日本動(dòng)漫作品中的女性“萌”系形象
發(fā)布時(shí)間:2019-05-17 07:14
【摘要】:近年來(lái),日語(yǔ)固有詞匯"萌"作為一種獨(dú)特的日本文化現(xiàn)象受到廣泛關(guān)注。日本動(dòng)漫文化及其同人志和衍生產(chǎn)品已經(jīng)成為了青年消費(fèi)文化的一個(gè)組成部分。隨著日本動(dòng)漫作品的日益風(fēng)靡,萌系形象的特征成為代表女性魅力的符號(hào)之一,是青年亞文化群體在承繼和抵抗的"拼貼"作用下產(chǎn)生的一種獨(dú)特的亞文化風(fēng)格。同時(shí),對(duì)女性萌系形象的Cosplay與亞文化群體的文化理想之間存在著一種"異質(zhì)同構(gòu)"。美少女游戲的"虛構(gòu)場(chǎng)景體驗(yàn)系統(tǒng)"模式使亞文化青年在想象的層面上解決在現(xiàn)實(shí)中始終隱藏的或無(wú)法解決的矛盾。
[Abstract]:In recent years, the Japanese inherent word "cute" has received extensive attention as a unique Japanese cultural phenomenon. Japanese animation culture and its contemporaries and derivatives have become an integral part of youth consumer culture. With the increasing popularity of Japanese animation works, the characteristics of cute images have become one of the symbols representing the charm of women, and it is a unique subcultural style produced by young subcultural groups under the action of inheritance and resistance. At the same time, there is a "heterogeneous isomorphism" between the Cosplay of the female germinating image and the cultural ideal of the subcultural group. The "fictional scene experience system" model of American girl games enables subcultural youth to solve the contradictions that have always been hidden or can not be solved in reality at the imaginary level.
【作者單位】: 暨南大學(xué)文學(xué)院;
【分類號(hào)】:J954
[Abstract]:In recent years, the Japanese inherent word "cute" has received extensive attention as a unique Japanese cultural phenomenon. Japanese animation culture and its contemporaries and derivatives have become an integral part of youth consumer culture. With the increasing popularity of Japanese animation works, the characteristics of cute images have become one of the symbols representing the charm of women, and it is a unique subcultural style produced by young subcultural groups under the action of inheritance and resistance. At the same time, there is a "heterogeneous isomorphism" between the Cosplay of the female germinating image and the cultural ideal of the subcultural group. The "fictional scene experience system" model of American girl games enables subcultural youth to solve the contradictions that have always been hidden or can not be solved in reality at the imaginary level.
【作者單位】: 暨南大學(xué)文學(xué)院;
【分類號(hào)】:J954
【參考文獻(xiàn)】
相關(guān)期刊論文 前3條
1 黃曉武;文化與抵抗——伯明翰學(xué)派的青年亞文化研究[J];外國(guó)文學(xué);2003年02期
2 齊s,
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