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Deutsche Gesellschaft für Erziehungswissenschaft Kommission Pädagogische Anthropologie Jahrestagung 2009 1. – 3. Oktober 2009 Universität Hildesheim Virtual Bodies in Cosplays. On M edia-generated Gender Mie Buhl, PhD, Associate Professor. The Danish School of Education, Aarhus University, Tuborgvej 164, 2400Copenhagen, Denmark Email: [email protected] website: www.dpu.dk/about/mib Abstract: How is gender con s tructed through media- generate d social practises ? My paper will discuss how boys explor e the phenomenon of gender through various media generated cosplays. I address this phenomenon with the notion of virtual bodies. The notion of virtual bodies means to inhabit a possible identity for a while. I will discuss the 1

Transcript of Virtual bodies in Cosplayspure.au.dk/.../41393788/Virtual_bodies_in_Cosplays2.doc · Web viewThe...

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Deutsche Gesellschaft für Erziehungswissenschaft

Kommission Pädagogische Anthropologie

Jahrestagung 2009

1. – 3. Oktober 2009

Universität Hildesheim

Virtual Bodies in Cosplays. On Media-generated Gender

Mie Buhl, PhD, Associate Professor.

The Danish School of Education, Aarhus University,

Tuborgvej 164, 2400Copenhagen, Denmark

Email: [email protected] website: www.dpu.dk/about/mib

Abstract:

How is gender constructed through media-generated social practises?

My paper will discuss how boys explore the phenomenon of gender through various media

generated cosplays. I address this phenomenon with the notion of virtual bodies. The notion of

virtual bodies means to inhabit a possible identity for a while. I will discuss the construction of

gender from the perspective where the display of the choice of the virtual body becomes a crucial

part of the self presentation. The discussion draw on empirical data from the research project:

Education in a Globalized Visual Culture - an Educational Anthropological Perspective on

Contemporary Visuality (2004 -2009).

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Introduction. The construction of gender in a Globalized Visual Culture

Boys who dress like princesses are sissyish! And girls who dress like knights are tomboys!

How is gender constructed visually through media-generated social practises? This study discusses

the increasing interests of cosplays in both digital and physical spaces. The word cosplays is a

contraction of the two English words costume and play. The origin of cosplays is Japanese and the

popularity of Japanese comics and cartoons seems to provide for a worldwide interest in

experimenting with costumes, role play and gender. The Japanese manga/anime culture has grown

into worldwide popularity among children, adolescents and adults. Digital social network like

Second Life makes it still easier to enter virtual worlds where one can choose ones own visual

appearance in regard to eg. age, ethnicity or gender.

This paper discusses how digital media frames boys’ exploring the phenomenon of gender in new

ways. Digital media facilitates a number of possible virtual bodies, but these virtual bodies are not

only digital appearances. They might as well be performed in physical spaces. The notion of virtual

is generated from Roman origin of the word meaning a potential but not yet realised possibility. The

notion of virtual reality is normally linked with digital media and computer. However,

contemporary mobile technologies enhance the blur of what is the real world and what is the virtual

world and social practices happen across traditional distinctions. You can experiment with various

self presentations in cyberspace as well as in physical spaces. The access to visual experiences

grows. The global visual culture expands the possible contexts for experiments with images and self

presentations.

Social practices with gender cosplays do not only take place in leisure activities, they become a part

of students’ school work on identity.

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The key argument of this paper is that the discussions of how male and female gender is constructed

may be complicated and very academic, but the visual practises of multiple gender presentations

flow beyond geographical border and across physical and digital space. Furthermore, I argue that

various characters in cosplays do not only develop multiple gender presentations in digital spaces,

media generated gender are being transformed into embodied characters in physical spaces as well.

Ill. Dressed as a princess and drawing from the photographic outset

The field of study

The discussions point of departure is one photo and 8 drawings which took of in Kolding, Denmark

and moved to Osaka, Japan 2008. However, following the transition of the images from one context

to another, the field of study expanded to include digital cosplays played out in physical space,

which provided for a new interpretation of the Danish images.

Visual arts education in Denmark

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A Danish school was invited to contribute to an international art exhibition of children’s drawings.

The aim was to exemplify visual arts education in Denmark. The sample of drawings was the result

of a pictorial process about identity where second graders visited a cultural institution and

throughout the visit experimented with different costumes. The children posed in a self chosen

costume and were photographed. Back in class the photos were the outset for the students’ own

pictorial production of drawings and their work with aspects of identity.

A major part of the subject as taught in Danish schools centres on individual student productions.

For the most part, Danish visual arts education promotes the notion that technical and formal skills

are acquired in the productive process of communicating interpreted meanings of pre-chosen

themes of e.g. existential, social or personal significance that can lead to new knowledge of the

theme as well as improving technical and formal skills. Existing images of various kinds might be

used to develop design ideas and explorations with media with the aim to break with ‘habitual

thinking’.

For the past years, an increasing interest in visual culture has paved the way for new approaches to

visual art education, partly as a response to changes in visual practices in late modernity. The

approaches incorporate everyday practices such as the way we dress, perform rituals and gestures or

produce meaning by depicting interpretations of our surroundings.

Traditional framing of visual education is located in national curricula more precisely in subject

areas concerning art or visual media. A globalized visual culture set the traditional notions of

education, teaching and learning in relationship to these subject areas in different perspectives. A

globalized visual culture requires an approach that goes beyond well-known boundaries. In

educational practices this notion addresses the conditions for choosing a certain way of studying

visual phenomena or the concepts they represent e.g. “how is my concept of a landscape, a portrait

or a still-life constructed, where does it come from”, or “how is the idea of childhood constructed”?

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As a strategy of reflection visual culture can be unfolded by making settings for students own art

production that challenges their preconceptions. It thereby focuses on exposing diversities and

thereby unfolds pluralism as a condition of late modern societies The practical dimension of visual

culture is also an issue today, as we understand the social constructivism not just as a mental but

also as a constructive process through articulation. We relate the notion that “visual culture is the

visual construction of the social” but also recognized that the social can construct vision (Mitchell

2002).

Working with identity through pictorial production

The eight drawings were the result of a visual cultural practice. Second grade students explored the

concept of identity by dressing up as a new identity and creating a pictorial production of this

character. One part of the process was carried out at the cultural institution ‘Nikolai for Children’

where the children were invited to dress up like a particular (self chosen) character and were given a

mask. They were asked to pose in their character in front of a camera. The pictures were brought

back to their school and were used to make drawings. The collection of drawings was chosen to

represent Denmark on an international childrens art exhibition in Osaka.

The drawings were sent to Japan, and were exhibited in association with the conference Education

through Art with the overall theme: Heritage – Culture -Mind. Attending the conference, I had the

opportunity to follow the drawings entering a new context.

The gender perspective came about, when I first received the drawings in Denmark. I was surprised

that the children did not only experiment with costumes related to historical characters or

adventures figures. They did also experiment with gender identity. I was amazed that the boys dared

to play sissyish, and the girls played knights. I decided to maintain the amazement and investigate

how and why I was amazed. I was challenged on my preconception of children’s gender approaches

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in public spaces. One thing is to play with your parents’ wardrobe, another thing is to dress up and

let yourself be photographed witnessed by your school mates.

Theoretical framework

The theoretical framework of amazement is based on my overall notion of being transformative

amazemed. I draw on the anthropologist Kirsten Hastrup’s ideas of how the researcher needs to

sharpen her openness towards the obvious and force herself to question the well-known. This

methodological approach have an influence on how my research questions are posed and

negotiated, how the data is constructed and how the analysis is conditioned by the extent to the

consideration of inter and trans disciplinarity.

I find it important to be considerate about the methodological development for doing visual cultural

studies in order to strengthen the scientific modus operandi and at the same time maintain modus

vivendi in regard to keep open for the potential of the field.

I operate this approach by using visual culture as a strategy of reflection. Visual culture can be

practised as the researcher’s opportunity (Buhl, 2004, 2005) to take on the ‘curious eye’ (Rogoff

1999), which means to operate with the twist of being reflexive positioned (Buhl 2008) in an

interlocutory field of ethnographic presence and anthropological distance (Hastrup 1992).

When I use visual culture as a reflection strategy, I wish to emphasise how the visual is a part of

constructing a domain of research, which in the present case means how gender is explored through

performativity and staging conventions of the opposite sex. This makes visual culture into a

dynamic practice that is characterized by change and implicitly contains reflexivity (Buhl 2004). I

wish to explore the possibility of this methodological approach where openness to question the

expected and reflect the unexpected is a part of the research design. The aim is to discover new

aspects of a visual phenomenon.

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The strategy of visual culture indicates that, when something is observed, it also implies reflections

of how this ‘moment of observation’ is established. This makes visual culture into a dynamic

practice that is characterized by change and implicitly contains reflexivity. In this sense, I see

potential in using visual culture as an analytical strategy for unpacking the supposedly self-evident

in ones perception of visual phenomena. Thus in this case, I force my self to be amazed of:

1) in which ways the Danish boy develop his gender identity by pointing out those aspects

2) the change of context which indicates multiple ways of self presentations.

I so to speak, use position myself to be visual curious as a strategy to uphold amazement towards

the research field I enter.

Local gender - Global rendering

The transition of the drawings from the Danish to a Japanese context was part in an intercultural

exchange of educational ideas. Seeing the drawings hanging on the walls in Osaka, did not bring

any reactions about from the audience, like for instance laughter of a boy dressed up like a princess.

The philosopher of visual studies, Susan Buck-Morss, states how images fluid in an out of context,

which creates new premises for meaning making (2004). Thus the transition of images from

Denmark to Japan provided me with a new perspective on gender performance.

Contemporary children are trained to walk in an out of contexts and across institutionalised areas

like art, media and education. In this field they practice self presentations through gestures, cloth,

attitudes, rituals and visual preferences (Werler & Wulf 2006). Late modern lifestyle requires

competences to handle the situations as e.g. being a friend, a girl/boy, familymember, etnicity, face-

book friend, citizen and participant in institutions like schools or leisure-time-activities. No matter

how the body acts, it is the centre of all daily activities.

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The body creates series of social visual narratives. Christophs Wulf’s Berlin Ritual Studies shows

how social visual narratives in school provide children with competences of a student (Wulf 2008).

In mimetic processes images become embodied and internalised in schemes of things through social

practices, events and actions (ibid). The practices provide children with learning skills, and

competences in living and being which they achieve from rituals. When Wulfs perspective is

applied to social visual narratives in digital media across geographical borders and temporal

chronology the importance of the meaning of context becomes evident.

The images’ flow in and out of context means that meaning must be negotiated in every new

context. This appears to be the case with bodily self presentations as well.

The Japanese context created a frame in which the images of the ‘princess-boy’ became a

participant in a Japanese cosplay concept.

Cosplays or crossplays1

The cosplay perspective came about by accident as the result of an analysis of what I from my

European perspective thought of as a self evident visual repertoire of media generated gender-

representations and intercultural exchange of educational development. However, following the

drawings from Danish to a Japanese context provided the study with another perspective on role

playing and investigating the implications of visual communication in a late modern society. The

pictorial process reflects the display of a certain identity, sharpens the ability to communicate a

narrative and to use bodily experience in acquiring design and meaning construction competence.

1 Cosplaying as characters of the opposite sex is called "crossplay", and cosplaying as characters who dress as the opposite sex is called "cross-dressing". The main reason that people do “crossplay” or “cross-dressing” is because in anime there is an abundance of bishounen (beautiful youth), who are very attractive and feminine-looking male characters. Therefore, in the reality, females can often act as these characters better than the males. “Crossplay” and “cross-dressing” often coincide, but since some Japanese characters cross-dress to start with, it is possible to do one without the other. http://da.wikipedia.org/wiki/Cosplay

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Furthermore, staging of a new identity expose a visual cultural practice where the classic genre in

visual arts education, the self-portrait, is being investigated through the personal experience of

pretending to be somebody else and depicting this new identity.

When the American poststructuralist Judith Butler (1990) claimed that gender is a social

construction which is performed every time one interacts in a social practice and supports

discourses of doing ones gender, she referred to social gender as a frequently repeated production of

rituals which performativily constitutes the dichotomy of male and female. Her positioning of the

social construction of gender appears to be contextualised in a western cultural discourse of how

gender is constituted, when she outlines the difference between the biological sex and the social

gender. In that sense she can be said to enhance the same discourse, she aims to deconstruct.

However, her work is significant in discussions of the complexity of the relations between sex and

gender as well as the notion of identity as a construction. The performative aspect of gender is

exposed when digital media provides new platforms for networking and creation of community

practices.

From the case study emerge self presentation be a cross between the physical embedded body and a

‘digital’ body in the social practice of exploring staging of gender provides an amount of various

self presentations. I argue that these cross between advances a positioning of oneself as a virtual

presence. The notion of virtual indicates ‘a temporary inhabitancy’ of a possible body – digital or

physical. Virtual refers to digital mediated images, but not only. It may as well refer to a particular

position of the body in the physical world - like for instance a physical cosplay. The positioning of

the virtual body renegotiates the conditions of performing a social gender. I might indicate that

digital games and social network widens the room for experiments with social gender construction.

The boy is apparently not embarrassed to act a cross play in the public space of a school class and

to experiment with female clichés of visual appearances.

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The issue has both a local and a global implication since the staging of gender in self presentations

on the one hand develops from digital mediated images which facilitate the habit of changing visual

appearance (e.g. games, social networks etc) and on the other hand takes different forms of

interpretations in different parts of the world.

Closing remarks - Perspectives on globalised visual culture

When an eight year old boy dresses like a princess in a small town in Denmark in 2008, this is

unusual. When a whole group of children dresses like the opposite sex it is still unusual and in an

educational exhibition it will be expected to draw some attention to how the media influence and

affect childrens behaviour. However, this is not unusual in Japanese anime and manga, which

becomes still more popular outside Japan and represents a growing trend all over the world.

The questions raised from this study contribute to outline a trans national pattern of visual cultures

produced by children and young people across psychical and digital spaces where local and global

experiences intertwine and frame visual interactions.

References

Buhl, M. (2003). Hvem skal jeg nu være…?Unge Pædagoger 7/8.

Buhl, M. (2004). Visual Culture as a strategy of reflection in Education, Nordisk Pedagogikk 4 p

277-293

Buhl, M. (2005). Visual culture as a strategy of art production in education, In: International

Journal of Education Through Art, vol. 1 (2), p. 103-114

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Buhl, M. (2005). Pædagogisk Antropologi - forandrende forbløffelser. I: Krejsler, J., et al.,

Pædagogisk antropologi - et fag i tilblivelse (1 ed., p. 31-50). Danmarks Pædagogiske Universitet:

Institut for pædagogisk antropologi.

Buhl, M. (2008). New Teacher functions in Cyberspace. On technology, mass media and education.

Seminar.net 1/2008

Butler, J. (1990).Gender Trouble: Feminism and the Subversion of Identity New York: Routledge,

Hastrup, K. (1992). Det antropologiske projekt. Om forbløffelse. København: Gyldendal

Luhmann, N. (2000) Sociale systemer. København: Reitzels Forlag

Mitchell, W.J.T (2002). Showing seeing: a critique of visual culture in Journal of Visual Culture

vol.1 nr.2) 165-181

Rogoff. I. (1998). Studying visual culture, In: Mirzoeff. N. (ed.) Visual cultural reader, p. 14-2

Wikipedia The free encyklopidia: Manga. http://en.wikipedia.org/wiki/Manga

Wulf, C & Werler (2006). The Hidden Dimensions in Education. Waxmann Verlag

Wulf, C. (2008) Rituale im Grundschulalter: Performativität, Mimeis und Interkulturalität.

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