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EN
One of the oldest complex forms of intermediality is the static live-performance adaptation of the iconographic qualities of well-known stories. Early examples of this phenomenon are the depictions of biblical scenes in the form of grand (and largely static) tableaux in medieval Mystery Plays, very popular until the emergence of the professional entertainment stage. The nineteenth century had its fascination with the tableaux vivants - not coincidentally during the time that photography was introduced - and the late twentieth century saw the beginning of the newest variety with cosplay, which has by now become a global cultural phenomenon. Cosplay, the activity of fans dressing up and posing in a visually recognizable way as characters from popular media franchises such as manga, anime, or TV series, developed from role-playing activities into its current, highly ritualized static form through its symbiosis with amateur photography. This paper wants to first analyse the underlying art form in its historical varieties from an intermedial perspective, and in connection with that, it will explore the deeper philosophical significance of this practice, looking particularly at the role of embodiment.
EN
Cosplay is a distinctive hobby of fans of popular culture texts such as comics, manga, anime, digital games and films. Members of the cosplay community are active participants affiliated with various fandoms and communities who produce their own costumes, props and make-ups. An important part of those specific fan and community groups are fan conventions and festivals, which have been cancelled or postponed due to the COVID-19 pandemic situation. This fact is reflected significantly in usual behaviour, community life and participation of cosplayers. The main goal of this study is to identify the main changes and impact of the pandemic on Czech and Slovak cosplayers’ fan and community behaviour and communication habits. This study uses qualitative research strategy, specifically a series of in-depth interviews. The research unit consists of Slovak and Czech cosplayers who have been involved in this activity for at least eight years and are active members and participants in cosplay communities and fan conventions.
EN
Wrona Daria, Cosplay – znaczenie fenomenu w relacjach uczestniczek [Cosplay – the Significance of the Phenomenon in Female Participants’ Accounts]. Studia Edukacyjne nr 56, 2020, Poznań 2020, pp. 385-399. Adam Mickiewicz University Press. ISSN 1233-6688. DOI: 10.14746/se.2020.56.21 Cosplay is a poorly understood phenomenon related to popular culture. Currently, however, it is slowly attracting the interest of an increasing number of fields of science, such as sociology, psychology or pedagogy. The following article will present the theoretical foundations and research on the role of cosplay in the life of female cosplayers. Focusing on the subjects, I touched upon the issues of interpersonal interactions, interests and skills, social perception of cosplay, problems related to the preparation of costumes, and the impact of cosplay on identity development.
EN
Since the 1980s, the cosplay phenomenon has become a significant aspect of popular culture mainly in Japan, but also in other parts of Asia and in the Western world as well. Nowadays, cosplay events are the most common feature of various fan conventions and there are also dedicated conventions, such as local and international competitions. Websites, social networks, and other forms of social media centred on cosplay activities are just as popular places for the presentation of cosplayers work, and also for cosplay fan conventions. We encounter the definition of this phenomenon mainly in sociological studies, but in its definition from a marketing point of view, and also in term of art studies is less frequent in an academic environment. In the presented study, we look at the cosplayer as an artist with the possibility to become a brand. Cooperation with cosplayers is attractive for different categories of products, not only directly connected with popular culture, e.g., cooperation with bank institutions. On the other hand, it is really necessary to underline the connection with products and texts of popular culture. In the case of self-promotion of cosplayers, games, movies and other pop-culture festivals and events take really important place. This study aims to present a theoretical reflection of the cosplay phenomenon from the perspective of art marketing, as a potential basis for the further research in this area. The situation is illustrated by practical examples.
EN
Video game fans participate in the official promotion of video games, either voluntarily, or unwillingly when their fanworks are appropriated and used by video game publishers. The article provides a quantitative overview of the presence of fans in the official social media profiles of four selected mainstream games (Dragon Age: Inquistion, Evolve, Mortal Kombat X and The Witcher 3: Wild Hunt) during a one-year period from August 2014 to July 2015. Combining the traditional method of content analysis and Facebook data-mining, we explore the frequency with which fans appear in social media (including questions of various forms of fanworks and gender) and what user activity is generated by posts featuring fans and fan creations. Results show that fans or their fanworks are featured in 8–24% of all posts depending on a game and in the most common categories of painting and cosplay they generate a comparable level of user engagement as traditional promotional posts.
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