著者
永田 大輔
出版者
社会学研究会
雑誌
ソシオロジ (ISSN:05841380)
巻号頁・発行日
vol.59, no.3, pp.21-37, 2015

This paper discussed the process of creating "otaku originality" within thecontext of their consumption. Otaku considered their culture original and distinctfrom that of normal anime consumers in the 1980s. In prior studies, people calledotaku were those committed to worthless culture. Though people regarded otakuculture as worthless, we should observe its formation process. Otaku made ita culture of worth for their community, turning it into a high context culture.Becoming a high context culture meant it achieved interactions with people otherthan anime fans, but how was this happen?This paper focuses on anime fan culture, and discusses the video environmentand active television viewing. The VCR diffusion rate increased from 2.2% to 66.8%during the 1980s. Otaku started to watch videos with their friends. They wantedto show their videos to their friends. However, this was considered an unnaturalbehavior. This paper mainly analyzes community with video consumption amonganime fans and discusses their motivations. They wanted to show off the VCRs"Slowmotioning" meant "unique watching". Originally, anime meant "animation",but their activity enabled anime fans to enjoy "pictures". Consumers could attain"creators literacy". However, this literacy was marketed by the creators. Animemagazines evaluated this marketing. The culture of editing by anime fans formeda frame. They consumed the unique experience of watching anime together asconsumers who had a specific literacy. Otakus' high contextual culture, includingtheir knowledge and literacy, was created by interactions between creators andconsumers of anime magazines.

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