Monday, April 29, 2013

Speedsubs as Fan Practice: The Role of New Media Technologies in Redefining Anime Fan Engagement

As I mentioned in my post making excuses for lack of blog activity, I'm working on a piece about speedsubs in anime translation.  It will be presented at the International Association for Media and Communication Research in Dublin this year.

Here's the abstract I submitted.  Comments, as always, are welcome.



The 800-pound gorilla of soft political capital, anime is not coincidentally an economic powerhouse.  It’s also wildly popular, to boot.  It should be no surprise, then, that the number of fan groups dedicated to distributing fan translations (“fansubs”) of anime has exploded in recent years:  MyAnimeList, a site that crowd sources information about fansubbing groups, currently lists close to 1500 groups or partnerships between groups dedicated to this form of participatory fandom, an exponential leap from a decade ago when the number of groups numbered in the dozens.  The majority of those listed, however, fall into a category fans call “speedsubs,” groups who rework the subtitles of another organization and re-release an updated version hours after the original broadcast.

Many in the anime fansubbing community do not consider speedsubs to be legitimate exercises in fan engagement as they do not produce original work.  In this sense, the outrage is tacitly backed by Henry Jenkins’ definition of fandom— “a way of appropriating media texts and rereading them in a fashion that serves different interests, a way of transforming mass culture into popular culture”—in that speedsubs maintain the “mass” part of culture through their focus on cookie-cutter translations.  What often gets overlooked in theorization, however, are the roles discrete media objects, the technological ecologies upon which they are built, and the regulatory environments in which they operate inform this fan production.

This paper offers an intervention into the theorization of fandom by arguing that speedsubs represent a valid—albeit qualitatively different—form of appropriation.  At stake in Jenkins’ definition is how we conceptualize what gets appropriated and reworked:  in short, the “content.”  Typically approached in terms of narrative appropriation (fan fiction, doujinshi being archetypical studies) this standpoint overlooks McLuhan’s theorization that the content of a medium is another medium; from this vantage, speedsubs constitute an equally valid form of participatory fandom in that their appropriation and rereading of texts rests with tweaking media themselves.  In developing this argument, I rely on Virilio’s theorization of hypermodernity and the fetishization with speed that accompanies it, linking the development of speedsubs to wider technological advances centered on instantaneity such as the development of distribution networks (e.g. BitTorrent, MegaUpload) emergent from broadband technologies, and the democratization of personal video capture and editing tools (e.g. freeware such as Aegisub).  In discussing the impact of these innovations on speedsubs, I acknowledge that regulatory schema play an essential role in their maturity.

Hiatus: A small note on the lack of posting

I wanted to post, or schedule to post, one thing a week.  And while I've got a list of ideas, I've been busy this semester.  Too busy.  Basically, I've got three deadlines to meet in as many back-to-back months, and I'm not entirely sure I'll make it.

For those interested, here's a list of the things I'm working on:
As if that wasn't enough, I'm also working on a database of fan translations set to beta in July.

Thursday, March 7, 2013

Scholarship on Game Studies and Ludology: A Work in Progress

http://bit.ly/Z0xDjb

Some resources on game theory, ludology, and a few things in between.  I have not categorized this list according to area or topic as the approaches to the field are vast, overlapping, and simply a pain to categorize.

Also note that edited volumes are listed by their editors rather than individual contributors, although journal articles appear by contributor as opposed to journal name.

Defining JRPGs

A proposal that I submitted for a themed issue of  Kinephanos on JRPGs.

Friday, January 18, 2013

Scholarship on Anime and Manga: A Semi-Organized List

Short link:  http://bit.ly/VaP5nR

This page contains citation information (and if possible links) to scholarship on and about anime, manga with a focus on media.  I have not read everything on this list, nor can I say that all are "good", but as always welcome suggestions for additions.
 



Tuesday, January 15, 2013

Digital Games at Comiket 83

Short Link:  http://bit.ly/SBq8Ru
 
The third day of C83 brought individual and group game makers out of their cramped offices and into equally cramped tables to hawk their wares.  Just about every genre was represented there, but this being Comiket the unsavory kinds filled both sides of East Hall, and the event was packed.  But while Love Sims and darker themed games provided the bulk of content being sold, small islands dedicated to more mainstream gaming could be found.  Below are two examples of what I purchased; as I find time to play them I'll post more, including screenshots.


Paradox


The first volume of a two volume game (the second comes out later this year), Paradox is a suspense thriller that utilizes the interface and other ludic/aesthetic traditions associated with digital novels and made most famous in bishoujo games.  It was produced by a group (サークル) calling themselves Big IsLand.

 The Math Master























A spin-off of the insanely popular series The iDOLM@STER, this game places the player in the position of a tutor who needs to, well, tutor someone in math.  The game frames this in terms of the Japanese sibling trope of big brother-little sister, also insanely popular with certain segments of the fan community.  The player goes about developing his little sister's math skills by a series of training tasks reminiscent of genres like Princess Maker or Tokimeki Memorial, and there's a story thrown in to boot.

Sunday, January 13, 2013

Offline Games at Comiket 83

Short link to post:  http://bit.ly/VBPAWv

Unlike the Tokyo Game Show, in which industry showcases their newest products, Comiket is the place to go if you want to see fan-created (同人) games.  This time around seemed a bit better than the past, with good portions of the East Halls dedicated to "offline" games (電源不要) and their digital counterparts (同人ソフト) over the course of two days.

The offline games consist of various rules books, scenarios, modules, and supplements for PnP games, CCGs, strategy games, and so on.  These genres are especially important to understanding what's "Japanese" about JRPGs:  discussions of the genre in both fan and scholarly conversations invariably focus on console games, neglecting these less technologically dependent relatives.

A scenario for an RPG based on the increasingly popular manga Attack on Titan (進撃の巨人)
The majority of what I saw were scenarios meant to be played with existing rules sets available for purchase through Amazon.  Based on the conversations I had with a few of the people running booths, it appears that these core rules function like Weiss' Cortex System--a generic set of rules for adoption in any number of RPGs.  With this as a base, fans spend time developing scenarios for popular manga, like the one for Attack on Titan.

Character Sheet for AoT

















The 2nd Rule book for the Dragon Quest RPG




Rulebooks were also sold, although they were much rarer. Having picked up the first set of rules for a Dragon Quest themed RPG, I picked up the expansion rules.











These, technically, are JRPGs too.  Why do they get the cold shoulder in conversations of the genre?  It is commonly accepted that console JRPGs owe their origins to early CRPG computer games such as Wizardry, Ultima, and The Magic Candle, and Bard's Tale.  These games, in turn, evolved from the PnP genre of which Dungeons & Dragons serves as holy archetype (it, in turn, owes a debt to war gaming simulations, but I digress).  No where in this RPG chain-of-debt do JPnP (to coin a term) appear, specifically the relationship between JPnP games, their console cousins, and the larger connections to Western forms.

Attack on Titan explicitly demarcates a turn-based strategy familiar in turn-based strategy games like Tactics Ogre or Fire Emblem.  Turn flow has players acting first, followed by Titan actions, with the round closing with players "taking the field" (the term koukou 後攻 is from baseball and I have no idea what it means in terms of the RPG rules used here) and then Titan supplemental actions.  While it would be nice to point to Japanese strategy games as the root of this turn-based interaction, more likely battle gaming operates as the ancestor.



The DQ RPG, in contrast, shows ties to its progenitor series through specific rules and abilities.  The tension gauge first incorporated in DQ 7 and carried out in each game since then is codified in the rules, as is the idea of the job system.  These idea naturally can be found in other games, but what is interesting here is that a more explicit link can be found between the Japanese versions (console to PnP) than Western ones.  I imagine that a lot of this stems from the fact that the Western adoptions have been naturalized in the JRPG genre:  we don't notice their influence as much.  But that doesn't mean that the genre has stagnated, or that spinning off of console innovations is somehow less noteworthy.
DQ jobs and tension limits for the Elf
 Instead, if we are going to seriously study what constitutes JRPG as a form, it is necessary to examine all media in the genre.  Understanding where console JRPGs came from is important, but it is equally important to see where they are going and the other forms that simultaneously construct and are constructed by it.  Part of the problem, regrettably, is that a number of people shaping the conversations either do not have access to this type of material (a research problem) or the linguistic proficiency to navigate the nuances of the field from a primary textual standpoint.

The major problem, however, is that there is little written by Japanese scholars on this subject, leaving the epistemological construction of JRPG to outside scholars.  I address some of the concerns about this in my presentation at the Japan Foundation, but I'm not entirely convinced that this is as problematic as the theory suggests.  Silence can be a resistive strategy, but that has nothing to do with JPnP found at Comiket 83.
DQs slime, revised