Escolar Documentos
Profissional Documentos
Cultura Documentos
September 2012
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Eloise E. Limotin
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TABLE OF CONTENTS
Chapter 1
INTRODUCTION
In todays world, Japan is known for its cool video and computer games,
colorful light speed fashion scenes, iconic movie animations, artistic graphical
novels, and many more. Furthermore, the culture of Japan has been virtually
spreading all around the globe. One concrete example of those is the subculture
of Cosplay. The latter has invaded a number of countries and the Philippine
archipelago is one of those. Cosplay.ph, the leading Cosplay website and online
influence to the Filipino people, with its Facebook page having 12, 000 fans and
growth on the forthcoming years as Filipino manga and anime diehard fans
become more inspired to don the costumes and imitate the actions of their
customary pastime. This consumption of the Cosplay culture is the main subject
of this study.
Tracing back the timeline of media, records have it that several mediums
the first printing press (known as Gutenberg Press) with moveable and
printed books, journals, and other visual paraphernalia had started (Bellis, 2012).
Ever since the birth of media, people have been finding ways to express
and show their individual preferenceslater to find out that what they believe
their individual and unique preferences are also shared by others. That is why
when a Taiwanese television series dubbed with Tagalog lines was aired in the
Philippines, Filipino people have started to divert their attention to Asian soap
operas, sometimes said with the moniker Asianovelas (Enrico, 2008). Their
penetration in the mainstream media and the response of the Filipino people to
imported and foreign products ushered to the wave of Cosplay in the country.
The term Cosplay (kosupure) is said to have been created in the year
1984 by a person named Takahashi Nobuyukiwho was the founder and the
writer of the publishing company Studio Hardto delineate the science fiction
and fantasy fans who were wearing costumes of their favorite characters and
icons he saw at Worldcon Los Angeles in the same year (Winge, 2006).
Takahashi Nobuyuki was so amazed of what he had seen at the said convention
that when he came back to his country home Japan, he made writings about his
experiences and encouraged the readers to use costumes in the same way, too
(Cozens, 2009).
5
Cosplay did not really originate in Japan. In fact, fans of science fiction
and fantasy in North America have been participating in costume fandom back to
the first World Science Fiction Convention (Worldcon) which was held in New
attendees (Madle, 1994) and among those were Forrest J. Ackerman and Myrtle
(Figure 1). Today, Ackerman and Douglas are believed to have been the very
The rapid spread of Cosplay is one of the most obvious indicators on how
big Cosplay is. However, there are only few people who have made their
6
researches about Cosplay and such limited researches and knowledge have
subculture of Cosplay.
Cosplay.
Cosplaying as their main subject is, as mentioned in the introductory words under
Cosplaying extensive and profound. Some of the statements below are modified
from the thesis of Sarah Kristine M. Alanzalon from University of the Philippines
Popular Music and Videos, 2011). Hitherto, the researchers firmly believe that
d. Filipino people. This study will also awaken the senses of the
people in the sense that they will have an idea why other nations
interview with those people who are involved, this study will describe the ways
Filipinos use in utilization of this culture. It also drives those cultural aspects or
factors in which Filipinos can relate with and how the Cosplayers are satisfied by
In this study, it does not attempt to look on the economic status of the
interaction, and the identity of the individual. The word Cosplay shall also be
understood in this study. Also, the study focuses on not generalizing all Filipino
a one-on-one interview.
This study also focuses on the perspective of those who are not involved
in this kind of practice or who are not exposed in this culture but are somewhat
As a whole, this study focuses and limits only on Cosplaying, the factors
of Cosplaying, the issues involving Cosplayers, and how the people is affected
by Cosplaying.
Theoretical Framework
Herbert Blumer, and Charles Horton Cooley (who coined the term symbolic
Moreover, the researchers behind this study are interested in the ways in
meanings that individuals attach to their own actions and, in return, to the actions
of others. The researchers are also interested in how shared symbols affect their
created from the diversity of cultural meanings and systems by the members of
Chapter 2
In this chapter, the main focus is to present five of the most commonly
Development of Interactive and Living Art through Play, 2012). These genres are
Cosplay Genres
development (Harris, 1998). This is clearly evident when looking at the growth of
Cosplay and costume fandom since the 1930s. At the first World Science Fiction
convention in 1939, the very first two fan costumes ever worn were strictly
science-fiction based, a tradition that would continue for many years (Madle,
their own creation. Within this culture, distinct genres have developed, each with
its own unique activities, aesthetics, and communities. Insights into prominent
as a whole.
Steampunk
the elaborate aesthetics and worldview of 19th -century England (Guizzo, 2008,
retains the Victorian steam-powered aesthetic. The word steampunk was first
invented in 1970 by author K.W. Jeter in his novel The Morlock Night (Shaw,
2011). However, the concept is much older, based on the work of authors such
as Jules Verne, H.G. Wells, Mary Shelley and Mark Twain (Allen, 2010, p. 42;
Inspiration, 2011, p. 16) and supported by more modern works such as The
Difference Machine (1990) by William Gibson and Bruce Sterling (Wherry, 2003).
Guizzo (2008) describes how diehards speak and dress as though they were
from this world, some even staying in character all the time.
prop weapons and costumes they have crafted. There is a real focus on sharing,
Fashion takes a lead role, embracing the theatrics and whimsy of Victorian
Britain and combining materials and fabrics that highlight contrasts such as
nature and technology, leather and lace, delicate fabrics and metal gears (Figure
2). Components are often stained or hammered to look aged or worn (Petrescu,
movement and value unique, intricate creations over disposable, common ones.
14
Furry
the first furry convention, ConFurence Zero, was held in 1989 in California
(Carlson, 2011, p. 196). Many in this community strongly identify with or even
193). The level of costume involvement varies: some individuals are happy with
wearing their normal clothing with plush ears and/or a tail (Figure 3); others
wear complete fur suits or mascot costumes; and furry lifestylers may stay
costumed in daily life (Gerbasi et al., 2008). For some creative furries, the act of
one of the most striking but also most stigmatized genres within Cosplay,
particularly due to negative portrayals in popular media (Fried, 2005; Crow, 2007;
has quickly gained global popularity over the past ten years. The fastest growing
expression of this genre has been organized public events known as Zombie
walk a designated route, usually through the downtown area of a city. In 2003
(Anonymous, 2008, p. 1), the first ever Zombie Walk was organized by Thea
Munster in Toronto, Ontario (Canada) as a way for fans of classic monster lore
15
and the zombie films of George A. Romero to meet (Tobias, 2008). Now a
worldwide phenomenon, attendee numbers for annual events range from a few
note for 2011 events were: Toronto, 7000 (Yuen, 2011); Mexico, 9,860 (Ghouls,
2011); Denver, 12,000 (Gentry, 2011); and Brisbane, 12,000 (Howson, 2011).
involve simple makeup or torn clothing, while more hard-core fans dedicate
(Hendry, 2010). Makeup artist David Ainsworth has suggested that [a] good
zombie costume will tell the story of how that person turned into a zombie
(Meyer, 2011, p. 3B), such as through faux injuries like bite marks. As well as
such as gait, mannerisms, and speech. Some participants prefer to socialize and
walk around as their usual selves at these events, but others stay in character
the entire time, speaking only in animalistic groans or moaning Brains. It is also
different zombie styles in popular culture and the ability for participants to
zombify any gender, occupation, or race, allows for endless creative options
theater version of the game Dungeons & Dragons or a similar fantasy computer
game (Percival, 2006, p. S1). LARP events are real-life gatherings organized
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playing guided by a plot and rules (Tychsen et al., 2006, p. 254). Games may
take place in a single day, during multiple scheduled events, or over an extended
1970s (Quin, 2003, p. 4; Scotland, 2011, p. A.1) or early 1980s (Tychsen et al.,
Dungeons & Dragons. LARP games are usually set in a fictional reality, popularly
professions, and personality. Most players play the same character for many
years (Percival, 2006, p. S1) but sometimes are assigned a role for a game
this character, often combined with props or fake weaponry, SFX makeup, and
even speaking in ancient tongues (Dick, 2005, p. 24). The embodied nature of
play, together with the emphasis on props and costume, allows players to have
their characters interact with the game world in extremely varied and detailed
ways (Hitchens et al., 2008, p. 11). Costumes are usually bought, borrowed, or
created by LARPers but event organizers may also provide gear for their
period or historical event (Morris, 2001, p. 196) (Figure 7). In the past, high-
concept themes such as medieval knights, Vikings, pirates, pilgrims, and soldiers
have been popular; nowadays, more humble inspirations are also included, such
through animating the past with the physical and psychological experiences of
these events (Agnew, 2004, p. 330). The physical and emotional investments
vary with each participant but there are accounts of intense realism: male
participants starving themselves to portray more authentic Civil War soldiers, for
example; women binding their bodies to appear male (Agnew, 2004, p. 330;
Wagner, 2007, p. 39); and Native American re-enactors painting their skin red
(Jones, 1992, as cited in Gapps, 2009, p. 404). With over 50,000 members
(Society for Creative Anachronism, 2008, p. 2), the largest group of this kind is
(Wagner, 2007, p. 14). The SCA is dedicated to researching and re-creating the
Unlike groups such as war re-enactors that recreate specific events with defined
outcomes, the Societys major setting for re-creations is through events and
gatherings which can combine one or more activities, such as medieval battles
and tournaments that often feature real fighting (Hrenchir, 2004, p. A1), royal
courts, medieval feasts, and displays of artistic skills. Events can run in length
from one afternoon to a full week but most commonly are one day or weekend
(Society for Creative Anachronism, 2008, p. 2). Upon joining the Society, each
member takes the name of a person from or inspired by the Middle Ages or the
Renaissance (Rolfsen, 1988, p. 1). The New Members Guide to the SCA (2008)
states that all attendees at events are expected to wear pre-17th century
clothing, and although members usually make their own, it is acceptable to have
visual indicator of the time period, characters, and story, clothing is an intrinsic
historical costume and weapons before members make their own, many of them
constructed using the skills learned through the SCA (Rondeaux, 2002, p. 3B).
process (Gapps, 2009, p. 398), imbuing participants both with status within the
Society and outside (such as with cultural and historical organizations). In all
Trekker or Trekkies
Over the past few decades the Cosplay that has become most
recognizable is likely that associated with Star Trek fandom. Members of this
strongly preferred by more hard core fans (Rogow, 1991, p. 350; Daly, 2009).
Gene Roddenberrys original Star Trek TV series aired from 1966 to 1969. It
gained immense cult popularity during 1970s reruns (Gilbert, 2009) and this was
reinforced in 1980s with the next series Star Trek: The Next Generation (Horne,
2006). The franchise now spans more than 40 years, including six TV series and
11 movies, the most recent released in 2009. The newest film, Star Trek,
revitalized and re-imagined the universe, appealing to both old and new fans
and further enhancing the franchise popularity. Since the 1960s, fans have
created and expanded on the lore and mythology surrounding Star Trek to the
extent that the world has become a complete alternate universe or reality
(Jindra, 1994). The continually thriving culture has its own fan-made music,
requirement in this community, Cosplay is very popular. Garments and props are
own original creations based on the mythology of the series. Accuracy is valued
highly in this community but fans may also try to negotiate between accuracy and
their own personal tastes (Jenkins, 1997). To enhance the experience, fans may
wield weapons, wear SFX makeup and prosthetics, speak in Star Trek originating
20
languages such as Klingon (Karras, 2003, p. B4), or adopt the personality and
demeanor of their characters. Clubs and online Star Trek communities are a big
part of exchanging ideas and tips for costuming as well as sharing other fan
These five examples of Cosplay genres are just a few among many that
exist. The constantly evolving state of fandom suggests there will surely be even
more new genres in the future. It is important to look at the unique relationships
Cosplayers have with different genres and how fluidly they are able to move
Chapter 3
METHODOLOGY
This chapter disserts what kind of method is used upon conducting the
study. Under this method is the research design, locale of the study, units of
Research Design
qualitative approaches were applied to fulfill and satisfy the objectives of this
University College campus located at Emilio Jacinto Street, Davao City. Also,
interviews from random people and Cosplayers around Davao City are
Units of Analysis
University, Holy Cross of Davao College, Colegio de San Ignacio, San Pedro
College, and Daniel R. Aguinaldo National High School, ages 12 to 19. Random
people are also interviewed at Peoples Park, ages 16 to 42. Three professors
to 17th of September 2012 through one-on-one structured interviews with ten (10)
sequence of questions are set in advance and cannot be altered during the
researchers:
members.
International Affairs).
23
Chapter 4
In this chapter an analysis of the data collected for the study is made,
statistical techniques are applied and interpretations are made in order to draw
University, Holy Cross of Davao College, Colegio de San Ignacio, San Pedro
College, and Daniel R. Aguinaldo National High School, ages 12 to 19. Random
people are also interviewed at Peoples Park, ages 16 to 42. Three professors
by means of using the symbolic interactionist theory and the concepts of media
dependency theory, looking-glass self, the creative self, and fashion and fads.
a. Media Dependency Theory. This theory states that the more dependent
an individual is on the media for having his or her needs fulfilled, the more
important the media will be to that person. (Ball-Rokeach, S. J., & DeFleur,
M.L., 1976).
Cosplaying and what they think the reason why Cosplayers grow in number,
some answered the influences of their friends. However, most of the respondents
25
said that media had played a huge role as the main influence to them and
Davao.) Gwenn, 18
Always man gud nako siya makita sa TV bantog na-curious pud ko kung
Obviously, the power of media is strong and invincible, and teenagers are
mostly affected with it. Teenagers in todays world are now presented with
high technologies such as computers, the Internet, and the touch screen
cellular phones.
student is asked to look for information about the history of the Earth and
26
the media is the only source he or she has, or worse, knows, he or she
it comes to their portrayal of roles. The latest winner of Pinoy Big Brother
was Myrtle Sarrosa who is a Cosplayer. The time she entered the most
about Cosplayers. Myrtle Sarrosa was popular not only because she was
a housemate of the house, but she was the object of intrigues and
Cooley, the looking-glass self refers to the way in which a persons sense of
self is derived from the perceptions of others. Our looking-glass self is not
who we actually are or what people think about us; rather, it is based on our
When the respondents were asked why people judge and laugh at
Siguro, gina-judge ko nila kay mainggit man gud sila sa akoa. Dili
man gud siguro nila mabuhat ang ilang gusto. Mga suyaon lang jud sila.
(Perhaps they judge me because they are insecure with me. They cant
do what they want. They are nothing but insecure people.) Yumi, 12
perceives that people laugh at her because they are jealous of her. The
expression for a jealous person) when she wears her colorful costume,
people were watching her mockingly and jokingly, she still danced with
bitawng makita ko nila tapos muingon sila na, Hala, o! Siya man `tong
nag-Cosplay sa Abreeza, `di ba? (I also like the feeling of being popular
in school. You know, every time they see me, they cant help but say, Oh!
On the other hand, Hannah told the researchers that she likes the
her schoolmates give her, she gains a confidence on herself that leads to
28
the wrong road. The researchers asked Hannah about her reaction when
people mock at her, she said that she engages herself in a physical and
verbal fight whenever she tries to defend herself. As she defines herself,
Based from what Hannah said about herself, the researchers had
with her and her hobby. In other words, her pride or ego for herself
becomes affected.
c. The Creative Self. The concept of creative self is the self in its creative
organism and that searches for experiences to fulfill the persons unique
creative self also reinforces that individuals make their own personalities
from the raw materials of their heredity and environment (Engler, 2009).
anime characters are. Not all answers of the respondents are shown
below.
isip tapos strong rin siya na character kahit girl siya. Feminist kasi ako.
personality, may makita pa rin akong similarities namin in the way he acts
jud. Parehas ra jud me. (Black Rock Shooter. Shes aggressive. Were
himself.) Carmela, 19
between the lines, the researchers also realized that their preferences are
affected by how they see and relate themselves to the characters. It may
first, she did not have any confidence for herself. She was even afraid of
talking and interacting with the crowd. She was nothing but a timid and
30
shy person before. Nevertheless, all of those had changed after she did
Cosplaying.
materials for my costumes. Also, I learned how to make myself pretty with
the power of make-ups. It may seem funny pero naging slim na rin ako
dahil sa proper diet. (I gained confidence for myself. I didnt know how to
talk in crowd. I grew up in a family that has the rule of not talking unless
needed to know the places where I could buy materials for my costumes
in a cheaper amount. Also, I learned how to make myself pretty with the
power of make-ups. It may seem funny but I also became slim because of
of people. Some fashions last for years, while others change after just a few
and do not give rise to successors (Schaefer & Lamm, 1995). Fads have an
in the society. Two of the most common kinds of collective behavior are
fashions and fads. Lyn Lofland (1973) once said that people use fashions to
Cosplayers spend for their blings, accessories, and props. The researchers
are curious how much they spend in every set of costumes and whether the
money they use comes from their allowances or from their parents.
nagasto ko will all the wigs, fabrics, labor, et cetera. Pinakamura na rin
costumes for old times sake. (Personal money. In my case, P 3, 400 is the
biggest expense I had with all the wigs, labor, et cetera. Perhaps P 2, 000
pesos is the lowest. Well, I dont feel any regret with the things Ive spent
money. So far, the biggest expense I had amounted to 5, 000 pesos. But, I
When asked about whether their parents like what they are doing,
Alyssa, 16
As of the moment, yes. Dati, hindi sila pumayag kasi hindi nila
makita ang sense ng ginagawa ko. (As of the moment, yes. Before, my
parents didnt like the idea of me doing Cosplay because they couldnt see
At first, nagalit sila kasi mahal daw. Hindi rin daw nila nakikita `yong
sense ng ginagawa ko. But, I argued with them. I said that they had no right
to take away my right for having fun. Since I enjoy Cosplay, I should have
ako. To make it clear, `yong Mommy ko lang ang nakakaalam. Pero nong
nag-college na ako, dumating si Dad. Hes strict. At hindi pa niya alam ang
costumes. They spend not just too much of their time but too much of their
money, too. Other might think that the money they have spent for their
costumes might have been spent for more sensible things like food. Or,
33
others might think that they should have donated to some sort of charity the
money.
But, as what Karla said, They had no right to take away my right of having fun.
The Cosplayers decide for themselves. In their book Sociology: Pop Culture to
Social Structure (2010), Robert Brym and John Lie have given a statement about
Clothes help us express our shifting identities. For example, clothes can
convey whether you are straight, sexually available, athletic, conservative,
and much else, thus telling others how you want them to see you and the
kinds of people with whom you want to associate. At some point, you become
less conservative, sexually available, and so on. Your clothing style is likely to
change accordingly. For its part, the fashion industry feeds on the ambiguities
in us, investing much effort in trying to discern which new styles might capture
current needs for self-expression.
In this section, the researchers are able to interview random people for
their opinion about Cosplaying. Note that not all answers are stated in this
generalizations of the answers. Note also that the names are invented to
answers.
from the majority. Society sets standards on how we behave especially when
34
in public places. For me, it is not appropriate to dress and look like aliens
walking by the streets. They are people who need acceptance, approval and
attention from the public. Siguro, wala silay feeling of belongingness way
back home bantog nagabuhat sila ug inyana nga klaseng behavior. Rhea,
30, mother
mata. (I just dont like them. They are a pain in the eyes.) Vince, 42,
employee
Cosplay kapag may contests. Pero `pag ordinary days tapos nasa park ka,
(I cant see the sense of what they are doing. I mean, Cosplay is okay if its
necessary to Cosplay? Cosplaying must be put in the right place and at the
Cosplaying enhances their ability and confidence. All I can say is Cosplay is
an artyou give life on it. You know, the youth must enjoy every moment of
their generation as what they have now because time will pass. For sure,
they will remember their youth life as they grow older. Janine, 22,
employee
characters. (Theres nothing wrong with the Cosplayers. They live out the
Walang masama sa mga Cosplayers. `Yon `yong hilig nila. Its an art.
Its their love for Cosplay. Dili man sad pasabot na dili na sila pure Filipinos.
Actually, wala man nila totally gina-adopt ang culture sa Japan. Gina-
appreciate lang jud nila. (Theres nothing wrong with the Cosplayers. Its
what they like. Its an art. Its their love for Cosplay. It doesnt also mean that
they are not Filipinos anymore. Actually, they dont totally adopt the culture of
professors in Ateneo de Davao University on how they can relate Cosplay to their
decided not to show the names of the respondents for their anonymity to be kept
Cosplay is just normal for people who love to play different loves and
Philosophy Division
violate existing cultural norms. When we say of norms, it can be mores and
folkways. Maybe you can say that they are violating folkways because their
hairstyles and costumes are catchy. There is something that they do that is
new to the society. However, if its something that they do every day, such as
they wear their costumes in school, its another matter. So, I dont think there
of their hobby or dahil gusto nilang gawin, it makes them different from the
mainstream. But, as I said, its not necessarily a form of deviance. Wala koy
ginabuhat. But there are deviants who constitute a subculture. For example
are the homosexuals. They violate norms, `di ba? Ang lalaki dapat sa babae,
Division
Division
At that point, opinions are halved. Some answered that they would not
stop Cosplaying come what may. Some also answered that they did not think
that they would continue Cosplay because time would come that their minds
would be occupied with their priorities in life, such as family and work.
However, they said that once a Cosplayer, you will always be a Cosplayer by
heart.
The researchers did ask about their loyalty to the culture of the
Philippines. They all had a collective answer that even if they adopt culture
from other nations, they still know and acknowledge their own bloodline and
37
heritage. They even defended themselves that they do not totally adopt the
Chapter 5
This chapter shows the highlights of the study, the conclusion of the
Summary
This study found out that Filipino Cosplayers were active consumers of
the Japanese culture. One factor that is concerned on the dissemination of the
context of Cosplaying is the media. Media virtually molds the personality of the
This study also found out that Filipino Cosplayers do not mind on
spending too much money for their donned costumes and synthetic weapons.
There are also people who do not like the idea of Cosplaying. The antis
say that the Cosplayers just need a special attention from the public. The pros
also say, on the other hand, that the Cosplayers are just re-enacting the
Conclusion
the objectives:
not. The reason for the latter is the creation of family, changes of
Recommendation
and behavioral effects of foreign media content, such as Cosplay, on the Filipino
fans. The current research almost touched on this subject, but failed to elaborate
more and incorporate more of the researchers extensive and subjective analysis.
researchers.
the parents of the Cosplayers to confirm the validity of the statements of the
Cosplayers. Such personal interviews with the parents will give the teenagers the
culture can also shed light on which of the two media texts is more preferred by
the Filipino audience and the reasons for their preference. The results of such
studies would be beneficial for the improvement of the local media industry.