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Jouer au "pervers". Amour pour la 2D et radicalité au Japon

Abstract : In Japan, the industry of emotional commodities provides video game users or manga readers with attractive and charming creatures as tools to fill their heart and fulfill their fantasies. It is significant that these characters – kyara – are being developed on a rapidly expanding scale which mirrors the economic crisis. They mainly target the market of men and women who refer to themselves as otakus, i.e. consumers of "2D" partners. Held accountable for the low birth rate, otakus engage in fictitious romance or sex relationships as a means to construct their identity and to express a feeling of inadequacy with social expectations: a lot of them express the belief that it has become impossible, or pointless, to create a family. Is this why they are involved in romantic/sexual relationships with media mix characters? What is the meaning of this "preference" given to imaginary beings? By examining the way otakus build their discourses and adjust them to current events, my goal is to question the very notion of "radicality" in the context of a subculture that is extremely revealing of the tensions pervading contemporary Japanese society.
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Contributor : Agnes Giard <>
Submitted on : Friday, December 25, 2020 - 11:29:01 AM
Last modification on : Thursday, January 14, 2021 - 3:24:38 AM


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Agnès Giard. Jouer au "pervers". Amour pour la 2D et radicalité au Japon. L'Ethnographie : création, pratiques, publics, L'Entretemps / Société d'ethnographie de Paris / Maison des sciences de l'homme Paris-Nord, 2020, 3 (4). ⟨hal-03088083⟩



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