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Thesis Theory 3: Re-Edit, Edit, Edits, Ed, it; s.

I’ve been working furiously on my Master’s Thesis, finally. Lots more work to do but it is working it’s way into something coherent. This has been posted a couple different times but I have changed it so much I feel like it’s worth posting. I enjoy chronicling how an idea changed.

This is just my introduction. At first it was the introduction for my proposal but i’ve been working it so much that it has become the introduction.

Enjoy.

“The comparative study of games is one that promises an important contribution to the history of culture. The questions involved in their diffusion over the earth are among the vital ones that confound the ethnologist. Their origins are lost in the unwritten history of the childhood of man.”

~ Stewart Culin (1894)

Abstract
This thesis presents an examination of action-based video games made by American and Japanese video game developers between the years 1996 and 2006. The goal is to display how culture influences video games through the premise that play and culture are mutually influenced. Every aspect of a video game needs to be consciously constructed and edited by a multitude of people. As such, video games are a means through which sociologists can glimpse social construction at work as it changes. Through cross-cultural comparison of significant cultural changes that occurred in America as a result of the World Trade Center attack of 2001, we can trace changes in game design and sales trends while also displaying the link between play and culture.

Otaku and the History of Gender in Video Games

So, for this course Images of Women, I have to construct a presentation on a subject of my choosing. I initially chose to do a presentation on the female body in the digital form. However, I have realized that the thing that makes the topic of gender in a digital environment interesting is that the reason our digital selves have changed is so much that the games themselves have changed, but because cultures behave differently but in capitalism, compete for dominance and that dominance typically means market saturation and control. The control then means that certain aspects of culture are displayed and that the people playing video games might not be from where the games are from. This is unique. Video Games are unique.

Week 1: Day 1: The beginning and Otaku: Database Animals

Because I’m heading into the last year of my graduate studies, I am in the process of beginning my thesis. For Sociology, this thesis typically takes the form of something we find interesting in the world we have studied. For me, my thesis is taking the form of something outside of school combined with exploratory studies that have been in process for the past 2 years. This blog reflects my wanderings in such a way that if one were to begin reading this at the beginning, by the end, I would imagine that you would be as confused as I am.

Social science is at a strange crossroads. The old methods, the new communication media, the radical changes in perception of the world (modernizing to post-modernity, environmentalism, and the affect of feminism to name a few) have all lead to a sociology that is just as confused about itself as it is about its future. It is as if a gigantic paradigm shift occurred but so many of the old sociologists either didn’t notice or didn’t care that the ensuing war about whether or not the shift happened at all was mostly ignored.

Sociology today is much the same as it has always been. Most graduate students write the same papers we have always written, deviance-based writing, class or privilege studies, influence of some factor or the predictability of a scenario given a specific model within a large group of people (statistics). As a whole, Sociology still ignores the influence of non-human entities on human actions or beliefs. As a whole, Sociology faculty members seem to be against (almost entirely) changing or rectifying certain errors of judgment the founders of our discipline installed. Ontologically, especially in America, we are still obsessed with “the little guy.” “Whose Side Are We On” is an article about this obsession. So often we want to study the outliers that we often forget that whole other part, actual society.

This is where I am when I start on really getting into my thesis. I do not want to study the same issues we have been studying for years. I do not want to ignore non-human/human codependency; I do not want to ignore the rest of society.

I am naïve. People tell me this quite often. I find this naivety to be extremely helpful in these situations. I don’t want to lose it.

Over the next 20 weeks or so I’m going to try and write at least something about whatever I’m doing for my thesis. I’m hoping I can write 1000 words a day for 20 weeks straight. Perhaps I need to just to keep things in order in my head.

First up, I’ve been reading this book: Otaku: Japan’s Database Animals by Hiroki Azuma. This particular book is one of the first real pieces of work I have found about modernization / post-modernity issues. Further, it is the first real theory piece on social theory from a Japanese Author who was trained by other Japanese theorists. It is an important book…sadly, it was printed in 2001 and already has a sequel. It made it into English this year. Of note in this book are some points on the history or set-up for why this book had to be written. An example and the general premise of this book (emphasis mine: from the translator’s note xv-xvi):

“Through his examination of otaku as consumers (and producers) of cultural products, Azuma develops a new understanding of our historically bound sociocultural situation after the rupture and breakdown of moder ideologies. Azuma examines what is left in place of the absent grand narratives and the effects of this absence on human behavior. The book proposes a model of the “database animal” as a new type of consumer in the postmodern information era, arguing that, rather than reading the stories in a “human” mode of consumption that longs for the existence of and searches for deeper meaning, the cravings of “animalized” otaku are satiated by classifying the characters from such stories according to their traits and anonymously creating databases that catalog, store, and display the results. In turn, the database provides a space where users can search for the traits they desire and find new characters and stories that might appeal to them. Here “database” is not simply the kind of computer program or Website for storing and retrieving information that humans are finding it increasingly difficult to live without, but rather a model or a metaphor for a worldview, a “grand nonnarrative” that lacks the structures and ideologies (“grand narratives”) that used to characterize modern society.”

Of note here, he is using an interpretation of a Hegelian interpretation from one Alexandre Kojéve. This is a difficult sentiment I have been having trouble with fully comprehending. It goes something like this:

After World War II, America entered a “post-historical” period whereupon we also entered into a “classless society.” In essence, the United States entered the Marxian period of Communism with other countries being at various stages toward it. In addition, he claims, humanity returned to its animal like nature insomuch that we were always in the present and simply did as we needed to when we needed to because we could. Japan also had American values hoisted upon it but, as Kojéve states, “snobbery in its pure form created disciplines negating the ‘natural’ or ‘animal….[I]n spite of persistent economic and political inequalities, all Japanese without exception are currently in a position to live according to totally formalized values…”

However, the Japanese themselves state, “To put it simply, in today’s Japan there is nothing. And so no margin for recovery.” – Karatani. It is an active ideological power, this “nothing.” If one were to compare Japan to children’s movies, Japan is the nothing that envelops the world in The Neverending Story.

This author, Hiroki Azuma, responds to this sentiment saying that it was the American values forced on the Japanese that created the animalization of the Japanese people and that animalization took the form of Otaku. Otaku, if you do not know, are: “…those who indulge in forms of subculture strongly linked to anime, video games, computers, science fiction, special-effects films, anime figurines, and so on (3).”

In essence, the appearance of the Otaku is a “symptom of post modern society.”

This book is unfortunately timed. The post modernity period in America is mostly done at this point. Having confused itself into who knows what exists now, you could say that the Otaku has spread through the entirety of this country. An interesting thing of note though is that while this seems to be a bit bleak, the appearance of the Otaku is also a chance at newness.

As with most things involving the Otaku, the sentiment about them is generally negative and thus little studied. Social Science often has to (as does all science) provide topics of interest in order to keep funding, public interest, academic interest, or create a new movement. For Otaku in Japan, the attachment of negative sentiments is linked to a series kidnappings and rapes during 1988-89 by one Miyazaki Tsutomu. In American Culture, the installation of Japanese products signaled the appearance of Otaku who have mostly been lumped into the old pen and paper, now PC gamer groups (an example of how and when the negativity for these groups started can be linked to Tom Hanks).

This is just from the opening of this book. I am excited to get into the meat of it. I got some names of several Japanese sociologists/important scholars I need to look up:

Otsuka Eiji (Monogatari Shohiron (Theory of Narrative Consumption))

Miyadai Shinji on kogal (high school girls deeply immersed in the urban culture)

Osawa Masachi on Aum Shinrikyo or the cultu responsible for the 1995 sarin gas attack.

Also Asada Akira and Kojin Karatani (post modern theorists)

I hope to finish this book by tomorrow.

Building Blocks: Cultural Proximity

Another step in the direction of a sociological justification for game studies is cultural distance. The main article for this is:

Aoyama, Yoko and Hiro Izushi. 2003. “Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry.” Research Policy 32: 423-333.

This article acknowledges the fact that without companies like Sony Computer Entertainment, Nintendo, or Sega, the video game industry as a whole would not be as viable an operation as it is today. It traces the penetration of the Japanese video game industry into the global market by tracing the Japanese video game’s association with Manga, Anime, and a rich creative environment that lead to a collaborative environment with hardware manufacturers that systematically leveled the playing field of video gaming and stabilized it. Unlike the American market lead by Atari, Japanese companies were slower to catch on but much more active in the overall dissemination of their product into the market.
Because of the cultural proximity of hardware manufacturers to software manufacturers, Japan lead all video game industry discussions. Aoyama says,
“Evidence shows a presence of cultural proximity between platform developers and third-party software publishers, as it has been observed in other industries. Japan’s software publishers have been in a unique position to access, almost exclusively, dominant platform developers particularly at the early stages of the industry’s development. There are multiple ways in which cultural proximity matters, yet in all cases it functions to reduce barriers of communications and facilitates the flow of information.” (Aoyama 2003: 434)

So, basically, these authors are saying that the cultural proximity of the group of engineers of a piece of hardware will allow them to create software that probably works better for it. I think that this is a fair sentiment. A thing to note here is that this article was written in 2003 and already the effect of the Xbox was being seen. The authors note: “The entry of Microsoft with Xbox may undermine the exclusive advantages of cultural proximity…” Looking with the eyes of 2009, this is definitely the case. Aside from the Wii, which enjoys the celebration of its cultural proximity while also tackling the idea of the “Gamer” generic type, Japanese gaming has been on the decline.
This is where the justification for studying the video game comes in. For the first time in decades, games from American Developers are being created for American gamers on a system created for a system from America. This shift of cultural proximity allows for influence of video games from a culture that plays and creates them to be studied.
Evidence of Japan’s Decline: