アニメの「行為者」-アニメーションにおける体現的/修辞的パフォーマンスによる「自己」

論文へのリンク: アニメの「行為者」-アニメーションにおける体現的/修辞的パフォーマンスによる「自己」 (2017)『アニメーション研究』第19巻第1号, 3-15。

アニメーションは命を持たない「モノ」(物理的客体)を動かし、その「モノ」に行為をさせる力が注目されてきた。人間や動物、そしてモノの「体」がどのようにアニメートされるかによって、行為者としての成り立ちが変わってくる。アニメーションにおいて、動きの形式は、特定の行為者性あるいは「自己性」を伴う。ドナルド・クラフトンはアニメーションを分析するためにアニメーションのパフォーマンスを、体現的パフォーマンスと修辞的パフォーマンスに分類して概念化している。本稿では、これらの概念をより詳細に把握し日本のテレビアニメの研究に活用することを目的とする。体現的演技という概念は、キャラクターの表現は、個別化された動きによって生み出され、内部と外部をもつ個人として成り立たせる。他方、修辞的演技は様々な仕草や記号化された表現を通して演技が行われるのである。そして、記号化・コード化された表現に頼るパフォーマンスとしては既存の表現を基にしており、それを異なる文脈で繰り返し採用するのである。これら2つの形式は、それぞれの両端において、「自己」についての異なる概念を制定する。体現的演技は、動きを示す「モノ」に近代的な個人主義の概念を演じさせるのに対し、修辞的演技は「個人主義的な自己」よりも、既存のコードを引用することによる複合構成的なものとしての「自己」を中心に据えるのである。

Anime’s Performativity: Diversity through Conventionality in a Global Media-Form

Link to article: Anime’s Performativity: Diversity through Conventionality in a Global Media-Form. Animation: An Interdisciplinary Journal 12 (2017): 62–79.

Anime is a globally prominent media-form with a multitude of styles, yet it maintains a relative uniformity to sustain a recognizable identity as a particular category of media. The performance of the recognizably “anime-esque” is what distinguishes anime as a type of animation, allowing it to be sold and consumed as “anime.” Anime, and its recognizable identity, are performatively constituted by a series of anime-esque acts executed in animation, citing a system/database of conventionalized models in each iteration. What we recognize as “anime proper” are not just “animations from Japan,” but animations that perform large quantities of anime-esque acts. However, anime must continuously work through the problematic of maintaining its identity without redundancy, each performance working through the tensions of diversity and uniformity: in straying too far from a conventional model, it loses anime-esque recognizability and cannot be sold/consumed as anime. As such, anime’s identity negotiates the dynamic divisions between uniformity, repetition, and the global on the one hand, and diversity, variation, and the local on the other. Working through this problematic entails a different type of creativity as combinations of citations from conventional models in each performance negotiates that particular anime’s identity as an anime production and its distinction from other anime. Anime’s problematic is not only invoked through the engagement of conventionalized models of character design and narrative, but also in the technical processes/materiality of animation, which cite character models and conventionalized acting expressions when animated. Yet it is not just the material limits of the medium of animation, there is another limit in the performance of anime in the act of citation that facilitates the doing (and selling) of anime: in the repeated acts of the anime-esque, in the serialization of anime as a media-form, the contours of anime’s formal system becomes a factor of convergence.

Performing Differently: Convention, Medium, and Globality from Manga (Studies) to Anime (Studies)

Article in Japanese: 相違するパフォーマンス マンガ( 研究) とアニメ( 研究) を繋ぐ慣例、メディア、グローバリティ
Article in English: Performing Differently: Convention, Medium, and Globality from Manga (Studies) to Anime (Studies). In Comicology: Probing Practical Scholarship. Kyoto International Manga Museum: Kyoto Seika University International Manga Research Center, 2015.

While anime studies has flourished in the past few years, in many respects manga studies is much more developed, with a longer history and more debates within the field. Because anime and manga are intimately intertwined media, one might ask what models anime studies could borrow to expand the field. But, as there are significant differences between the two media, there will be points where the theoretical models overlap or deviate, specifically in regards to their inter-related yet media-specific aesthetics. This paper focuses on some of these points, specifically the apparent unity of manga and anime’s conventionalized aesthetics, the material distinctions in the respective media, and the variant degrees of globality.

グローバルな舞台でローカルなアニメが演じるアイデンティティ危機 ―『フルメタル・パニック! The Second Raid』を中心に

Article in Japanese: グローバルな舞台でローカルなアニメが演じるアイデンティティ危機 ―『フルメタル・パニック! The Second Raid』を中心に 京都精華大学紀要 第48号  March, 2016: 3-20.

In TV anime series, narrative and character, among other elements, tend to be highly conventionalized. These conventions are a significant part of how anime is produced, recognized as anime, and interpreted. It is through the performance of these conventions that anime articulates its identity. In this study, I analyze how anime’s conventionalized patterns are performed within the context of shifting tensions between the local and global. This will be explored through an examination of Full Metal Panic! The Second Raid (TSR: 2005), an anime historically situated during the peak of anime’s exportation boom and the JSDF’s deployment to Iraq (2004-06), and which can be read as thinking through identity, globalization, and military narratives. I examine how TSR performs anime’s established conventional patterns in a manner that questions the logic of those conventions, engaging with the anxieties of expanded exportation of a previously local, niche product suddenly exported on a global scale with government backing, and the contemporaneous media discourse on the expanded militarization of Japan. The identity crisis of the main character, Sousuke, acting as the core, conventionalized plot of the series, will be analyzed in relation to the identity of anime itself. Through Sousuke’s identity crisis TSR raises questions about anime’s conventional logic (the narrative and character conventions that appear commonplace), and their connections to the ethics of using lethal force (even in defense), problematizing conventional anime narrative structures and military narratives in general.

The Anime Paradox: Patterns and Practices through the Lens of Traditional Japanese Theater

The Anime Paradox-Book Cover

The Anime Paradox: Patterns and Practices through the Lens of Traditional Japanese Theater is an examination of the form of Anime—the repeated visual, aural, and narrative conventions performed in Anime texts—exposed through a comparison with the viewing modes and formal conventions of Asian theaters, primarily Noh, Bunraku, and Kabuki. This is not to push for a “cultural” reading of Anime, to construct a “Japanese” lineage between Anime and Japanese traditional theater. Rather, it is an attempt to consider different means of approaching Anime, providing ways yet unexplored of how Anime create meaning in their texts, and how they (consciously and unconsciously) distance themselves from other types of animation, even in Japan (e.g. Sazae-san versus Evangelion), through the repeated performance of Anime’s established conventions. Instead of looking to Manga or film or other mass-produced texts, this project looks to the theater, often overlooked multi-media productions that possess viewing modes and reading styles that can provide alternative methods for readings of Anime. Anime has become a site of various significant discourses (locally and globally), but before we determine what this performance is saying, we need to consider, on a very basic level, how it is saying it and explore various means of examining it; we need to reflect on the means of expression in the performance of the Anime form, often a crucial point of aesthetic attraction itself: Anime sells locally and globally because it exhibits itself as distinctly “Anime.” The Anime Paradox is thus an effort to provide an accessible discussion on Anime form and the mechanics of the type beauty represented through it from the standpoint of a critic and long-time viewer of Anime. This examination through comparison also works in the other direction, further endeavoring to enrich our understanding of theater through Anime.