(Re)Playing AnimeBuilding a Medium-specific Approach to Gamelike Narratives Selen Çalik Bedir (bio) The ontological status of fictional characters has been a central issue in theoretical discourses on Japanese popular culture, especially in Japan. Since the early 2000s, while Ôtsuka Eiji has attracted attention to the mortality of semiotic bodies as a noteworthy particularity of manga and anime narratives, some researchers following his lead have focused on characters’ increasing clinginess to life in recent works of Japanese popular culture. Being from the second camp, in Gêmuteki Riarizumu no Tanjô (The Birth of Gamelike Realism),1 Hiroki Azuma extensively discusses light novels featuring characters dying and coming back from death, or getting stuck in time loops to live the same day or hour again and again. While Azuma’s focus falls mainly on light novels, not surprisingly this motif of “restart and repeat” is fairly common in manga, anime, and even beyond Japanese popular culture, as it arguably finds its roots in the coming of postmodernity. The weakening of widely accepted social norms and values, which is usually acknowledged as a characteristic of the postmodern age, seems to have deprived narratives of dominant directions for plot development, while the possibility of restarting a story after it reaches an ending has been embraced as an efficient narrative strategy. Today, in official sequels or prequels as well as in fan-made derivative works, dead characters can be resurrected easily and their fates can be redrawn or “replayed,” which brings to mind the experience of playing games. However, what seemingly emerges as a unifying quality, that is to say, a “gamelikeness” that can be observed in contemporary narratives finding form across media, goes against what is commonly acclaimed as a unique quality that sets games apart from storytelling media. The distinguishing trait of games is widely considered to be enabling repetitive interaction as opposed to the developmental teleology of movies or novels. While Azuma does not make it his goal to address medial differences, his discussion may provide a new entrance point to reconsider the media that are compared to games, [End Page 45] specifically to reconsider anime, which incorporates audio elements like most video games, and possesses dynamic as well as static qualities. The question is, can we talk about an overarching similarity between contemporary media, that is, a gamelikeness, without disregarding media specificities? Can we use the concept to discover anime’s specific take on gamelikeness? Before addressing these questions, a definition of “medium” here is in order. In “Narration in Various Media” (2012), Marie-Laure Ryan lists three conceptual frameworks capturing three different aspects of media: semiotic, material-technological, and cultural.2 Semiotically, for instance, anime is a pluricodal medium (combining visual and aural codes with language), which possesses both static and dynamic properties and produces narratives that extend over time and space. Anime’s material-technological background (especially its reliance on the use of celluloid sheets, hand-drawn images and limited animation techniques) has particularized its narrative style further and even more visibly. On the other hand, anime has been in contact with digitalization for long enough to leave its material-technological limitations behind, at least, potentially. But instead, anime today chooses to embrace its material-technological heritage on a cultural level, by preserving cel animation style to a great extent even when computer graphics (CG) are heavily employed, and by keeping on picturing 2D worlds in a fashion that the audience has come to recognize. With the addition of its particular positioning on the cultural level, anime comes forward as a distinct medium. In order to address media specificities, as the above application shows, at least the three aspects that Ryan covers should be taken into consideration, not only in connection with each other but also with time. To begin with, there is an intrinsic connection between a certain technology and the age in which it appears or stays in use. Moreover, the semiotic as well as the material-technological potential of a medium is always activated in relation to its cultural background, and to the predominant tastes or ways of thinking of the age. Thus, time leaves a significant mark on media, to the point...
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