| |
|
 |
 |
| |
|
dystopia*identity*m[ut]a[tio]n
A Semiotic Analysis of Anime
|
|
| introduction |
|
| anime
as a new media form: |
|
"I
approached the symbol, with its layers of meaning,
but when I touched it, it changed into only a
beautiful princess."
Donald
Barthelme 1
|
|
|
Electronic
technologies mediate our relation to the world.
It may seem to some contemporary minds that such
mediation is a necessary component in the linear
progress of humanity. The connection between centuries
old industrial processes and their digital transmutations
is, however, hardly symbiotic. The move from our
earliest technological era to the immediate profoundly
warps and distorts the cultural landscape; producing
often irreconcilable rifts between modernist idealism
and a multifaceted social pluralism
The
genre of contemporary Japanese animation known
as Anime reflects this dissimilitude. It
is a media form bathed in explicit sexuality,
graphic violence, and technological paranoia.
One is presented with often traditional narrative
forms at once buttressed by ideological nostalgia
and eroded by digital immersion. Its concerns
are those of postmodern nihilism and the influence
of a new media formalism.
history
Anime
is a term that was borrowed by Japan from the
West. Originally descriptive of animation in general,
it has been reappropriated by western viewers
to distinguish that animated film which is produced
in Japan from that made elsewhere. Contemporary
Anime is an offshoot of the Japanese Manga, or
adult comic book, industry that has been a cultural
import to the United States for the last decade.
Although its stylistic roots can be traced back
to 1964's Tetsuwan Atomo 2, real success
for the current incarnation did not arrive until
the mid 1980's.
Although
the adult comic did not formally originate in
this era, the eighties movement toward information
capitalism was reflected by this new brand of
dark, foreboding animated serials. Ironically,
the success of Anime in the United States would
only emerge through a filtered variety of after-school
children's programming. Space Cruiser Yamoto
and Macross 3, both heavily edited, were
the first to appear on American youth-related
television. These programs concerned alien invasions
and their earthly responses. Digital Technology
is the driving force behind each and it envelops
all of Anime in general.
The
late 1980's and early 1990's saw a commercial
boon for Japanese animation. Streamline Pictures,
a dubbing specialist, got off the ground in 1988.
For more 'sophisticated' tastes, Animeigo, a subtitling
giant, was formed the next year. 1991 saw the
beginning of U.S. Manga, a corporation dedicated
solely to the distribution of Anime.
a
new media?
Anime
was birthed at the nexus of successive philosophical
and technical moments. It falls on the heels of
the postmodern elision of the absolute by the
likes of Baudrillard and Lyotard; attending to
a semantic relativism that sought to destroy industrial
modernist ideals. It presaged, and conjugated
with, the explosion of computational networking
and the internet, new realms in which arcadian
visions and dystopian nightmares could coexist.
The birth of the 'cyber-punk' coalesced with the
cyborg of Anime; both creatures "suspended in
webs of significance" that they have spun.
central
concerns
The
following analysis will focus upon general trends
in signification for anime as a whole. For the
sake of clarity, however, four features will be
specifically discussed. The first two of these
are the feature length animations Akira
and Ghost in the Shell
.
Perhaps atypical for their startling animation
and amoral tone, these two films nonetheless exhibit
characteristics entrenched in the genre. Akira,
for instance, is a post-apocalyptic vision of
exploitation and corruption. Ghost in the Shell
questions the role of self and identity in a future
age of cyborg machines. The latter two examples
are popular serials that are significantly less
challenging, and perhaps more typical. Bubble
Gum Crash

is a rather traditional action cartoon featuring
a group of four young female heroes known as the
Knight Sabres. Doomed Megalopolis

is a dark splatterfest which owes much to Hollywood
gore and new age mythology.
|
|
| semiotic
analysis: |
|
|
"The
brain of each one of us does literally create
his or her own world."
J
Z Young 
|
|
|
|
|
Immanuel
Kant's The Critique of Pure Reason made
us explicitly aware of the inaccessibility of
the "thing-in-itself". We can discuss representation
only in the context in which signs are created
and meaning is produced. We indeed create our
own worlds; but these worlds, in turn, create
us. It is a system of mutually-defining relationships.
In order to understand these correspondences,
we turn to Semiotics, "a mode of knowledge, of
understanding the world as a system of relations
whose basic unit is the sign."
This essay examines the cultural, visual, and
social semiosis of modern Anime.
A reading of sign systems is organized by recognizing
that signification, or the relationship between
signifier and signified, occurs along two axes
of meaning; paradigmatic and syntagmatic. At a
paradigmatic level, one must consider the metaphoric
implication of the entire set of signs from which
the one used is chosen. At the syntagmatic, the
message into which the chosen signs are combined
is subject to examination. The cybernetic world
of Anime brings forth a convoluted morass of semiotic
representations. Signifiers and signifieds disconnect
and reconnect; simultaneously rejecting and supporting
dominant ideology. consequences
A
signifier; that which represents, is always open
to interpretation. This is due to the multivocal
aspect of the sign, which is inherently arbitrary.
Meaning is generated via difference. But the polysemy
of signs subverts any sort of universal differentiation.
One may therefore become a victim of that which
C.S. Peirce called an "infinite regression" of
meaning; what Baudrillard later termed, "hyperreality".
The sign as a foundational object of semiotic
analysis is limiting. And the very analysis of
signification tends to threaten communication
by decentering the force of convergence inherent
in the communication process.
But
an extreme relativism injures the social function
of signification. Any cultural object is both
a component of signification and an object of
use in a social system, with a generative history
and social context. Eco has asserted that meaning,
in the end, must be linked to signified or to
meaning systems operating as codes. "To assert
otherwise, is to suggest that the entire universe
of meanings would be contained in every text."14
A semiotic analysis can, therefore, prove fruitful
only if the signs are analyzed within the phenomenon
of material culture.
With
Anime, we have a dissolution of the most basic
types of semiosis. The traditional signified,
a referent in the real world, vanishes. But this
does not necessarily imply the absence of any
signified. Instead, new signifieds are being created
as the implications of technological shifts enter
our collective consideration.
|
| |
| main
discussion |
| |
| body
as object |
| |
|
“An
Interview with photographer Jacques-Henri Lartigue:
Q: You've talked to me just now of a trap
for vision, something like that, is that your
camera?
A: No, not at all. It's before, something
I did when I was little. When I half-closed my
eyes, there remained only a narrow slot through
which I regarded intensely what I wanted to see.
Then I turned around three times and thought,
by so doing, I'd caught -- trapped -- what I was
looking at, so as to be able to keep indefinitely
not only what I had seen, but also the colors
the noises. Of course, in the long run, I realized
that my invention wasn't working. It's then only
that I turned to technical tools for facilitating
it.15
|
| |
|
The
preceding interview illustrates a key industrial
era paradigm which highlights the correspondence
between the human figure and the technology it
produces. The machine is viewed as an extension
of the body; as a tool to reach beyond fundamental
limitations. Technology is thus defined as that
which is external to, and contrasted with, the
body.
What,
then, are the consequences as machine and body
become one? The cyborg of Anime is indicative
of a philosophical shift away from the established
"man/machine" dialectic. We are aware that any
object of use becomes encoded with its social
function; and this becomes a sign function.16
As the conventional subjective form [the human/the
soul] becomes objectified [an artificial creation],
the human-machine enters into a free-play of signification;
meanings multiply and ideological objectification
becomes varied. Established codes are revealed
as inherently problematic.
In
much of Anime, the metaphoric 'warping' and 'tearing'
relationship between digital media and culture
manifests itself explicitly. In Ghost in the
Shell, for example, voluntary mutation is
a prosaic past time. Security Agent Motoko Kusanagi17,
the film's protagonist, and many of her colleagues
sport enhanced 'cybernetic' brains and cyborg
bodies. She has extra-human strength and, via
'hardwiring', is connected instantaneously with
other humans, computers, and databases.
Anime characters, presumably because of this 'enhanced'
physical status, inflict, and endure, extreme
pain.18 While hardly a utopian view of life in
the techno-future, this graphically violent aspect
of Japanese animation satisfies voyeuristic tendencies
within its overwhelmingly young male audience.
Of course, the physiological destruction is implemented
in a variety of manners. The mode of violence
employed in Ghost in the Shell is symptomatic
of an amoral tone and post-industial nihilism.
This use may be contrasted with that of Bubble
Gum Crash and more traditional 'heroic' tales,
in which violent acts are less intrinsic to plot-lines.
The
Knight Sabres, heroes of Bubble Gum Crash,
masquerade as mild mannered, young working women
by day. As trouble threatens Mega-Tokyo, however,
they morph into machinelike beings by way of exoskeletal
suits.19 Like many typical Anime devices, the
suits operate via the control of human operators.
It is thus through the agency of cybernetics that
the world can be saved. That such intervention
is necessary, however, can only be related to
the villainous applications of that same technology.
violence
Films
such as Akira, Ghost in the Shell,
and many of the more graphically violent of the
genre share a "sort of ironical contemplation
of the human labyrinth in which one refrains from
becoming intensely committed to any single point
of view ... because it is too difficult to determine
where truth and justice really lie."20 This detached
animus derives from the experience of the Greek
Tragedy; there is no clear villain, no monster,
no one to identify with. In Anime, however, society
at large has an omnipresent debilitating influence.
Life does not occur in a vacuum. Instead, as we
shall see later, information-age culture is hostile
towards the traditional industrial values of identity,
privacy, and freedom.
gender
Semiotic
theorists have posited that all appearance "is
a sign vehicle to communicate gender status differences."21
The fundamental activity of gender socialization
creates a 'universe of appearance' for the individual
and the society. Foucault similarly argues that
social norms regulate the body.22 One of the strictest
regulatory features of physiognomic traits occurs
along gender lines. This is particularly evident
in Anime. Femininity is often presented as 'hypersexualized'.23
Body parts which represent aspects of stereotypical
femininity or describe traditional sexual appeal
are exaggerated. Interestingly, this transformation
corresponds with increasingly 'masculine' personality
traits. These characters are becoming more powerful,
violent, and stoic [traditional male roles] as
their bodies increasingly mutate into cartoonish
ideals of female sex appeal; an inverse anima.24
The most recognized signifiers, and the most insidious
mutations, in Anime are the oversized, orb-like
eyes of some male and virtually all female characters.25
Although initially used to exaggerate racial differences
between the Japanese characters and their Western
counterparts, these eyes have come to signify
emotional vulnerability and innocence. It is perhaps
no wonder, then, that this sign is almost universally
applied to females, who are typically identified
with such traits. These formal signifiers underscore
a fundamental feature of all Anime; the skewing
of the relationship between representation and
the external reality it purports to be grounded
in. Thus we have the 'lie' of the signifier. We
are presented with ideology as fact.
This exaggeration of the female form, for example,
permits the reinforcement of sexual differences
as naturalized. This is a critical component of
what Barthes calls myth-making.26 Signs [in this
case, exaggerated body parts] give myths and values
concrete form. Thus they are endorsed and transformed
into the pantheon of 'common-sense'. While a significantly
large number of heroes are female, their agency
is only granted along masculine lines; the heroine
is granted no real voice or empowerment. Her sexuality
is an object of commodification.
sexuality
Sexuality
is a commodity within any entertainment industry.
And the hyper sexualizing of anime is almost totally
dependent upon preconceived notions of female
sexuality. The overtly sexual nature of female
action heroes is not altogether new. The creator
of Wonder-Woman is quoted as saying, "give
them an alluring woman stronger than themselves
to submit to and they'll be proud to be her willing
slaves."27 Traditional male fantasy lays the groundwork;
his tone is that of man-to-man confidence. Anime
can be read in the same vein; it is often regarded
as a male construction of femininity implemented
by male artists for the enjoyment of other males.
The small but significant minority of female readers
and fans, it follows, derive meaning via aberrant
decoding; a sort of Marxist 'false consciousness".
But
this amounts to a functional reductionism that
oversimplifies social and cultural relations.
In fact, many28 have argued that what we are seeing
is the emergence of a 'post-feminist' heroine.
One that exists in a state of full self-awareness.
She invites the male gaze and exposes it to reveal
its subjective base. Clearly, the female characters
of Anime run the gamut: from the obsequious and
addle-brained girlfriend29 to the competent and
skeptical crimefighter.30 Whatever the case, Anime
cannot exclude itself from the social milieu in
which it was born.
Anime
heroes often add a postmodern twist to the 'wonder-woman'
scenario. What matters here is not that the woman
is alluring as a consummate being; rather, it
is imperative that the features exaggerated are
deemed sexually appealing. We can create
seductive beings. It is, in fact, the distance
these images have from perceived reality that
is central to creating an atmosphere in which
sexuality may be explored. The rise in popularity
of female video game protagonists31 , Japanese
virtual idols32 , and anime action heroes is an
indication that sexuality has been commodified
in such a manner that the focus of attraction
no longer needs to be human. The signifier no
longer needs to signify the Peircian object, a
human. Instead, we have what Baudrillard would
term a 'network of floating signifiers.'
|
| |
| the
end of anthropomorphism |
|
|
"...manga,
techno-porn, high-density urbanism, mobile fashion,
hyper-violent movies, video-phones, fax cameras,
hand-held televisions, video-games, disposable
buildings, even a new breed of 'radically bored'
teen information junkies, otaku, who shun body
contact and spend all their waking hours gathering
data on the most trivial bit of media."
Stephen Beard33
|
|
|
Anime,
particularly that subset of films known as 'cyberpunk',
is preoccupied with the cyborg body and the consequences
of a rampant artificiality. In Bubble Gum Crash,
for instance, heroes and villains both don robotic
exoskeletons controlled via synaptic connections.
The world of Mega-Tokyo is saturated by a digitally
enhanced formalism. New technology explicitly
provides the agency by which value systems are
corrupted and mercifully restored. But there also
exists a subtext of artificiality not overtly
recognized. This metaphorical level is implicit
in virtually all forms of representation within
the genre. It stems from an increasingly synthetic
appropriation of the human form.
It has often been observed that images in the
media, particularly those of female sexuality,
are highly artificial. This, one might argue,
is therefore a deception. However, the increasingly
artificial nature of sexual icons in anime belies
this assumption. The evaporating affiliation between
images and reality indicates an astute awareness
of existing artifice. Anime, in this sense, exhibits
what has been termed, hypermediation.34 This is
a characteristic of new media in the digital age.
It is a visual style that "privileges fragmentation,
indeterminacy, and heterogeneity;"35 in other
words, it exists within the postmodern.
Anime
humans are exaggerated in such a manner as to
be incongruous with possible anatomy. The legs
of female action stars comprise typically two-thirds
of the character's full height. If one considers
morphological consequences, the huge eyes would
leave scarcely any room in the skull for a brain.
Characters are often absurdly childlike; all women
under fifty years of age seem to be at a perpetual
'sweet-sixteen'.
Why,
then, the attraction? What is it in overt and
unreasonable amplification that is appealing?
The answer may lie in the assumption that there
can exist no deception within an overtly artificial
form. Flaws can presumably be unacceptable in
a body that can be remanufactured. Hypersexualized
beings are the brainchild of a capitalist utopian
vision of fantasy fulfillment. This would, perhaps,
explain the recent explosion in Hentai, or Anime
pornography, on the World Wide Web.36 Literally
hundreds of sites deal in this new brand of male
fantasy fulfillment. Most of the sites are linked
from more traditional, "human-porn" sites and
are marketing in the same manner; advertising
that they have the 'youngest and most innocent
girls' on the Web. In the animated world, age
is not verifiable. Anime presumably can deliver
where real-porn sites would fail. Seduction is
a commodity of the hyperreal.
transvestitism
Jean
Baudrillard claimed seduction lies within the
realm of artifice.37 To illustrate, he discusses
a social construct laden with meaning; transvestitism.
With the transvestite, sexuality becomes that
which is signified through conscious construction.
The seductive object lacks the anatomy that would
provide a modernist functionalism. Instead, a
hypersexual version of femininity is created.
Barthes moves in a similar vein; explicitly referencing
the Japanese kabuki. "The oriental transvestite
does not copy woman but signifies her." The signifier
is detached from the signified. "Femininity is
presented to read, not to see: translation not
transgression."38 The white of the face exclusively
erases the trace of features. It is a written
face that "writes nothing". The human form is
reduced to the elementary signifiers of writing.
Transvestites
are clearly nothing new. There does, however,
lie a connection between the hypersexualism of
Anime and the gender-trading tradition of Japanese
culture. We find an augury of the trans-gendered
identity of cyber-culture. Transvestitism is a
phenomenon which negates the fundamental male/female
distinction and its dominating social order. It
is inherently antisocial. As a signifier, it violates
the integrity of distinct meaning construction;
it complicates intelligibility.
The
overtly artificial nature of 'cyber-anime' characters
is endemic of industrial culture relationship
to digital technology in general. Media theorist
Erhki Huhtamo has argued that "technology is gradually
becoming a second nature, a territory both external
and internalized, and an object of desire. There
is no need to make it transparent any longer,
simply because it is not felt to be in contradiction
to the authenticity of experience."39
hyper-reality
A
system of signs cannot be intelligible by relations
with objects alone. Meaning occurs only through
the play of difference between the signs. Contemporary
Japanese animation becomes understandable only
in relation to the lack of a physical signified.
This can be traced to several constitutive factors.
Among them are the traditions of Imperialist Japan,40
the freewheeling signification of consumer capitalism,41
and the decentralizing nature of digital technology.
Anime is produced in accordance within what has
become a rampant post-war, post-industrial economic
system. It is thus a material and cultural object.
The ideology of consumerism has reduced all material
objects to their sign value. Consumer objects
and, therefore, all of Japanese Anime, constitute
a network of floating signifiers designed to induce
desire.
But
a multiplicity of meaning undermines this patriarchal
induction. As an example, consider an early 80's
pioneer of anime, Space Cruiser Yamoto.42 The
titular spaceship is actually a reconstitution
of a sunken World War II battleship, inviting
Japanese viewers to consider an anti-interventionist,
anti-U.S., nostalgic position. Viewers at home
can rest assured that justice will prevail. The
technology is indeed impressive, but it is the
spirit of the original Yamoto that produces an
aura of invincibility. The name of the ship was,
of course, altered for U.S. audiences. For audiences
in Japan, however, the reference is clear. Counter
pose this with the physical features of the protagonists.
These are the images of the western, Anglo-Saxon
ideal. Blonde haired, blue eyed, with fair complexions;
these are the heroes in whose hands the world's
collective fate lies. Only a polysemic reading
of a sign system could coalesce these two contradictory
texts into a coherent cultural narrative.
This
polysemy of signs is inevitable because of the
arbitrariness by which signifiers and signifieds
are combined. According to Barthes, every object
of use becomes encoded with its social function;
the object itself is therefore a sign function.
Baudrillard goes one better; "reality itself does
not exist. We are all trapped in a hyperreality
- a universe of images. Every object operates
as a higher-order sign function."43 The Peircian
"absolute object" is no more. Instead, we have
a more complex notion of signification. If there
must exist a signified for each signifier, it
is not at all clear that it must correspond to
an object in the real world. Thus, we may present
an animated anthropological form divorced from
the reality it explicitly calls; reality moves
toward hyperreality.
|
| |
| overt
commentary |
|
|
“Hell
is truth seen too late."
-G.W.F.
Hegel
|
|
|
Anime
traditionally makes explicit reference to the
consequences of technological transitions. Characters
often struggle through oppressive, secretive,
or anarchic governmental systems. Questions of
identity and media saturation are pervasive. In
Critical Issues in Electronic Media, Simon Penny
addresses a similar concern; "we have heard for
twenty years that the electronic revolution will
be as resounding as the industrial one. But we
are only now moving beyond the techno-utopian
rhetoric to understand the nature of this revolution."44
Film has traditionally reacted to, rejecting or
endorsing, prevailing social and economic conditions.
With Anime, we are asked to view these situations
via the conceit of a not to distant future. Whether
these films act as a critical mechanism or an
oppressive tool is difficult to determine. "Films
are not merely aesthetic spaces but political
ones that contest or naturalize the primacy of
those subjectivities necessary to the status quo
and suppress or privilege oppositional ones."45
Though
atypical in many respects, Akira is exemplary
of various thematic paradigms. It is a cautionary
tale, which details the malady of a technology
unchecked. Tetsuo, a young gang-member in post-apocalyptic
Neo-Tokyo is the unwilling test subject of secretive
governmental agencies.46 His powers, facilitated
by a mysterious governmental weapon system gone
awry, become monstrously out of control. His pain
is transfigured into the near destruction of an
already devastated city. This is a monotorial
narrative that endorses popular nostalgia and
preys upon common fears. This kind of trepidation
is indicative of the "proliferation of meaning"
that Baudrillard's hyperreality provokes within
the traditional modernist environment. The absolute
freedom of signification is a danger to tradition
and institutionalization.
identity
The
central concern in Masamune Shirow's Ghost in
the Shell is that of cyborg identity. The primary
character, Motoko Kusanagi, has very few traditionally
'human' characteristics. Although typical in appearance,
her body is entirely synthetic, as is most of
her brain. When faced with an entirely artificial
life-form, known only as the 'puppet-master',
she questions her own 'ghost' or soul. The concern
for "puppets without ghosts" is emblematic of
the micro-politics of identity including opposition
and segmentation between class, gender, ethnicity,
and race. It recalls the problematic of 'cyborg
politics'.47 We are asked to face implications
of technologies that move beyond increased efficiency
or economic fluctuations. This sentiment is encapsulated
in the puppet-masters plea for recognition as
a sentient life form. "Can you," he asks a bewildered
governmental agent, "offer me proof of your existence?"
publicity
Another
concern of Anime is the economic stratification
resulting from technological implementation. The
streets of the decaying urban meccas are not home
to the wealthy or powerful. We are shown a street
life teeming with the telltale sign of commercial
objectification, advertisements.48
On
publicity, Berger writes, "the only places relatively
free from [it] are the quarters of the very rich."49
Advertisements are the tools of elemental control.
Publicity is not about the objects in focus; it
is a reinforcement of social relations as innate.
It is essentially nostalgic, selling the past
to the future. We are presented with an urban
life not the product of volition, but a state
of oppression.
Anime
thus presents the viewer with several none-to-subtle
allusions the ills of technological advancement.
These references, however, can mask ideological
signification that works on a higher-order.
|
| |
| covert
mythologies |
|
|
"How
could these near-nonsense words, murmured in a
child's restless sleep, make me sense a meaning,
a presence? She was only repeating some TV voice.
Toyota Corolla, Toyota Celica, Toyota Cressida.
Supranatural names, computer generated, more or
less universally pronounceable. Part of every
child's brain noise, the substatic regions too
deep to probe."
Don
Delillo, White Noise50
|
|
|
Animation
as a narrative form is well suited to act out
ideology. It can, relatively easily, convey possible
realities. Since ideological functions involve
the unity of the real and the imaginary, a medium
which presents the two seamlessly can, in this
case, prove highly functional. Ideological discrepancies
can be smoothed over; perceptions may be altered.
Barbara Klingler observes: "The intense intertextual
environment of mass culture . . . is not simply
a context full of free-floating signifiers that
can be operated by members of society as they
will; mass culture embodies a series of ideological
procedures accompanying textual production that
bear significantly on reception."50 Indeed, "ideology
exists in the apparatus"51 Semiosis occurs only
with respect to the production and consumption
of these animated images.
history/culture
The
intertextual environment of a Japanese product
consumed en mass by western audiences certainly
embodies ideological implications. Anime borrows
heavily from the culture of the United States.
Although typical fans of the genre in America
may feel that they are 'stealing' cultural modes
from an eastern land; they are, in essence, retrieving
a Hollywood filtered through another distinct
cultural milieu. Althusser long ago gave ideology
material existence. Societies create there own
reality. In doing so, they promulgate dominant
ideological interests. We live in a history that
"does not belong to us." Instead, "we belong to
it."51 Anime must belong to that history as well
Significations
for a character the likes of 1964's Tetsuwan
Atomu53 are manifestly varied. Possibly the
earliest of Anime, thoughts on the 'mighty atom'
must immediately bring forth images of Hiroshima
and Nagasaki. Even his watered-down American counterpart,
Astro-Boy, seems to be the spawn of a post-atomic
detonation. The subtext is that of apocalyptic
fallout. His lovable demeanor belies the conditional
organism from which he arises.
Perhaps
a more unambiguous example of holocaust fantasy,
Akira presents an image of a city devastated
by conflagration. It is typical of anime in its
reference to the residue of Imperialist Japan.
Kuan Hsing-Chen has, in fact, asserted that the
strategy of Japanimation as a cultural movement
is elementally allied with imperialism.54 He calls
this strategy sub-imperialism and defines a sub-empire
as a secondary dependent empire which has hegemony
much more in culture and economy than in the military
system. John Berger remarked that "an image becomes
a record of how x had seen y"55 To examine a visual
object is to become immersed in the social and
cultural sea in which it is produced and consumed.
Anime is inescapably linked to a history and culture
predominantly, but not exclusively, Japanese.
nostalgia
Umberto
Eco noted that insofar as a sign is made to represent
something else, it does not matter that the something
may or may not exist. "Semiotics is in principle
the discipline studying everything which can be
used in order to tell a lie."56 The lie occurs
when the sign shows the existent as nonexistent,
and vice-versa. The nostalgic turn in most Anime
underscores this. The motivating factor in virtually
all of these films is a desire to return to the
relative peace of a past long gone. But nostalgia
is merely a tool that serves to endorse existing
dominant values. Although inherently specious,
the lie of the nostalgic enables social identification
and alignment in opposition to social change.
A sign gives myths and values concrete form. The
ex-soldiers-turned-villains of Bubble Gum Crash
or the mangled superhighways of Akira's
Neo-Tokyo invite a paranoia regarding the influx
of the digital into our lives. techno-orientalism
Japanimation
unifies the image of automation and the actuality
of animation. It functions both as an armament
of criticism and an ideological apparatus. The
high-development of Japanese technologies have
produced 'Japanoid' stereotypes in the west. Morley
and Robins note that "western stereotypes of the
Japanese hold them to be sub-human, as if they
have no feeling, no emotion, no humanity."57 These
manifest themselves into a phenomenon of "Techno-Orientalism",
whereby Japan exists in binary opposition to a
geographic and cultural West. It is as if "the
Orient exists in so far as the west needs it,
because it brings the project of the West into
focus."
Whereas
the "Orient" was invented by the West, the Techno-Orient
is the product of information Capitalism. Technology
has become 'Japanized'. It is certainly no coincidence
that the rise in the popularity of Anime was contemporaneous
with Japan's ascendence as an economic power.
With an increasing American presence, came a corresponding
Western fearfulness. The "brain noise" about which
Delillo writes highlights a concern for what these
new technologies [read Japanese technologies]
are doing to "us". Japan has become synonymous
with technologies of the future. Just as Baudrillard
called Japan "a satellite in orbit", Anime reinforces
an image of a nation of automatons; Chaplinesque
automated/animated assembly-line workers that
are the product of a "post-Modern Times."
modernism/urbanity
Mega-Tokyo,
Neo-Tokyo, giant urban metropolises; these are
hallmarks of modern Anime.58 The giant urban centers
of Bubble Gum Crash and Akira are reminders of
a state occupied by a system of industrial production.
These are the Colonial vestiges of a dying centralized
system. "The new and quite unfamiliar state is
transnational commodity capitalism, enabled by
instantaneous, space-collapsing communication
of electronic data."59 When the aged mystic of
Doomed Megalopolis reproaches "all your dreams
of a great modern Tokyo will be ashes,"60 we are
reminded that the semantic unity of the historic
city is no more. When the central metropolis of
future Tokyo is destroyed, we encounter the failure
of modernity.
Self-awareness
is constituted by ideologies and prejudices which
preexist the individual. One cannot escape community
mythologies; we are interpellated into particular
subject positions. Anime exists within a community
and, as such, hails us as ideological commodities.
|
|
| conclusion |
|
|
quixotical
analysis
A
semiotic analysis should not presume to exclude
social factors. Signs are not merely symbolic
expressions. They are expressive symbols used
to facilitate social processes. There is more
than the 'text'. Sign systems interact into complex
and shifting wholes created by the interaction
between individuals and various social strata.
Stuart
Hall made us aware that the audience not only
receives broadcast messages61. It is the source
of them. The content, form, and development of
a film, television program, or publication is
inextricably linked to the audience consuming
it. This is not to deny that influence varies
across culture. Instead, we must be aware that
the problematic of signification involves much
more than a simple bipolar dispensation and supplication
between the haves and have-nots.
Any
in-depth analysis of sub-cultural categories within
society provokes a ponderous difficulty. Conflicting
and contradictory meanings are not unusual; they
are, in fact, the norm. Political agendas and
regulatory interests will typically find blurred
divisional lineations. A more fruitful approach
will be to seek issues rather than answers; to
welcome new questions.
questions
What
is the origin of Anime?
Anime's
transparent lineage extends over thirty years.
Japanese animation is a post-World War II phenomenon
that reached a critical turning point in the mid-1980's.
Sustained by an emerging "cyberpunk" culture and
shifting theoretical assumptions, a new brand
of adult animation was spawned. It's meanings
and signs are those of a society aware of the
influence of new-media. Anime is often pessimistic;
demonstrating a growing lack of trust in industrial
and fordist structures. And yet, it is still an
object of commodification. It is designed to sell
and it promotes dominant ideology. It is part
of the apparatus of history.
Who
is provided agency? How?
There
are clear distinctions, within the genre, along
gender lines. The very notion of a "cyborg" body
reminds us of difficult issues regarding identity
and social participation. The body of Anime is
intensely objectified; reflecting the fracturing
nature of digital media in an post-industrial
society. We are made explicitely aware of the
subtle and unwavering ironic contemplation of
the post-modern.
What
are the mythologies put into circulation?
The
hyperreality and hypersexuality of Anime are the
result of high-order semiosis. The sign speaks
to a signified that in turn becomes a signifier.
While the settings, characters, and feel of "new"
Tokyo presume to represent a slightly off-kilter
version the real world, we are actually presented
with a narrative framework of the dominant ideology
of consumerism. Ideologies are engineered into
material form; a non-anthropomorphic form. Just
as the design of "high-tech" moves toward abstraction;
so to do the signifieds in Anime move from "reality"
and become abstract objects of desire.
|
|
| bibliography |
|
|
films
Akira
1989,1993 Akira Committe Orion Home Video / Streamline
Pictures
BubbleGum
Crash! Episode One: Illegal Army 1992 AnimeEigo,
Inc.
Doomed
Megalopolis: Episode One: The Haunting of Tokyo
1992 Toel Co., Ltd Licenced for Distribution in
N.A. by Streamline Pictures
Ghost
in the Shell 1996 manga entertainment inc.
1995 masamune shirow
texts
Barthelme,
Donald. 1993. Sixty Stories New York: Penguin
Books.
Barthes,
Roland. 1982. Empire of Signs New York: Hill and
Wang Publishing.
Berger,
John. 1972. Ways of Seeing New York: Penguin Books.
Bolter,
Jay David and Richard Grusin. 1999. Remediation:
Understanding New Media Cambridge, MA: MIT Press.
Carey,
James. 1989. Communication as Culture: Essays
on Media and Society. New York: Routledge.
Kim,
Kyong L. 1996. Caged in Our Own Signs Norwood,
NJ: Ablex Publishing Corporation.
Fiske,
John. 1990. Introduction to Communication Studies,
Second Edition. New York: Routledge.
Fraser,
John. 1974. Violence in the Arts. London: Cambridge
University Press.
Gottdiener,
M. 1995. Postmodern Semiotics: Material and Culture
and the Forms of Postmodern Life. Cambridge, MA:
Blackwell.
Haraway,
Donna. 1991. Simians,Cyborgs, and Women: The Reinvention
of Nature. New York: Routledge.
Howard,
Tharon. 1997. The Rhetoric of Electronic Communities.
Greenwich, CT: Ablex Publishing Corp.
Huhtamo,
Erkki. 1995. "Encapsulated Bodies in Motion: Simulators
and the Quest for Total Immersion." in Simon Penny,
ed. Critical Issues in Electronic Media. Albany:
State University of New York Press.
Levi,
Antonia. 1996. Samurai from Outer Space: Understanding
Japanese Animation. Chicago: Open Court Publishing
Company.
Penny,
Simon. 1995. "Introduction" in Simon Penny, ed.
Critical Issues in Electronic Media. Albany: State
University of New York Press.
Virilio,
Paul. 1991. The Aesthetis of Disappearance [translated
by Phillip Beitchman] New York: Semiotext(e)
Poster,
Mark. 1988. "Introduction." in Mark Poster, ed.
Jean Baudrillard: Selected Writings. Stanford:
Stanford University Press.
Morley,
David and Kevin Robins. 1995. Spaces of Identity:
Global Media, Electronic Landscapes, and Cultural
Boundaries. New York: Routledge.
Whelehan,
Imelda and Esther Sonnet. 1997. "Regendered Reading:
Tank Girl and Postmodernist Intertextuality."
in Deborah Cartmell, I.Q. Hunter, Heidi Kaye,
and Imelda Whelehan, ed. Trash Aesthetics: Popular
Culture and Its Audience. Chicago: Pluto Press.
Zavarzadeh,
Mas'ud. 1991. Seeing Films Politically Albany,
NY: State University of New York Press.
hypertexts
"CyberPunk
Anime." at http://omni.cc.purdue.edu/~stein/anime.html
Hamilton,
Robert. "Virtual Idols & Digital Girls: Artifice
& Sexuality in Anime, Kisekae, & Kyoto Date."
in Bad Subjects no.35 nov.97 at http://eserver.org/bs/35/hamilton.html
Newitz,
Annalae. "Anime Otaku: Japanese Animation Fans
outside Japan." in Bad Subjects no.13 apr.94 at
http://english-www.hss.cmu.edu/bs/13/Newitz.html
Ueno,
Toshiya. "Japanimation and Techno-Orientalism."
at http:www.t0.or.at/ueno/japan.htm
|
| |
|
|
|
|
|