Wednesday 26 November 2014

My 3400 word draft dissertation (unfinished). Based on the Subculture of 'Cosplay' as a serious hobby:

COSPLAY: Are You Serious?

Introduction
What is cosplay?
Cosplay is a performance art in which participants create, buy and wear costumes that mimic that of a character in popular culture. It began as contraction of the words ‘costume’ and ‘play’. It was first coined by Nobuyuki Takahashi of Studio Hard, whilst attending the 1984 World Science Fiction Convention (Worldcon) in Los Angeles. In the photocopy of Japanese magazine ‘My Anime’ below, cosplay can be seen written as ‘kosupure’ (コスプレ) in katakana. He comments on being impressed by the hall and by the costumed Anime fans. Cosplay has since spread around the globe, and is widely regarded as a large part of ‘nerd’ culture, although in more recent years (especially with the rise in comics and sci-fi as part of popular culture), costuming in general has become more widely accepted and is now considered less of a subculture.


Chapter 1 – Costume, its definition and costume throughout history
“Costume (or fancy dress) is the distinctive style of dress of a particular people, class, or period. A costume can be a particular style of clothing worn to portray the wearer as a character or type of character other than their regular persona at a social event such as a masquerade, a fancy dress party or in a theatre performance.” (Collins English Dictionary)

Cosplay is generally considered from Halloween and Mardi Gras costume wear, as the intention is to replicate a specific character, rather than to reflect the culture and symbolism of a holiday event. These costume wearers often interact to create a subculture centered on role play, so most time they can be seen in a play group, gathering or convention. A significant amount of these kinds of costumes may be originally designed or homemade and unique, depending on the character, idea, or object the costumer wearer is attempting to imitate or represent. The costumes themselves are often artistically judged to how well they represent the subject or object that the costume wearer is attempting to contrive.

Chapter 2 – Cosplay… Why?
People have many different reasons to cosplay. Some may do it for escape, some may do it for an ego boost, and some may do it to simply step in to the shoes of another character for a short time. The question ‘why do people” cosplay is very broad, and will yield a different result depending on who is asked. Cosplay is ultimately ‘dressing up’, but a reflection on our culture shows us that ‘dressing up’ is usually limited to Halloween, child’s play and theatre performance. Why has this subculture of adults begun to break the mould?

In order to gain a more personal insight into cosplay and the people inside the costumes, a questionnaire was put forward to cosplayers at London MCM Expo and Comic Con (24-26 October 2014), asking the following questions:
Why do you Cosplay?
When did you begin Cosplaying?
Why have you picked this character?
Did you make it yourself?
If yes/no why/how long/how much?
Do your costumes have sentimental value?
Are you with anyone at MCM?
Do they cosplay too?
Do you know people that don’t Cosplay?
What do they think of it?
Does any of your family cosplay?
Will cosplay remain in your life, if yes, why?

7 people responded to the questions set out for them, and varying responses were present in the answers. Some of the interviewees answered in length, and some in brief, but the overall responses corresponded to stereotypes set forth in the recent article “Comic-Con in London: a helluva costume drama” published in the guardian newspaper, written by Zoe Williams:

"People want different things from costumes, I realised, at the Comic-Con convention at London’s Excel. Some people just want to show you their washboard stomach, and will dress up as any character that typically wears a short shirt. Some are transfixed by detail, and will spend three hours on a realistic wound or some nose shading. Others still are trying to animate a character, drag Poison Ivy into real life with careful attention to the bodice she might wear and the facial expressions she would be likely to make. Some just want to carry a fake gun." (Williams, the Guardian, 2014)

To some extent the article is kind of out of context (as Williams herself is not a cosplayer), and written in what seems a very disparaging tone towards cosplay - one of the comments on the article states that the writer seems as out of place as a "non-feminist at a feminism rally", and from reading the piece a few times, it seems that the tone of not taking cosplay as a serious hobby is present throughout.

The themes (or purposes for cosplay) Williams mentions in the above quote can be broken down in to three prevalent types of cosplayers:

-          Those that have a relationship with a character and do it for love of a fandom
-          Those that get a buzz from crafting the most accurate costume and showing it off
-          Those that cosplay for the attention they will receive

The first purpose might be express a ‘love’ for or personal connection to the character that they have chosen.  This type of cosplayer will most likely be a fan of the character or fandom they are portraying, and will seek to become that character in their costume. Such cosplayers are known to mask their own personality with that of the characters. Cosplayer Oliver Mansfield mentions in his response to the questionnaire, based on the Red Power Rangers: In Space (Saban, 1998) ranger that “This particular Red Ranger is one [I] have a long history with. It was the first series I got really into (and continue to be so today), the helmet design is still perfect in my opinion, and last but not least, the character. He’s very serious, and is a bit of a lone wolf – characteristics I can relate to.” (Oliver Mansfield, 2014)

This can also be applied to Oli’s other costumes (mainly Power Rangers in various incarnations) but it is mostly prominent in his relationship to the Red Space Ranger and the tenth incarnation of The Doctor (famously played by David Tennant, Doctor Who, 2005-2010, BBC) – another one of his favourite cosplays.

“I enjoy being someone else for a short while. There’s a challenge in each costume I do – for example The Doctor, he’s diplomatic, eloquent, non-violent, and has a freaking time machine! What I don’t have, he makes up for in his personality and admirable traits.” (Oli Mansfield, 2014)
Oli Mansfield’s relationship with his costumes might stem from his Asperger Syndrome (or AS for short), an Autistic Spectrum Disorder characterised by significant difficulties in social interaction and communication, alongside restricted and repetitive patterns of behavior and interests. This is perhaps a very general assumption to make, as face to face interaction with Oli is no different to that of a person that does not have AS, and he appears confident, social and very outgoing. However the above mentioned traits can be eased through the integration of cosplay in Oliver’s life.

“I gain confidence in different costumes. A trait of my Asperger’s is to apply different personas and accomplish things that wouldn’t normally be achieved outside of costume”. (Oli Mansfield, 2014)
The ‘difficulties in social interaction’ element of his disorder means that Oliver may find it harder to interact with people that are not of a like mind to him – cosplay gives him a literal and mental escape and places him in a situation where he is surrounded by people of a like mind, and gives him a character’s mask through which to interact.

According to Oliver, it takes him way out of his comfort zone travelling to these conventions –Oli is a native to Denmark, and he travels to the UK to attend London MCM Comic Con twice a year, and possibly more depending on the company. His dedication to the cosplay scene in this country must mean that he takes this hobby seriously - enough to spend money on air fare and accommodation in a foreign country, as well as making and purchasing the costumes he will wear.

In brief – Oliver’s hobby of Cosplay gives him a completely alternate way of life for a brief period of time, and he can feel comfortable in his own skin, whilst being surrounded by others that are also in a similar mental frame to himself. This is one of the primary reasons that this category of cosplayers takes the hobby so seriously – the cosplayers need to cosplay. As Oliver quotes himself, he "...might not need the 'play' part of cosplay, but the costuming part is definitely a creative outlet [I] rely on a lot in life."

The comic-book, games and anime niche has always been deemed something that ‘nerds’ do – since its inception. Paul Graham writes a thesis entitled “Why Nerds Are Unpopular” and he uses the application of school and academic intelligence (introverted nerds are always less popular, but generally smarter than their ‘popular’ counterparts) to back up his argument. The subculture of cosplay can also be applied to his writing, as it is still seen as a subculture – an activity or culture that deviates from the norm.

“...If intelligence in itself is not a factor in popularity, why are smart kids so consistently unpopular? The answer, I think, is that they don't really want to be popular.” (Graham, 2003)

The above statement sums up Graham’s thesis on the topic. If one assumes that the ‘smart kids’ are also introverted and have these niche hobbies of reading comics, playing games and watching anime (which would fall under the stereotype) the statement is very applicable to the subculture of ‘nerd-dom’ – which cosplay is a large part of. A small interest in mainstream films like the ‘Marvel Cinematic Universe’ (Marvel Studios, 2008-present), or the playing of commercial AAA game titles like Call of Duty (Infinity Ward/Treyarch, 2003- present)  can be considered fairly standard practice in today’s society. Nerds take it much further – learning the locations of landmarks on fictional maps, having a superb knowledge of details that are not actually divulged in the original work, or knowing the customs, histories, or languages of fictional peoples. Nerds generate this subculture in order to find something that they all have in common that does not focus on the same types of escapism as regular ‘surface’ folk.

I like being able to bring something to life from one of my interests.  An idea becomes a concept, design and crafting all the way through to finally wearing a costume and being a part of a group with the same kind of goal.” (Clark Gardiner, Warhammer 40k Cosplayer, 2014)

Clark Gardiner’s response to the incredibly broad question “Why do you Cosplay” fits nicely in to the next category that can define another type of cosplayer – the craftsmen. These cosplayers enjoy the creative process and the sense of personal achievement after completing a complex costume. The costumes made are generally more intricate than that of the previous category, such as can be seen in the illustration of Clark Gardiner’s Warhammer 40K ‘Adeptus Custodes’ armour, and Daniel Knox’s visually impressive and accurate Warhammer 40k ‘Adeptus Astartes’ armour that makes him stand at nearly 8 feet tall.

These cosplayers more often willing to spend more money on these better-quality costumes and will have a wider pool of resources, a wider knowledge base and skill set (such as working with particular materials, often EVA Foam carving, moulding and casting techniques and sewing complex patterns) and will dedicate a lot more time to making the costume. Upon completion, the cosplayers will often engage in photo-shoots with professional photographers, and are more likely to participate in cosplay competitions, where the standard is exceptionally high. The ‘competition’ element of cosplay will be discussed in greater depth later on in this report, as for many cosplay is simply a hobby (although there are a few notable professional costumers that get paid a large sum of money to produce costumes and attend events, such as Yaya Han and Kamui Cosplay), so why is the competition element such a massive part of this hobby? To argue this, issues and topics surrounding ‘competitive play’ will be applied to cosplay and briefly analysed – to be continued later in this report.
These cosplayers that strive for costume accuracy will often commission a prop or item from a crafts person that makes them, especially if the item requires specialist techniques such as resin moulding and casting, or a large sum of intricate woodwork. Cosplay as a business will also be mentioned later in this report.
The third and final cosplay stereotype is that of the cosplayers that enjoy the attention garnered when portraying a certain popular character.

Jessica is a Cosplayer, she’s one of a hand full of people, mainly women, who are lucky enough to have turned their hobby, cosplaying, into an actual profession. She makes her living from playing dress up. As part and parcel of that, she’s well known within the cosplay community and is prolific throughout social media. But she is still fairly unknown to anyone who doesn’t have an interest in cosplay.” (Andrew Dobell, Creative Edge Studios, 2013)

Andrew Dobell is speaking of Jessica Nigri – a minor celebrity and well-known figure in the cosplay community. “Jessica Nigri seems to be a magnet for a huge amount of hate and vitriol, with people passing comment on her in very negative ways all over the net” (Dobell, CES, 2013) What Dobell states is true – Nigri has become somewhat infamous for the costume that first put her in the public limelight: a very sexualised Pikachu character, with ample amounts of cleavage and bare midriff.
The illustration shows the image that went viral online, and garnered most of her social media attention. Since then, she has been hired by Warner Bros. as a ‘spokesmodel’ and panel host to promote new games.

This chapter will continue discussing the three main categories of cosplayer that can be found within the community. The subject of sexual harassment and sexism in cosplay will be touched upon, and controversy surrounding some of Jessica Nigri's costumes and the reactions from conventions that they garnered. This will be interesting to reflect upon by relating it to cosplay in the real world (particularly at local conventions) and what is deemed inappropriate, yet accurate in regards to the characters the cosplayers are portraying.  Cosplay and dressing for body type and age will also be mentioned here, and some negative points about the community (such as 'fat-shaming', not asking a cosplayer's permission for photography, and over-sexualising characters) will be discussed in a critical manner.

 Chapter 3 – Cosplay and business
Cosplay and business continues the over arching theme of cosplay 'as a serious hobby'. It will follow on from discussing Jessica Nigri and her early career as a 'booth babe', promoting games for various games and media companies and being paid to attend conventions in her costumes. From there, other examples of women that use cosplay as a business outlet (such as Yaya Han and Kamui Cosplay) will be discussed, as Han sells prints and calendars of her in costume, and Kamui is noted in the community for her work with the thermo-forming material 'Worbla', and she has since released a series of books based on using the material.
Prop-making and commission based cosplay and photography will be mentioned also in this chapter, and how the craftsmen and photographers in the community make money. Questions asked in this chapter will include: the discussion of whether it is right to charge someone for photos of their hobby, what happens to the money made from these cosplayers, and discussions based around the monetization of props and brands that ban selling of anything under their Intellectual Property rights - for example Games Workshop, the owners of the Warhammer franchise - have banned anyone form making money from anything related to their brands which is not directly derived from the brand itself. This prevents craftsmen from accepting commissions of armour, weapons and other accessories relating to the fandom, as it is in breach of their rights as a company.
 Chapter 4 – Cosplay reintroduction as ‘Play’ and ‘Competitive Play’
Chapter six will reintroduce the theme of cosplay as a serious hobby. As mentioned in the above chapters, there is usually an amount of competition involved in cosplay. To form an argument based around cosplay as a hobby, and why it possibly contains elements of competition, research and critique of Henry Jenkins's theory of 'Participatory Culture' will be applied, and related to the online subcultures that cosplay produces. Research around the topic will also include a comparison of cosplay to ‘games as competitive play’ - another form of past time or hobby (like cosplay) that actively requires some form of competition within its definition. A study of the 'community' mentality of Participatory Culture reflects that although it is widely based online, many skills can be garnered away from the computer screen that help young people exposed to the subcultures actually gain skills that help them in a real-world situation. This can be applied to cosplay, where the participatory subculture has an incredibly resourceful community, sharing ideas, tutorials, cosplay videos and photography.   

 Chapter 5 – Children and costume, play
Conventions are known to be the primary source of escape for cosplayers, and they function as a giant playground of fun. This chapter will relate cosplay to children’s play, dressing up and discuss its higher functions, as dressing up should be a vital part of each child’s developmental growth.
“…When he's imagining himself as a race car driver, he's actually learning -- not to drive of course -- but the actions of sitting in a car, buckling a seat belt and putting the key in the ignition.” – Amanda Rock, About.com, 2014
The chapter will discuss cosplayers and their previous experiences as children – asking cosplayers if the dressed up a lot as children, why they felt they did it, and how they feel it has translated in to their costuming habits as adults. It will also discuss children’s relationships with characters and emotional attachments/empathy with fictional people – for instance, the superhero genre and its appeal to a young audience.
It will also continue on from the previous chapter, reflecting on the ‘participatory culture’ theory mentioned by Jenkins, and comparisons between cosplay and child’s play (with this applied) will be analysed, mentioning similarities such as community, skill development and practical application of those skills learned.

Chapter 6 – Cosplay and anonymity, carnival and the history of costumes in performance art
Costuming has many roots in the celebratory period of Carnival – a festive season that usually takes place immediately before lent, in February. The events of a Carnival are a sort of combination of public celebration or parade, combining elements of circus, masquerade and having an element of street performance. This chapter will relate cosplay to a form of performance art rather than a hobby, and will question whether or not that defines it as more than a serious hobby.
Group mentality and anonymity will also be discussed in this chapter – in relation to ‘carnivale’ in Venice where mask wearing is very typical. It will discuss theories of anonymity including personality masking, group mentality and masked mentality. To back up the arguments here, stories such as Carnival being banned in 1797 under the rule of Napoleon – from fear of rebellion from the people under masks – will be researched, as will Venetian carnival in general, as a leveller of class and stripping everyone of social ranks. Can cosplay do the same? Are cosplayers more likely to do something inappropriate in guise of a costume?
Cosplay and performance go hand in hand, and cosplay skits and stage performances will be discussed here as a literal performance art.

Conclusion

The conclusion will summarise in brief the points made in each chapter. Then a conclusion to the theme of hobby as a serious cosplay will be made, based on the arguments and questions that have been put forward in the report. A future assumption will then be made, grounded in facts, discussing the future of cosplay and its integration in to mainstream culture.

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