The cosplay phenomenon and its position in the current digital age
The cosplay phenomenon and its position in the current digital age
Author(s): Lenka RusňákováSubject(s): Media studies, Metaphysics, Social Philosophy, Sociology of Culture
Published by: Univerzita sv. Cyrila a Metoda v Trnave, Fakulta masmediálnej komunikácie
Keywords: Body experiments; Cosplay; Cult; Cyberspace of digital media; Digital games; Fandom; Represented images; Subculture; (Virtual) body;
Summary/Abstract: The position of represented images in digital media, especially in digital games, focuses on the ideal body presentation. Cyberspace of digital media provides a possibility of free manipulating with the body in the socio-cultural reality. Influence of digital media is also manifested in the phenomenon called cosplay. Cosplay is known as an avatar imitation in the real-world sphere – for example as a characteristic costume dressing. The main aim of the paper is explanation issues such as a phenomenon cosplay. To achieve the goals the author uses typical logical and conceptual practices. A presence of cosplay subculture as a tool for the real human body experimentation remains a subject of discourse analysis. First of all, the author defines corresponding terminological axis within the scope of this contribution. The following sections present a specific expressions of the cosplayers´ subculture. The author clarifies an evolution and a different ways of “cosplay presence“ with the special emphasis on the impact of represented digital images to its application in creating real human body. This impact is reflected precisely in a pertracted subculture.
Journal: Marketing Identity
- Issue Year: 5/2017
- Issue No: 1/1
- Page Range: 398-407
- Page Count: 10
- Language: English