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        The Ethics of Affect

        Lines and Life in a Tokyo Neighborhood

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        Author(s)
        Galbraith, Patrick
        Language
        English
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        Abstract
        Based on ongoing fieldwork in the Akihabara neighborhood of Tokyo, specifically a targeted subproject from 2014 to 2015, this book explores how and to what effect lines are drawn by producers, players and critics of bishōjo games. Focusing on interactions with manga/anime-style characters, these adult computer games often feature explicit sex acts. Noting that the bishōjo, or “cute girl characters,” in these games can appear quite young, legal actions have been taken in a number of countries to categorize and prohibit the content as child abuse material. In response to the risk of manga/anime images encouraging underage sexualization, lawmakers are moved to regulate them in the same way as photographs or film; triggered by images, the line between fiction and reality is erased, or redrawn to collapse forms together. While Japanese politicians continue to debate a similar course, sustained engagement with bishōjo game producers, players and critics sheds light on alternative movement. Manga/anime-style characters trigger an affective response in interactions with their creators and users, who draw and negotiate lines between fiction and reality. Interacting with characters and one another, bishōjo gamers draw lines between what is fictional and what is “real,” even as the characters are real in their own right and relations with them are extended beyond games; some even see the characters as significant others and refer to them using intimate terms of commitment such as “my wife.” This book argues for understanding the everyday practice of insisting on lines, or drawing a line between humans and nonhumans and orienting oneself toward the drawn lines of the latter, as demonstrating an emergent form of ethics. Occurring individually and socially in both private and public spaces, the response to fictional characters not only discourages harming human beings, but also supports life in more-than-human worlds. For many in contemporary Japan and beyond, interactions and relations with fictional and real others are nothing short of lifelines.
        URI
        https://library.oapen.org/handle/20.500.12657/50996
        Keywords
        ethnography; adult computer games; Japanese popular culture; freedom of expression; ethics
        DOI
        10.16993/bbn
        ISBN
        9789176351567, 9789176351567, 9789176351574, 9789176351581, 9789176351598
        Publisher
        Stockholm University Press
        Publisher website
        https://www.stockholmuniversitypress.se/
        Publication date and place
        Stockholm, 2021
        Imprint
        Stockholm University Press
        Series
        Stockholm Studies in Media Arts Japan, 1
        Classification
        Atlantic Ocean islands / Polar regions
        Social and cultural anthropology
        Cultural studies
        Game theory
        Gender studies: ‘trans’, transgender people and gender variance
        Japanese
        Popular culture
        Sex and sexuality, social aspects
        Ethical issues and debates
        Anthropology
        Pages
        358
        Rights
        http://creativecommons.org/licenses/by/4.0
        • Imported or submitted locally

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        License

        • If not noted otherwise all contents are available under Attribution 4.0 International (CC BY 4.0)

        Credits

        • logo EU
        • This project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 683680, 810640, 871069 and 964352.

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