Gotta face ‘em all
Pokémon, Japanese animated characters, and the emergence of playful visual animism
Bibliographic Data
| ID | 12637007 |
|---|---|
| Authors | Vincenzo Idone Cassone (0000-0001-5058-302X, University of Turin, corresponding author) |
| Year | 2021 |
| Volume | 49 |
| Issue | 3-4 |
| Pages | 543-565 |
| Publication date | 2021-12-31 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Sign Systems Studies (JOURNAL) |
| Journal identifiers | ISSN: 1406-4243 • E-ISSN: 1736-7409 |
| Publisher | University of Tartu (PUBLISHER • EE) |
| DOI | 10.12697/sss.2021.49.3-4.15 |
| OpenAlex | W4213286077 |
| Language | EN |
| Citations received | 4 |
| References cited | 15 |
As a result of technological innovations and new cultural practices, the contemporary mediasphere is increasingly populated by digital(ized) faces. The phenomenon is not limited to human faces, but includes a vast universe of fictional animated faces, variously called ‘characters’, ‘mascots’ or ‘kyara’. In Japan, while certainly not new, kyara have been spreading thanks to globalization, digitalization and media-mix strategies. Through the connection between visual design, fictional narratives and socio-cultural consumption, kyara can be considered semiotic figures of in-betweenness, key symbolic mediators in the Japanese mediascape. Their anthropomorphic face design mediates the cultural boundaries between the human and the non-human, the animate and the inanimate, nature and culture. Furthermore, their post-modern narratives mix inspiration from the past and the present, from myths to science fiction. Lastly, they involve an encyclopedic reworking between fiction and reality, mythical references and secularization, between the domains of seriousness and playful make-believe. The article aims to explore the semiotic dimensions of kyara in contemporary Japan, with emphasis on their logic of representation and cultural outcomes. These will be investigated through the analysis of the Pokémon franchise, which will make it possible to describe the emergence of new semiotic patterns of ‘playful visual animism’ in the process of media facialization of everyday life
Aesthetics · Animism · Art · Face (sociological concept · Linguistics · Literature · Narrative · Semiotics · Social science · Sociology · Anthropology · Comics and Graphic Narratives · Diverse Cultural and Social Studies · Media, Gender, and Advertising · Philosophy
Universe of the mind
On Muzzles and Faces
Convergence Culture
Convergence Culture
Japanese Culture Through Videogames
Japan’s Zoomorphic Urge
The Animalization of Otaku Culture
Anime's Media Mix
Kawaii Aesthetics from Japan to Europe
Kant and the Platypus
Unique morphology of the human eye and its adaptive meaning
Disjuncture and Difference in the Global Cultural Economy
Millennial monsters
| Unique citing works | 4 |
|---|---|
| Citations per year | 1 |
| Citation span | 2022 - 2024 (3) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 4 |