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Shônen
Anime: The Role of Gender, In and Out
by Mike
"VegettoEX" LaBrie
Originally
Posted: 16 May 2004
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Japanese
animation (here-after referred to as anime) has
surged into American homes in the last decade, most notably
in the form of programming for young children (such as
Yu-Gi-Oh! and Pokemon). Entire programming
blocks have been based around it, mostly after-school
blocks on networks such as the WB and Cartoon Network.
Anime has been around since the early 1960s with Osamu
Tezuka’s classic Astro Boy, yet it is only
in the late 1990s that anime made its way with such force
into American broadcasting. Domestic companies have been
releasing anime for years (originally both English dubbed
and subtitled on VHS), but it has always remained a niche
market. The 1980s and early 1990s saw several anime broadcast
on television, but for the most part these were all “Americanized”
for mass consumption. Fans will point to Robotech
as a prime example; the American broadcast was actually
three completely separate shows spliced together and edited
for the American market (Dawley, 2004). The mid-1990s
suddenly saw a change in this, as more companies took
the chance and began to not only broadcast anime on television
or release it to home format, but rather do a combination
of both. Interestingly, the anime that becomes popular
in the US due to television broadcasting is almost entirely
of the shônen genre.
Very
broadly, anime can be broken down into two main sub-genres:
shôjo and shônen (though
one could argue there is a third “family”
category, almost exclusively dominated by highly-esteemed
director Hayao Miyazaki and Studio Ghibli). Shôjo
literally means “young girls,” and anime in
the shôjo style is targeted towards these
young ladies. Shôjo is typically drawn and animated
with a flowing, beautiful style, with emphasis placed
on themes such as love. Shônen (literally “young
boys”) on the other hand tends to have a variety
of styles to its art, sometimes even dabbling in the shôjo
style. Shônen also seems to have a wider sub-breakdown
than shôjo does; shônen itself
can be of various styles, including “mecha”
(giant robots), fantasy-adventure, and/or traditional
fighting. While the themes in shôjo anime
tend to revolve around love (usually on a one-to-one basis),
those in shônen anime take this to a much greater
scope. Themes in shônen may include love, but
also typically revolve around friendship, loyalty, and
honor (a blatantly obvious nod to the old samurai ways
of thinking).
Confucian
and samurai ways of thinking are abundant in shônen
titles. In many of the titles we will explore, the main
concepts that Confucius taught seem to be the very foundation
to the story and character relationships. A main ideal
that Confucius taught was that of one's duty to society,
which also leads into the five relationships between people;
master/servant, father/son, husband/wife, older/younger
siblings, friend/friend (Thomas, 1998). Time and time
again in shônen anime, one's duty to society,
their family, their friends, their village, etc. are brought
up. While American cartoons would typically revolve around
a single male character arriving to “save”
a female in distress (think of Disney films such as The
Little Mermaid, Aladdin, Beauty and the Beast), shônen
anime take this to a whole different (Confucian) level.
These traditional “Disney” ideals show up
more in the shôjo genre, rather than shônen.
A
quick look at popular shôjo titles such
as Fushigi Yûgi and Sailor Moon
show male characters not in lead roles; they may well
be main characters central to the over-all story, but
typically take a back-seat as either the “knight
in shining armor” to save the central female character,
or as only semi-important background characters. On the
other hand, shônen anime tend to include female
characters from the start as central figures important
to the story. While these female characters will almost
always be overshadowed by the central male characters
(which the young boys, the target audience, are supposedly
able to identify with the easiest on a large scale…
an entirely different issue to be discussed later), they
remain important to the story and important to the fans.
With
this idea of Confucianism driving shônen anime,
we can very clearly identify several examples and how
they differ from the standard American ideals of “cartoons.”
Any fan of shônen anime would be able to at least
recognize one of the most-spoken lines, “Ore
ga... (insert name/place here) o mamoru!” (meaning,
“I’ll protect [insert name/place here]!”).
The ideal of “protecting,” as stated, tends
to be on a much grander scale than simply “saving
the princess.” The protecting can even bring in
other Confucian ideals, such as that of mutual respect,
even among enemies. Rather than protecting an individual,
characters are thrown into situations where they must
protect, for example, the entire world.
Cultural
values of Japan, vastly different than our own, allow
for female characters to play pivotal roles in shows targeted
at young boys, far different than is traditionally found
in American programming for the same target audience.
The types of fans that these shows produce are also of
a completely different breed than their comparative American
counter-parts.
Sam
Hart writes:
It
is difficult to formulate an argument about the gender
and racial inequalities in video games without an understanding
of where the majority of video games come from. In 1994
over seventy percent of video games released in America
were originally designed in Japan. Despite this fact,
many researchers have attempted to argue about these
issues using American concepts of inequality. This is
something that is clearly erroneous and will lead to
inaccurate results.
(Hart, 1997).
Hart
is absolutely correct in this “analysis of an analysis,”
so to speak. Anime even takes this to a completely new
level; rather than a certain percentage of video games
coming from Japan, with anime (by its very nature), 100%
comes from Japan! It is literally impossible to do an
analysis of scholarly nature from a strictly American-standpoint.
These products are not directly made by Americans or for
Americans, yet are analyzed from this standpoint. In order
to effectively analyze the products, we must examine both
the culture it originates from and the culture it is indirectly
placed into (being our own) at the same time.
Several
shônen shows will be analyzed for their portrayal
of women (and men) and reasons for/of fandom, all from
different backgrounds and success in North America: Shin
Seiki (Neon Genesis) Evangelion (one of the earlier
dubbed programs released on VHS in America); DragonBall
Z (one of the most popular shows worldwide, which
has been broadcast on American television since the mid
1990s); and Naruto (a show yet to be officially
released in North America, but is already making waves
of hype among anxious fans).
While
the shows to be analyzed are all of the shônen
genre, but both males and females will be interviewed.
While the shows are primarily targeted at young male viewers,
many of them retain huge female followings. If a show
is marketing and directed towards males, why are these
boundaries crossed over into female fans? “The boundaries
between how people designated male are expected to behave
and how people designated female are expected to behave
are sometimes redefined, negotiated, or violated.”
(N. Lerman, R. Oldenziel, A. Mohun, 4). In this case,
it is the shows, themselves, that are “designated”
one expected behavior, yet take on completely different
ones from time to time.
Our
first show of analysis will be the 1990’s classic
DragonBall Z (sometimes referred to as simply
DBZ). DBZ is actually the continuation
of the original DragonBall, all of which is based
off of the original manga by Akira Toriyama. Running from
1989 to 1995, DBZ has become a worldwide phenomenon.
DBZ was brought to North America in 1995 by FUNimation
Productions, Inc.; it has remained on the air, nonstop,
since that time (albeit shifting from syndication to its
later, more popular, slot on Cartoon Network’s Toonami
programming block).
DBZ
revolves around a hero by the name of Son Goku, who we
find out is actually an alien of the “Saiya-jin”;
a race of powerful warriors that destroy planets for potential
galaxy “real-estate” agents. Upon hitting
his head as a child, Goku forgets his mission to destroy
Earth, and instead winds up becoming its protector. DBZ
features a plethora of female characters that are little
more than background characters (wives, mothers, general
friends), but there is one female character that stands
out, in particular, with fans. This character follows
a typical trend of shônen anime in that she is
introduced as a villain, but eventually becomes a friend
and ally to the heroes. This character is Jinzôningen
Juuhachigou (“artificial human number eighteen,”
here-after referred to as “#18”). Why is this
character so popular with fans, male and female alike?
For some more insight, I turned to Maggie Ricco,
who runs the popular fansite Lovely Cyborg (www.lovelycyborg.com),
dedicated to DBZ’s #18.
Like
many fans, Ricco first found the show through her peers.
“All [of] my friends had been watching it since
it had been on at 6 am, so when it came on [Cartoon Network],
I finally had the chance to really watch it.” Ricco
notes that one of the aspects of the show that drew her
in was the focus on the villains (specifically, that of
Vegeta). “Plus, I was trying to get familiar with
all [of] the characters, so I watched everyday.”
An
abundance of characters is something that shônen
anime are well known for. While the shows may initially
start out with a small group of closely-knit characters,
they eventually branch out into quite large casts of characters.
Ricco explains that she felt “behind” her
friends (in terms of knowing what’s-what and who’s-who
in the show). Interestingly, she explains that every single
friend of hers that was “into” the show was
male (noting that during this time period, she was thirteen
years old and about to enter high school).
Anime
fans, just as fans of any other genre of hobby, enjoy
expressing their love and fandom in different ways. Whether
it be maintaining websites (as Ricco would later do),
editing music videos, writing “fanfics” (fictional
novels based on pre-existing shows and characters) or
dressing up as characters, fans attempt to further connect
themselves with the shows.
“...
fanfiction writing also helped to develop and solidify
relationships with various friends, online or otherwise.
Whether they were sharing their texts with each others
– or ... writing their friends into the narratives
in a more literal sense – fanfics appeared to
serve as “social glue.”
(Chandler-Olcott, K. & Mahar, D.)
Ricco
explains that she had previously “role-played”
Sailor Moon (a shôjo anime) on
AOL, but as DragonBall Z started becoming more
and more popular, she switched over and looked for a female
character to role-play, eventually finding #18. “Really,
it was like ‘Oh, she sounds cool. A cyborg? Endless
energy? Nice.” I asked Ricco if there was any reason
why she specifically chose a female character to role-play;
DragonBall Z is not as well known for its female
characters as it is for its (over abundant) male characters.
The female characters the show does have tend to be mothers
and wives, with only a few exceptions (such as #18; and
even she falls into this stereotype later on in the show).
“It hadn’t occurred to me at that point that
I could play a male if I wanted to. At the same time,
none of the male characters interested me enough to play.
This is the Namek saga cast, though. The lack of decent
female characters (not naggy) in that saga was what led
me to look online for one I did like.”
Ricco
notes an interesting point in the show. During the American
broadcast, DragonBall Z was put on hiatus for
quite some time after its producer, FUNimation Productions,
lost its syndication distributor. During this time (and
even after a deal with Cartoon Network), only the first
two seasons of DragonBall Z were aired in North
America. During this point, the only female characters
in the show were Chi-Chi (the wife of Goku, the show’s
main hero), and Bulma (a character who had been with the
show since the beginning, but was merely a human with
no “special” fighting qualities, save for
the “naggy” character Ricco refers to).
An
interesting situation is brought up here: within the anime
community, it is possible for this identification to cross
gender boundaries, especially with the role-play community.
While Ricco ultimately chose a female character to play,
it is extremely plausible that she could have chosen a
male character; it is likely that many role-players do
this very thing. It is not just the fans, though, that
are crossing these boundaries. In response, anime itself
is changing due to its own fans and technological advances.
A. Sandberg writes of the show Ghost in the Shell:
Stand Alone Complex (a TV series sequel to a classic
cyber-punk anime theatrical film):
Depictions
of shapely, scantily clad women are standard in Japanese
comics and animation, and this series gladly provides
them. But the message is subtly subversive: These bodies
are literal commodities, shells their inhabitants can
exchange if they feel like it. Kusanagi is female only
in the sense that she wears female bodies, apparently
to complement her favorite watch. No longer the key
to identity, gender becomes a convention.
(Sandberg, A., 2004)
Gender
is something that seems to merely “exist”
in anime; the ability to identify with a character does
not necessarily even rely on “being the same gender”
as said character. This becomes even more interesting
with characters such as Kusanagi, as mentioned above,
and #18 from DragonBall Z — either purely
computerized androids, or humans with cybernetic enhancements.
Where is the line of gender drawn? Does it even exist?
It would seem as if D. Harraway’s Cyborg Manifesto
were indeed coming true. “By the late twentieth
century, our time, a mythic time, we are all chimeras,
theorized and fabricated hybrids of machine and organism;
in short, we are cyborgs” (D. Harraway, 150). Are
we truly all cyborgs, or does the de-gendering of these
characters simply making them more accessible? Or, does
that truly do make us cyborgs? “Technology, too,
can be analyzed in layers of identify, structures, institutions,
and representations,” (N. Lerman, R. Oldenziel,
A. Mohun, 5). The technology presented in the shows, and
the fact that the shows themselves are a form of technology,
allow for these broad ranges of experiences and identifications.
What
drew Ricco to this character, a gendered cyborg? Ricco
explains that while at first #18 was just the “Cool,
she fights, too!” type of character, she later found
much more depth to identify with her. “I really
liked her story, the fact that she was a villain but more
complex than being ‘pure evil.’” Reform
from “good” to “evil” is a recurring
theme in shônen anime, and #18 is no exception. While
she is initially brought into the cast as an ultimate
villain, even she is forced to fight for her life (temporarily
even losing it), and eventually turns to the side of good...
even falling in love with and marrying one of the heroes
(the character Kuririn).
So
what exactly about the character drew Ricco in?
Female…
fighter… cyborg. She's not part of the gang. She's
not virtuous or proud like Goku and Vegeta. She's like
a normal person thrown into the mix. I dare say she
is THE most normal person, except for being a cyborg,
which really wasn't something she chose to do.
(Ricco, personal interview)
“Normal
person.” “Thrown into the mix.” “...
wasn’t something she chose to do.” These are
all quotes that we will find coming up during each interview,
all concerning different shows and different characters
of different genders, from fans of different genders,
themselves. Why is this? How is it that fans can pick
out different characters, even within the same show, and
claim unique identification with them... listing the same
reasons as another fan might list for a completely different
character?
With
this female perspective on #18, I turned to a male fan,
as well, to see how his thoughts would correlate with
a female fan’s, such as Ricco. Julian Grybowski
is the co-maintainer of Daizenshuu EX (www.daizex.com),
one of the oldest and most respected DragonBall
fansites on the Internet.
I
asked Grybowski, 19, how he initially “got into”
the show. “To be honest, it was the fighting. I
was 13, and at a time in my life where things were just
pretty rough. [I] wasn't getting along with people, a
parent had taken ill, and I had to 'find myself' as all
teenagers must do.” Grybowski goes on to explain
that the show was a “safe outlet” for his
aggression, but as time passed and he grew older, he found
other elements of the show, which he became engrossed
in. (This kind of personal revelation in regards to shows
will prove to be a recurring theme with interviewees and
their fandom, as will be noted in later sections.)
“I've
always been a fan of science-fiction stories, as well
as a little drama, and DBZ had a little of both.
I liked how each character had a distinct personality,
and a certain outlook on life.” Grybowski explained
how he found himself identifying with Gohan, “...
just a child, thrown into a situation he couldn't control...
he showed remarkable strength of character and willingness
to help those in desperate need.” Grybowski's comments
on Gohan would draw strong comparisons to characters in
Naruto, discussed shortly hereafter. Without
even going into a different show, Grybowski’s analysis
of the male character of Gohan falls almost completely
in line with Ricco’s analysis of #18. Both claim
their “identity-characters” are extremely
distinct from the other characters on the show, and are
thrown into situations in which they have no choice. Perhaps
it is this latter situation that draws the fans in, rather
than the actual characters? Both Ricco and Grybowski indicate
adolescence as the time period in which they became enthralled
with the show, a time period when children are expected
to be confused and awkward as they grow into adulthood.
While the character of Gohan is a child, #18 is cited
as being in her late-teens, yet (possibly due to her cybernetic
enhancements) “acts” much older. It is fascinating
that two completely different types of characters would
draw in two viewers of different sexes for the same reasons.
Grybowski
offered an interesting perspective on the show, taking
us outside of our cultural confines. “All of the
women in DragonBall Z are heavily independent,
strong-willed people. This actually stands in contrast
to the general stereotype for Japanese women: submissive
and weak-willed.” Sure enough, the females in the
show do indeed go against the “good wife / wise
mother” cultural role Japanese women are expected
to follow (Roden, 2002).
Although
Toriyama has stated that in general, he doesn't like
women who are as aggressive and outspoken as the ones
he creates, I find that it creates a sort of balance
in the story -- that even though they are underrepresented
in general, the women who are in the series make up
for that by knowing exactly who they are and what they
want.
(Grybowski, personal interview)
Despite
Toriyama's apparent dislike of these “kinds”
of females, he went out of his way to include them in
his story. I asked Grybowski his thoughts on #18, specifically;
referring to her as an “... enigma, because she
rarely reveals her emotions,” Grybowski concludes
by noting “not being a woman myself, I can't really
comment on how 'realistic' she is as a person. However,
I can say this: she's got my respect.”
It
was extremely interesting to find a male and a female
fan of the show both cite completely different characters
as being the ones they identify most with, yet citing
the same reasons for identifying with them. As noted,
this will prove to be a recurring trend in the interviews.
Why, though? Do shônen anime in some way inherently
lend themselves to identification by their viewers?
DragonBall
Z is a show that has been available on television
and home formats for years, in America. It has had time
to gain its fan-base, and allow them to express their
fandom in different ways. A recent show in Japan is already
being regarded by many fans as “the next DBZ”;
this show is Naruto. Its author, Masashi Kishimoto,
is well known for being a fan of Akira Toriyama (the author
of DragonBall), and the influences of DBZ
are blatantly apparent in Naruto. The show revolves
around a group of pre-teen children at ninja training
school, all attempting to make their way up the ranks
of ninja (genin, chônin, jûnin, sannin).
While the show initially concerns only a group of three
students (two male and one female), the show quickly evolves
into a cast of dozens with children of both sexes.
Despite
Naruto not officially being released in anime
form, yet, in America, it has already gained an impressive
fan-base and audience (through word-of-mouth, downloadable
subtitled releases, and manga). As with DBZ,
I approached both a male and female fan concerning their
love of Naruto, and attempted to piece together
why a show that is not yet even available in their country
would be so popular with them.
I
approached Dave McKeen, an amateur anime
music video editor who has recently created some award-winning
Naruto videos about his love for the show. I
asked McKeen what about the show brought him in and cliched
it; it is the characters, themselves, that did so. McKeen
identifies the main character, Naruto, as the character
that he latched on to. “Here is a guy who doesn't
choose his own fate; he is an effect of circumstance...
and he has to deal with that, without knowing why he is
different,” explains McKeen. Misunderstood central
male characters seem to pop up time and time again in
shônen anime, and its fans manage to identify
with them while transcending age. While McKeen is an adult,
he feels that the characters in Naruto go through
the same kinds of situations and emotions he did as a
child, which somewhat puts life in perspective. “I
think many people can relate,” McKeen goes on. “There
are a lot of good morals in the show, as well, like sticking
by your friends.” This seems to be a rather obvious
toss-back to the Confucian ideals explained earlier, in
the friend/friend relationship. “The show focuses
on teamwork; they divide the ninjas into teams and get
them to work together. Naruto and Sasuke don't really
get along for quite some time, but they develop a mutual
respect for each other, and eventually get over their
differences and biases.” While discussing the roles
of the characters in the grand-scheme of the story, McKeen
notes that every character plays their role; no single
character is a sole “hero,” and everyone contributes,
“... even Sakura.”
Sakura
is the female member of the core group of three characters
in the show (being Naruto, Sasuke, and Sakura). At various
points in the show, different male characters all vow
to “protect” Sakura. While some have a “crush”
on her, others do not, yet still vow to protect this female
peer of their own age. I asked McKeen why he thought this.
At first, he offered the explanation, “Well... probably
due to the male-dominated society; they feel a need to
protect others.” As he continued, the explanation
began diverging from this, and once again seemed to jump
back to the Confucian ideals. “Yeah, they have their
crushes, but a layer below that they are friends, as well.
Naruto emphasizes that a lot [recently in the show], that
he needs to protect his comrades; that he has something
to fight for.”
“Something
to fight for” pops up time and time again in Naruto;
the need to validate one's own existence. This appears
to be a very deep concept for something targeted towards
a younger audience. Once you get past the seemingly stereotypical
surface of the show (ninjas fighting other ninjas), we
are brought into a world of inner struggle and turmoil
within the minds of children that even adults are able
to relate and identify with. This, however, is but one
male who identifies with the (male) characters in the
show. Naruto does indeed have a large female
audience, as well, though; what would one of these female
fans note about the show? Would she still identify with
the typical Confucian male ideals of duties to society
and friendship?
I asked Virginia “Ginny” Sheehan
how she found her way into Naruto fandom. As with many
anime fans, Sheehan found the show through word-of-mouth.
“… I re-watched the first three [episodes]
and saw episode four… and I was pretty much hooked
after that. The character of Kakashi drew me in.”
Quite a contrast from McKeen’s response, Kakashi
is the adult mentor figure of the “core-three”
(Naruto, Sasuke, and Sakura).
Kakashi
is your typical fan girl fodder, but I fell for him.
I loved the mysteriousness of the character, and how
calm and cool he was. And of course, he's an amazing
fighter. But I also liked how he would just walk around
and read dirty novels - it adds a kind of human element
to him, and brings him down to the level of an ordinary
guy. Also, it was great seeing a cool character whom
was over 12.
(Sheehan, personal interview)
I
asked Sheehan why she felt she identified more with an
adult character; were the attitudes of the children too
foreign to her? Did she actively seek out an older character
to identify with? Sheehan explains that while she empathized
with the children characters and could understand their
situations, she did not feel that these situations fell
in line and were “… not current in my own
life. Having an older character there meant having a character
with adult issues, which was something I wanted to see
along side the children's issues.” Sheehan also
believes that as the show later demonstrates, “…many
of the children deal with issues that are beyond their
years.” She explains that earlier in the show, “…it
was your typical ‘Kid is an outcast, doesn't fit
in’ kind of thing,” but evolves into a show
that places the children in situations where they must
deal with more “adult” issues, such as death.
“This is not to say kids don't ever deal with these
issues, but it was a real change from the more juvenile
themes early on.”
At
this point, Sheehan had not mentioned the character of
Sakura. I found it interesting that she cited an adult
male character as her “favorite,” and was
intrigued to hear her thoughts on the young, female character.
Sakura
I think has potential to be an interesting character
when she matures. However, I do not like her very much
in the show now. For one thing, she's a silly schoolgirl.
I used to be a silly schoolgirl myself, and it's embarrassing.
For another, she is not a very strong character. While
she does have her moments, over all she is just another
damsel in distress.
(Sheehan, personal interview)
It
was surprising to hear this kind of analysis of the show
and its female character, especially since all preceding
interviews had supported the idea of setting anime apart
from their American counterparts (such as the Disney examples
originally cited). I asked Sheehan to go a little further,
and explain her thoughts on Sakura’s relationships
with other characters in the show, especially Ino, Sakura’s
childhood friend/rival. Sheehan explains that Sakura is
a prime example of her earlier notations on the show.
Ino
and Sakura have a juvenile schoolgirl relationship.
They were buddies as kids, and then they both got a
crush on the same boy, so a rivalry started between
them. It's one of those juvenile themes, like I mentioned
earlier, that I can understand and it is interesting
to watch... but I don't particularly relate to it myself
at this point in my life.
(Sheehan, personal interview)
Perhaps
identification with characters truly does cross gender
and age boundaries…? While earlier interviewees
identified characters near their own age, the citing of
#18 from DBZ and Kakashi from Naruto
are interesting choices. These are characters that vary
greatly from the “norm” in the shows, and
seem to attract an older audience for reasons that both
parallel the other characters, or completely transcend
them.
Both
DBZ and Naruto are well known for being
very approachable action shows for young boys. While there
is absolutely character development, plot twists, etc.
in these shows, they are first and foremost general action
shows. Our next show of analysis is at another spectrum
of the shônen genre, a very deep and psychological show
called Neon Genesis Evangelion. The masterpiece
of creator Hideaki Anno, Evangelion first presents
itself as almost a tribute to the “giant robot”
shows of the past, placing a fourteen year old boy with
parental and self-esteem issues in a life-and-death situation
of piloting an Evangelion unit to save the world from
invading alien-type creatures referred to as “Angels.”
As a few episodes pass, however, the dark nature of the
show begins to be realized, delving deep into Christian
mythology, the fragile human psyche, and much more.
I
asked Ian Roberts (www.absolutedestiny.org),
an amateur anime music video editor and teacher at Oxford
University, his thoughts on the show. Roberts notes that
the show’s “eclectic mix of cliché
and depth” drew him in, after hearing about it from
so many other fans. Roberts went on to explain that while
he initially identified with Shinji Ikari (the show’s
main protagonist, a fourteen year old boy), this eventually
shifted over to Misato Katsuragi, an adult female member
of the NERV organization (which coordinates the Evangelion
units and their defense against the invading “Angels”)
and mentor-figure to Shinji. When Roberts initially began
watching the show, he notes that he found himself sympathizing
with Shinji above all other characters; the typical “estranged
adolescent.” As time moved on and Roberts moved
on, he found himself identifying with Misato more; “Nowadays
I'm a young adult teacher, so it's easy to sympathize
with Misato who is having to juggle career, love life
and makeshift parent all in one.”
We
moved on from a discussion of personal identification
to one concerning the actual show and its characters and
themes. Even then, the conversation would return to the
subject of being an adolescent in an adult’s world,
and how easily viewers can identify with this situation
the characters find themselves in. Roberts noted that
all three of the children Evangelion pilots (Shinji Ikari,
Asuka Soryu, and Rei Ayanami) all hate each other for
the ways they handle the situations. At the same time,
they are forced (even as adolescents) to enter an adult
world by cooperating with each other and building their
relationships on these misunderstandings and cooperation
(somewhat of a parallel to Naruto, as seen in
the interview with Sheehan). Roberts explains that he
identifies more with Shinji’s way of thinking and
dealing with his emotions more than any other character’s;
Shinji distances himself and bottles up the pain, rather
than (for example), Asuka’s “flagrant arrogance
and self-assertion,” which he embellishes on by
further explaining, “I’m not a fan of putting
other people down to make myself feel better.”
It
is interesting to note that while both of these characters
are fourteen-year-old children, they act in vastly different
ways. I put out the idea that perhaps there was an intentional
role-reversal going on with Shinji and Asuka; typically
at this age (most notably in a classroom setting), it
is the girls who keep to themselves, while the boys over-exert
themselves and flash their arrogance. Roberts believes
that a role-reversal with Shinji and Asuka may be an over-simplification;
he believes that each and every teenage character in the
show embodies a different aspect of every teenager going
through adolescence.
Shinji
is of the quiet, sensitive nature. Kensuke is the nerdy
geek, and Toji is the hardheaded stubborn passionate
one. Asuka is the brash arrogant image obsessed type,
Rei is the subservient quiet distant type, and the class
representative is soft and over sensitive type.
(Roberts, personal interview)
Interestingly,
while Roberts noted that he now identifies more with a
female character, he continued to bring up both the male
and female characters throughout our discussion, and all
of the ideals they embody. Does this abundance of characters
and ways of thinking allow anyone to approach this show?
It is an extremely complex show that requires a great
deal of attention from the viewer, but these characters
obviously have something to them, much more than would
seem on the surface, that keeps the fans attached to and
identifying with them.
Does
the fact that Evangelion is geared towards a
slightly older sub-audience within the shônen
genre have anything to do with the fact that Roberts,
a male well past the expected demographic, can find something
in both male and female characters of the show to identify
with? Perhaps not; we have witnessed the same occurrences
with both DragonBall Z and Naruto, two
shows aimed at the younger Japanese audiences. While Naruto
and Evangelion take the same initial route with
their main protagonist characters (Naruto and Shinji,
respectively), the shows spin off into vastly different
directions. The confused and innocent young male character
is merely the beginning for these shows, which seem to
care little what their audience is comprised of.
In
the end, perhaps it doesn’t matter from which standpoint
you analyze a show; obviously, fans from different nationalities
are able to identify with these characters and their situations.
Whether the character is male, female, child, or adult,
it seems to be the underlying themes and situations that
engross them. Where-as American shows such as Powerpuff
Girls are designed for a specific audience (such
as aiming a show about young girls for young girls with
specific situations and themes in mind only for these
young girls), which is backed-up via their marketing,
even gendered-genres in Japan seem to cross boundaries.
Even though when anime is brought to America, it is typically
marketing the same as an originally American product,
it may be that it simply doesn’t matter. “…
kids are the same all over the world,” says R. Nowicki,
senior VP of sales and marketing for 4Kids Entertainment,
responsible for bringing Pokemon and Yu-Gi-Oh!
to America (Schnuer, 2003).
Perhaps
the expansion of fandom into areas other than simply “watching”
allows for fans to connect with the show on these varying
levels. Chandler-Olcott & Mahar’s study of fan
fictions among adolescent fans brings up fascinating points
about how children are using technology to extend their
friendships and connections. Taking this a step further
would be the role-playing that Ricco explained; these
fans go so far as to actually partake in the imaginary
universe of the characters using technology as their medium.
These experiences and “multiliteracies” would
be incredible subjects of further study, themselves.
Was
Harraway correct? Will we all eventually become “cyborgs,”
which will in turn allow us to identify and connect with
anyone and anything? Perhaps this is a grand stretch,
but the early indications are present in shônen
anime. Despite it being an inherently gendered genre,
we have proven that it does not matter whether the characters
are male or female, young or old, or even human in the
first place; what matters are the underlying themes, which
completely transcend gender and technology.
Contact:
VegettoEX@aol.com
REFERENCES:
Chandler-Olcott,
K. & Mahar, D. (2003). Adolescents’ anime-inspired
‘fanfictions’: an exploration
of multilieracies. Journal of adolescent & adult literacy.
46 (7), pp. 556
– 567.
Dawley,
K. (2004). A brief history of Robotech. Retrieved May
02, 2004, from http://www.sequentialtart.com/archive/aug01/ao_0801_1.shtml.
Grybowski, J. Personal interview. April
28, 2004.
Haraway,
D. (1991). "A cyborg manifesto: science, technology,
and socialist-feminism in the
late twentieth century." Simians, cyborgs and women:
the reinvention of nature.
(New York; Routledge), pp.149-181.
Kasulis,
T. P. (1998). Japanese philosophy. In E. Craig (Ed.),
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Retrieved May 02, 2004, from http://www.rep.routledge.com/article/G100SECT2.
Lerman,
N. E., Oldenziel, R., & Mohun, A. P. Gender &
technology. Johns Hopkins University
Press, 2003.
McKeen, D. Personal interview. April 18,
2004.
Ricco, M. Personal interview. May 01,
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Roberts, I. Personal interview. April
16, 2004.
Roden, D. Various Rutgers University Japanese
history classes, 2001-2003.
Sandberg, A. (2004). Anime dreams. Reason.
36 (1), pp. 57-61.
Schnuer, J. (2003). Anime star has winning
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Sheehan, V. Personal interview. May 02,
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