en-o) tbe crossover from fans who li'e an anime series and then move to the manga, but also the wa)s in whi@h tbe companies promote this consumptive practice b) adding coupons for the anime in a manga title or bundling manga and anime together to incite consurners to bu) future dis's or boo's. *his ma'es good mar'eting sense and affects the production of these series and franchises in Japan. <ncreasingl), Japanese producers conceive of anime, manga, and computer games all selling one another, not onl) in Japan but worldwide. *his means that executives need to develop franchises that base their appeal on familiarit) as much as and sometimes more than# 8ualit). *his business strateg) ma'es it unsurprising that computer games resemble anime, and that anime resembles manga. *he circulation of manga, anime, and computer garnes as a 'ind of woven cornmodit) <imits creative freedom at the site ofproduction. *hus, computer garnes are described as 6anime,li'e,6 and anime as 6manga6 movies. Conservative production practices affect how these media are adapted and used in computer culture as a whole. Computer culture can create radical images and texts,the technologies exist. 7edia artists are creating pioneering wor' in data visuali3ation, cultural representations, innovative hardware designs, and so forth. "nd )et, the visual norm on Japanese websites are either those perfected b) popular maga3ines,photographs of beautiful people in particular poses,or the) adhere to the mangaAanimeB computer game format, with caricatures that are generic enough to come from an) one of a thousand publications. "dditionall), ?S and Japanese fans of this aesthetic are not slri'ing out on their own to develop uni8ue st)les0 rather, the) meticulousl) cop) the loo', learn it, and tr) to develop an art st)le that is onl) recogni3able as Japanese. "n added complication is that anime, manga, and Japanese computer games are on<) successful if people with Japanese names create them. Consumption practices of worldwide audiences dictate that attempts b) non,Japanese artists to brea' into the manga field, for instance, rneet with failure or mediocre success in the worldwide mar'ets. *hus, the <nternet is the onl) forum that ?S artists drawing in a Japanese st)le can publish in, which affords liule profit except that made b) merchandising ofCf,shirts, mugs, and so forth. . *he popularit) of Japanese manga, anime, and computer games is not without complications. "ccording to a 2%%4 report from the Japan 9xtemal *rade Drgani3ation l9*>D#, manga, anime, and computer games are one of JapanCs largest economic and cultural# exports. "s consumers, "mericans are interacting wEth these cultural exports0 however, the relationships between the ?S and Japan are political and often unbalanced, which gives ,. 124 Chapter Seven . . . . rise to a different semiotic reading of representations. For example, the kimono is a cultural trepe often employed in Japanese popular culture, which nostalgicay refers to a pre+glo"ali#ation history during which al$ women wore kimonos. %hile this image, reproduced constantly in manga, anime, and computer games, is im"ricated in ideological complexity, conflating women with nationhood, it carries different meaning from the popular readings of the kimono in the %estem colonial imagination. &he woman in the kimono is often interpreted as 'geisha,' and not the performing artists that they once were "ut the prostitutes that S military interacted with during %orld %ar n. &his is merely one example ofmany in which different cultural histories carry different serniotic codes to certain representations. &his history, nevertheless, is important to consider, as power, ine(uality, and cultural resistance are always em"edded in the representations that make up the manga, anime, and computer game aesthetic in the So &he practices of production, circulation, and consumptio)n of manga, anime, and computer games are sym"iotically connected worldwide, and in tum they directly affeet the ongoing dcvelopment of a transmedia aesthetic. &he effects of anime on computer games, computer games on technology, and so forth cannot "e overstated, for appealing to the aesthetic representation of one automatically appeals to the aesthetic representation of the other two. *s computer culture adopts computer game images, interfaces, and characters, so too is it adopting these same things from anime and manga. *s 1 have argued a"o ve, this adoption is not limited to Japan. &he popularity of Japanese popular culture as a soft export means that t"ese media are affecting the production, marketing, and consumption of S+ produced media. *nime characters are in S gaming maga#ines, Japanese game characters are used in ,&- advertising carnpaigns, and Japanese manga now routinely appears in syndication in S newspapers .e.g., Von Van Hunter and Peach Fuzz). *nime, manga, and computer games have not only coevolved with each other, "ut are also coevolving with computer culture in general. Chapter /ight ++o Fantasy and Finance0 1lay ,oney and Computer 2ame Culture Joyce 2oggin *s computers "ecome an evermore+essential part of contemporary 3ife4the culture that surrounds thern has grown to fill, extend, and displace nonons 5 f cultural spaces. Computer games are argua"ly among the most 5 ompelhng examples of this kind of extended cultural space, so compelling In fact that they more or less arrived with the notion of addiction and compulsive playing. 3n sorne cases this is relatcd to computer games) capac4tyopen up 4r4ath+taking landscapes for players to explore, drawing them 34to what %illiarn 2i"son descri"ed as 'the space games pro6ect... Sornekind of actual space "ehind the screen' .Cava 11aro 2777, 89:. &his is the sort of technological expansion to which ,arshall ,c;uhan referred as an 'extension ofman,' "ecause technology "oth literally and metaphorically extends human reach, perception, and capacities. %hile ,c;uhan wrote at length a"out how human "eings "ecome increasingly technologically extended, he saw games in particular as mean ingfu1 'extens<ons of the animal organisrn' "ecause they provide 'faithful models of culture' and pa4all4lpossi"le worlds or vistas in which to work through the challenges of daily life .1=84, 27=:. >eferring likewise to games) capacity to push out t"e param4ters of th.eexperiential 4orld, .?enry Jenkins cites a 1==@ advertising campaign fo4L!,e by th~Sword 3A which the developers claimed that players would "e privileged with 'complete freedom of movement' in the game world .2777, 284:. Such views of play and games as extensions of the real world that have the capacity to give players a sense of freedom, can "e lraced to a tradition that 4egan with lmmanuel Bant)s conceptuali#ation of games as self+ contained worlds that afford an extended arena in which lo play out des<res, free of .external 4oals or purposes.) 3n Frederich Schiller )s famous essay on aestheuc edu4a.tton, he. also took play seriously as a philosophical concept an.das an activrty that 3S'autotelic,' free of purposiveness yet significant. 2 It 3Sthe dual nature of playas "oth without purpose and meaningful, which .. ). C e ji !' r . ~ D ). C I r Contributors Marlin Bates, IV is an Assistant Professor of Communication and Director of Forensics at University of the Pacifico He has been involved in playin and studyin video ames since his parents bouht him an Atari !"## in $%&', and has been studyin the ur()eal *orld since $%%%+ Mararet Batschelet is an Associate Professor of Communication at the University of,e-as at .an Antonio, *here she has been teachin /eb *ritin and /eb pae desin since $%%0+ .he has also tauht courses in professiona1 *ritin, des2top publishin, and ne* media theory+ .he is the author of several te-tboo2s, as *ell as artieles on rhetoric and desino In addition, she has created /eb sites for both commercial and nonprofit elients+ Her most recent boo2 is XHTMLlCSS Basics for WebWriters 3Prentice Hall4+ 1ames 1+ Bro*n, 1r+ is an Assistant Professor of 5nlish at /ayne .tate University, *here he teaches courses in rhetoric, *ritin, and ne* media+ His research sits at tbe intersection of rhetorical theory, ethics, and technoloy, and has been published in6oumals such as College Compositton and Communication and Leisure Studies. Andre* Chen is an Assistant Professor of Computer .cience and Information .ystems at Minnesota .tate University Moorhead+ He obtained his Ph+D+ in Computer .cience from Michian .tate University in !##0+ He has bloed and presented on bloin al popular culture conferences+ His dissertation topic *as raph theory, his research interests also involve computer culture, and he *as formerly a yoa instructor+ Mary(7ouise Craven is an Associate Professor in the Communication .tudies Proram at 8or2 University+ .he teaches courses in effective communication across various enres, issues in critical technoloy, feminist approaches to technoloy, and theoretical perspectives on interactive art and entertainment+ Her ma6or areas of interest include studies in historie and emerin literacies, and the impacts of various electronic interfaces on users+ 7ately, she has moved beyond her enre analyses of electronic media to loo2 bac2 at the messaes cootained on 5d*ardian postcards as precursors ofte-t messaes+ 1ennifer de/inter is an Assistant Professor of )hetoric at /orcester Contributors 9$% Polytechnic Institute and an affiliated faculty roember of the Institute:s Interactive Media and Diital ;ame Development proramo .he brins toether her interests in diital media theory, computer ame studies, visual and spatial rhetorics, and 1apanese rhetorics and popular culture to study both the intentional and unintentional effects of ne* media converence+ 1oyce ;oin is an Associate Professor at the University of Amsterdam, *here she teaches literature, film, and ne* media+ .he has published artieles on literature, film, and computer ames, as *ell as on amblin, money, and the history ofplayin cards+ Her otber research interests include intermediality, post %<$$ culture, ris2, finance, 7as Veas, and the leisure industry+ Daniel ;riffin is a raduate student in the .chool of Information )esources and 7ibrary .cience at the University of Ari=ona and an independent scholar+ His research interests include the rhetoric and brandin *ithin and surroundin media adaptations, the challenes of archivin diital media, and the transformative potential of comedy+ >ylie 1arrett is a 7ecturer in Multimedia at the Centre for Media .tudies at the ?ational University of Ireland Maynooth+ .he has an abidin interest in the pol@tical economy of ne* media, *ith a particular emphasis on the commercia1 /eb+ Her recent studies ha ve focused on podcastin as a forro of broadcastin tal2, and she is currentIy embar2in on an investiation of ;oole and its e-ercise of media po*er+ Montea >6eUman(Chapin is an Assistant Professor of art history at 5mporia .tate University+ .he is interested in the dialoue bet*een canonical and popular forms of the visual, as *ell as the implications of diital reproduction+ Her essays ha ve appeared in such 6oumals and boo2s as Art History, Konstistoris! Tids!rift, "artisan Canons, and Tomas Kin!ade# Te Artist in te Mall. >evin Moberly is an Assistant Professor of 5nlish at .aint Cloud .tate University+ His research focuses on understandin ho* computer(enabled manifestations of popular culture reflect, contribute, and transform contemporary cultural and political discourses+ In particular, he is interested in the *ay that contemporary computer ames represent labor, often blurrin already uneasy distinctions bet*een *or2 and play+
VanderMeer, Jeff - The Steampunk Bible: An Illustrated Guide To The World of Imaginary Airships, Corsets and Goggles, Mad Scientists, and Strange Literature