Received: 29/09/2016 Reveiwed: 27/10/2016 Accepted: 14/11/2016 316.723:316.324.8(520) 7.038(520) Original scholary paper Ana Došen Cultural Narratives of Superflat and Supercute – Feasting on the Imaginary Abstract: Japanese artist Takashi Murakami conceptualized the Superflat art movement based on a “flattened” form of Japanese animation, manga and Edo wood-block art and its specific way of controlling “the speed of the observer’s gaze”. His “theory of art in two-dimensions” proclaims the absence of depth where all the differences of cultural, social, historical (temporal) contexts operate as comparable and equal. Additionally, the phenomenon of Japanese cuteness (kawaii) – emanating the playful, the immature and the gentle – demonstrates an immense fascination towards the realms of “flat” fictional characters. The proliferation of cute characters, ranging from those globally recognized to locally contextualized mascots (appearing on diverse consumer products), seems to be unrelenting. This paper explores the cultural narratives of superflatness in which viral consumerism obliterates the distinction between art and commodity, and gives prominence to no-depth content designed for instant gratification, measured in a blink of an eye. Keywords: cuteness, narrative consumption, Takashi Murakami, superflat, Hiroki Azuma, otaku, moe Introducing Imagined Japan If we accept Benedict Anderson’s perspective that “communities are to be distinguished not by their falsity/genuineness, but by the style in which they are imagined”1, then it is reasonable to claim that we are always dealing with the phantasmal and fabricated when investigating culture(s). Anderson’s no- Ana Došen | 49 tion of “imagined communities” was further expounded by Homi Bhabha who claims that “nations, like narratives, lose their origins in the myths of time and only fully realize their horizons in the mind’s eye. Such an image of the nation – or narration – might seem impossibly romantic and excessively metaphorical, but it is from those traditions of political thought and literary language that the nation emerges as a powerful historical idea in the west”2. Having said this, within dominant western discourses, it seems that Japan has been, more than any other state, identified as one “less real”. Probing Japan’s empire of signs, Roland Barthes imagines the fictive system called Japan, isolated somewhere faraway in the world. In addition, Oscar Wilde cunningly observes that one does not understand Japanese art at all if he/she imagines Japanese people in the same manner as they are depicted in art and presented to us. “The Japanese people are the deliberate self-conscious creation of certain individual artists. In fact the whole of Japan is a pure invention. There is no such country, there are no such people.”3 Thus, how does one investigate and understand this “fabricated” or “nonexistent” country? It is conceivably more effective to explore the realm of the imaginary that the Japanese themselves emerge in, than to engage in an analysis of the nation’s actual occurrences. Having stated this noticeable inclination towards the reading of an imagined Japan in the discourses of Western authors, another approach comes to mind. Stathis Gourgouris asserts that “we cannot read a nation – nor write it, of course. We can only traverse it, traverse its fantasy as (its) history, in the same way that history traverses us as thinking, reading, writing, living subjects”4. Therefore, this paper should be understood neither as a reading of nor writing about Japan, but rather as a wandering through its imagined community and touching some of its fictional objects. The focus is on Japanese cultural narratives which obliterate the distinction between art/fiction and commodity, and give prominence to no-depth content designed for instant gratification of consumers/art enthusiasts. Reflecting on the flatness of such artefacts could extend to heterotopias outside of Japan and illuminate the more general tendency towards creating a globally networked and mediated world. Profusion of Cuteness Ending two centuries of isolationist policy (sakoku), the Meiji Restoration (1868) brought unequivocal change to the Japanese society, which consequently adopted European and American values and technologies in the name of modernization and progress. As the urge to become “equally civilized” became extensive, Western material culture (clothing, transportation, archi- 50 | Belgrade Journal for Media and Communications #9 tecture) was embraced in an almost uncritical manner, followed by an observable change in art and literature as well. Consequently, consumer culture has transpired to be an inseparable facet of Japanese national identity, ever since the early decades of the 20th century when “modern life” prescribed the experience of indulging in commodities, especially targeting young women. “The expanding metropolitan sites like Tokyo and Osaka supplied a vast space for discourse to imagine and figure a new form of life, a place for fantasizing what had not yet become a lived reality for all.”5 Furthermore, in the postwar years, the society went through an immense transformation as potent economy growth provoked both “the atomization of the individual”6 and substantial mass consumerism. According to Harry Harootunian, similarly to other industrializing countries after the war, such as France, Italy and Germany, in Japan “the heroism of production was being replaced by heroic consumption”7. On the other hand, partially due to governmental export policies, Japan’s immense consumerism of the 1980s has been recognized as “taken to an extreme unimaginable in other parts of the developed world”8. The nexus between Japan’s national identity and mass consumption should be subsequently inspected through a compound of the real and the imagined. In the recent decades, reality in Japan has been intrinsically intertwined with fantasy and this sense of divergence seems to be especially appealing to nonJapanese youth.9 Japan offers theme cafés with video game ambience (such as Final Fantasy Eorzea cafe) or with waitresses dressed up as manga or anime characters, and love hotels with a vast array of settings – from the UFO space-shuttle to Hello Kitty S&M rooms. Figurines featuring half- or completely naked adolescent girl characters from manga or anime are expensive collectors’ items, producing insatiable desires among salarymen wandering through corridors of the Tokyo Akihabara district. Cool Japan10 awakens the world’s interest in this culture and its history but also marks today’s Japan as a strange liminal space between the real and the phantasmal. The proliferation of cute characters seems to be unrelenting, ranging from those globally recognized to mascots within specific local contexts (which appear on a variety of consumer products from stationery and food packaging, over kitchen appliances, cell-phone cases and accessories to those emerging from corporate logos, brochures of traveling agencies or public transportation safety warnings). Japan’s prefectures, the national tax agency, some police stations, banks and post offices all have their own cute characters appealing to their citizens/clients. The somewhat global Hello Kitty mania is merely a part of Japan’s cute characters craze – the Japanese seem to be obsessed with a range of similar characters. It is noteworthy to Ana Došen | 51 emphasize that I am not exclusively referring to those characters originating from popular anime or manga, already embedded in format narratives, but to kyarakuta – characters designed to emanate just a few traits and to be excessively cute.11 These are not meant to be typical children’s toys but rather consumer products created for “adult children”.12 In addition, the popularity of such characters is evident having in mind that “Yuru-kyara13 Grand Prix”, held in 2012, listed 865 mascots to compete for being the most popular.14 A rival to the Sanrio corporation (specialized in licensing and producing cute characters, with Hello Kitty being the most globally recognized), San-X is the Japanese company which has been producing numerous fictional merchandise characters such as Tarepanda, the lazy panda, first appearing on stickers in the mid-1990s, the overly evasive duckbill Kamonohashikamo, and Rilakkuma, the relaxed bear. Besides being cute, all these anthropomorphic characters, whether they are animals, food, objects or spirits, emanate a peculiar, often unexpected trait. The superficiality of these characters does not indicate that they should be comprehended as “floating signifiers”. On the contrary, Christine R. Yano exemplifies this point with Hello Kitty: She is not an object without referents whose meaning floats untethered to any embedded set of denotations. On the contrary, Hello Kitty always begins with plenty of meaning in a carefully constructed design of aestheticezed, feminized blankness. She inhabits the “thingness” of the “thing” in the physical properties of cuteness she brings to meaning making. The cute thing in particular may be the most “thinglike of things”, an “object par excellence” through its very passivity (Ngai 2005: 834). This so-called object par excellence calls upon interaction – thing and humans – for use and meaning, including aspects of selection, acquisition, collection, care, display, gifting, reuse, and disposal […]. These many-layered processes contribute to meaning making in significant ways that emphasize the active component of interaction between object and user.15 The reasons for this type of preference for fictional characters among the Japanese have been explored among various scholars and could be summarized into three categories (excluding the superficial pseudo-psychological explanation that cute things relax the hardworking Japanese): the cathartic function (especially referring to the Lolicon genre16 which is purported to dissolve potential perverted affections towards the under-aged), the religious aspect (related to Shintoistic animism), and as an overt infantilization of the self (as a result of denying the WWII defeat).17 This leads us to the work of Japanese cultural theorist, Eiji Otsuka who probed the transformations in patterns of youth consumption in the 1980s.18 52 | Belgrade Journal for Media and Communications #9 He points out that whether we are on the subject of comics or toys, “it is not the things themselves that are consumed, but rather the grand narrative which is contained therein”19. However, as it is impossible “to sell the grand narrative”, the consumers are lured into buying a fragment of it. In addition, the “productive role of the consumer” is manifested through a quantity of consumed products (small narratives which support and are derivatives of the grand narrative) and their accumulation propels the consumers to produce their “own small narratives”. 20 This active role of the consumer is most apparent in the biannual Comic Market (Comiket) which gathers amateurs or other self-publishing authors whose work is often mere re-interpretation of mainstream comics.21 According to Otsuka, narrative consumption “points to a state of affairs where both the production and consumption of the ‘product’ are unified”22. However, as most of those mentioned characters emanating the playful, the immature and the eccentric do not provide grand narratives but are rather explained through two-three liners, we have to take into consideration the work of Japanese artist Takashi Murakami. Moe – between Art and Consumerism Paying close attention to the dynamics of nationalism, globalism and consumerism, Murakami conceptualized the Superflat art movement based on the “flattened” form of Japanese animation, manga and Edo wood-block art and its specific way of controlling “the speed of the observer’s gaze”23. Contrary to the Western single point perspective, multiperspectivism and several viewpoints within the same image of Japanese graphic art foreground the layering which enables heterogeneity and dehierarchizing. Murakami’s “theory of art in two-dimensions” proclaims the absence of depth where all the differences of cultural, social, historical (temporal) contexts operate as comparable and equal. Furthermore, his art movement mobilized a group of contemporary artists originating from different backgrounds of mass culture – manga, anime, the gaming industry, fashion and design, but whose work expressed the “flatness” and stylization typical for traditional wood-block artists. According to Murakami (often hailed as the Japanese Andy Warhol), supeflatness articulates the perspective that the art-commodity dichotomy has been severely disrupted, as neither is art simply creative expression, nor is a product a mere object of trade. Hence, Murakami challenges the notion that art and commodity necessarily exclude each other, acknowledging that hybridization is a process inevitable for the construction of identity. His strategy revolves around the “immersion in the aesthetic values of contemporary consumer culture and the deliberate use of the networks of consumer Ana Došen | 53 capitalism to support distinction of his work as art”24. The mutability of both art and commodity offers a perspective of innumerous configurations which essentially avert the stable, homogenized identity. Significantly, the Superflat art foregrounds Japanese identity, but insists on its fluidity as an unavoidable dissemination of the images and representations in the globalized world. Regarding the matter of cultural exchange and inter-related influences in global processes, I would like to draw attention to a subject related to Japan’s postmodernity. Namely, at the MOCA gallery in Los Angeles, highly acclaimed Japanese theorist, Hiroki Azuma gave a lecture on Murakami’s Superflat project and the “structure of Japanese postmodernity”, stating the following: […] The so-called “Japanese tradition”, for example the literature, fine art or the Emperor system is in fact the historically new construction after Meiji Revolution, and now Japanese society has been so deeply Europeanized and Americanized that any nostalgic return towards its traditional, original, or “pure” Japaneseness, seems a fake. You can easily find how Japanese typical landscapes actually are in contemporary films or comics, those filled with Seven-Elevens, McDonalds, Denny’s, comics, computers and cellular phones… they are all of American origin.25 Furthermore, interested in the transformation of consumption in postmodern society as a whole, Azuma insists that contemporary Japaneseness is a direct consequence of post-war American pop culture. In Otaku: Japan’s Database Animals (Dobutsuka suru posutomodan: otaku kara mita nihon shakai) (2001) Azuma examines the contemporary consumer society through the phenomenon of Japanese otaku culture. Otaku is the term which refers to obsessive fans that primarily consume, but also produce manga and anime, and their derivative merchandise. Diverting from Alexandre Kojève’s differentiation between posthistorical Western (American) animality and Japanese “snobbish” civilization26, Azuma pioneers a model of a “database animal”, marking Japanese otaku as animalistic – immediately gratifying their consumer needs in a database system which assumes the place of absent grand narratives. Becoming-animal, thus, presupposes the process of abandoning the “desire structure” found in today’s consumer societies in which needs are instantly satisfied. “The objects of desire that previously could not be had without social communication, such as everyday meals and sexual partners, can now be obtained very easily, without all that troublesome communication, through fast food or the sex industry.”27 54 | Belgrade Journal for Media and Communications #9 The notion of moe plays an important role here. This slang word denotes a strong affection towards characters in manga, anime and video-games. Moe elements predominately refer to the visual domain28 and since the 1990s they have become vital in the otaku market production in a sense that the character setting creates the narrative, as opposed to the previous approach in which the narrative defined the character. This strategy can be easily understood through the following example – a character from an anime proposal sparks interest among the otaku which then leads to the production of a spin-off video game that gets a release before the anime itself. According to Azuma, otaku culture is based on narrative consumption of omnipresent simulacra; only instead of the rhizome model (with signs linked in diverse patterns) he regards the postmodern world as a database which is established through a double-layered structure. The outer-layer consists of the simulacra (the work) and the deep inner layer attached to the database (settings). In otaku culture ruled by narrative consumption, products have no independent value; they are judged by the quality of the database in the background. So, as these databases display various expressions depending on the differing modes of “reading up” by users, consumers, once they are able to possess the settings, can produce any number of derivative works that differ from the originals. If we think of this situation as occurring only in the surface outer layer, the original product or work can seem swallowed by the chaos of a sea of simulacra. However, in reality, it is better to assume the prior existence of a database (i.e., settings) that enables both an original and the works derived from it, depending on how one “reads up” the database.29 Accordingly, what is perpetually consumed is the moe element or the combination of the database elements, and the satisfaction of the otaku needs is both mechanical and immediate. The increase of mixmedia, whose logic denies linear thinking or the standardized pattern of production (from comic to animation to franchised toy), generates, in Azuma’s words, a grand non narrative. “Instead of narrative, it is the character that forms the ground from which spring the ‘small narratives’”30 – thus, the plenitude of cute characters discussed earlier seems to be both logical and inevitable. In today’s world, the human is replaced by the otaku who has gone through an animalization process and now participates “in depthless communication based on the symbolic exchanges and self-image that is barely maintained within the limited information space”31. The issues concerning the art(product)-artist(creator)-fan relation set in the ambience of the sustained interflowing of reality and fiction are reoccurring Ana Došen | 55 and perpetually seeking self-referentiality. As demonstrated in this paper, the dynamics of nationalism, globalism and consumerism established the fluidity of identities and their “cultural intertextuality”. Despite different consumerism patterns in various contemporary societies, Roger Pulver’s notion that “all Japanese culture is fantasy. A fantasy that is as real as it gets”,32 could also be applied to the rest of today’s technologically mass-mediated world. This point of view is based not just in line with Anderson’s perspective mentioned earlier, but through recognizing the overall consumption of fiction in the “desert of the real”. Through social media dominance, the non-verbal, visual elements have become significant components of a global network communication system. Having in mind the usage of emoticons and stickers incorporated in trending communicative practices of messaging and posting, it seems that global communication has already been immersed in a realm of supercute and superflat, apparently recognized as more visible in cultural narratives of “imagined” Japan. 56 | Belgrade Journal for Media and Communications #9 Notes 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Benedict Anderson, Imagined Communities – Reflections on the Origin and Spread of Nationalism, London & New York: Verso, 2006, 6. Homi Bhabha, Nation and Narration, London & New York: Routledge, 1990, 1. Oscar Wilde, The Artist as Critic: Critical Writing of Oscar Wilde, Richard Ellmann (ed.), Chicago: The University of Chicago Press, 1982, 315. Stathis Gourgouris, “The Nation’s Dream Work,” in Spectre of Nation, Belgrade: Belgrade Circle, 1997, 224. Harry Harootunian, Overcome by Modernity – History, Culture and Community in Interwar Japan, Princeton & Oxford: Princeton University Press, 2000, 13. Term borrowed from Shuhei Kosaka who claims that “the contemporary era is one of consumption and of fiction”. Quoted in Yumiko Iida, Rethinking Identity in Modern Japan – Nationalism as Aesthetics, London & New York: Routledge, 2001, 162 Harootunian, op. cit., 19. Iida, op. cit., 179. Emphasis mine. See Alison Anne, “The Japan Fad in Global,” Mechademia: Emerging Worlds of Anime and Manga, no. 1, 2006, 11-21. Japanese content industry (kontentsu sangyo) refers to production and distribution of manga, anime, video games, music and other “soft power” products. These industries have been supported by Japanese ministries in order to promote Japan globally and boost the economy. The term cool Japan was introduced by American journalist Douglas McGray who marked Japan as a cultural superpower which is more influential at the beginning of the third millennium than it was in the 1980s, when Japan’s economy was at its strongest. The latest craze in Japan sparked fictional personalities which are actually stickers in the most popular chat app: Moon, who is always excessive whether he is happy, sad or angry, the rabbit Cony – most often in a manic good mood – or Brown the bear who mostly does not change his facial expression. However, numerous characters have been adapted into children’s books, anime or video games. The term yuru-kyara specifically relates to mascots of different regions, businesses or organizations. Daisuke Wakabayashi & Miho Inada, “Isn’t That Cute? In Japan, Cuddly Characters Compete,” The Wall Street Journal, December 25th, 2012. Available at http://www.wsj.com/articles/SB10001424127887323717004578 156610405635572. Accessed August 10th, 2016. Christine R. Yano, Pink Globalization – Hello Kitty’s Trek across the Pacific, Durham & London: Duke University Press, 2013, 19. Ana Došen | 57 16 Lolicon (the Lolita complex) and shotacon (the Shotaro complex) genres depict (pre)pubescent female and male characters in an erotic manner. By Japanese “obscenity edict” children are not considered to be sexual beings, thus this type of fetishisation is possible as a clear demonstration of the artistic imaginarium. Moreover, early beginnings of Lolicon are found in the “magic girl” genre which allows a little girl to become full-grown woman and experience and enjoy adult life without being scared or making mistakes typical for puberty. 17 For further reading on the subject please refer to the following writings: Steven Smet argues that Lolicon as an “exorcism of fantasies” contributes to the low sex crime rate in Japan (noted in Helen McCarthy & Jonathan Clements, The Erotic Anime Movie Guide, London: Titan Books, 1998). Debra J. Occhi indicates that the animalistic imagery of kyara derives from a long tradition of anthropomorphized representations in Shinto and Buddhism. In The Wages of Guilt – Memories of War in Germany and Japan (1994), Ian Burma notes that the Japanese youth of the 1970s and 1980s were ignorant and indifferent to Japan’s role in World War II and rather chose a selfdelusion “strategy”. 18 Eiji Otsuka, “World and Variation: The Reproduction and Consumption of Narrative,” Mechademia: Fanthropologies, no. 5, 2010, 99-116. This text is a translated chapter of his influential A Theory of Narrative Consumption (Monogatari shohiron) (1989). 19 Quoted in Mark Steinberg, “Otaku consumption, superflat art and the return to Edo,” Japan Forum, no. 16 (3), 2004: 452. 20 Steinberg, op. cit., 452. 21 According to “Comic Market 90 Report”, 530 000 attendees gathered in August 2016. http://www.comiket.co.jp/info-a/C90/C90AfterReport.html. Accessed September 30th, 2016. 22 Steinberg, op. cit., 452. 23 Takashi Murakami, Superflat, Tokyo: MADRA Publishing, 2000, 9. 24 Kristen Sharp, Superflat Worlds – A Topography of Takashi Murakami and the Cultures of Superflat Art, RMIT University, 2006, 292. 25 Hiroki Azuma, Superflat Japanese Postmodernity, Available at https:// www.scribd.com/document/99174676/Azuma-Hiroki-Superflat. Accessed September 30th, 2016. 26 I n Introduction to Reading Hegel, proposing the interpretation of the Hegelian human as one who negates his own environment (nature), Kojève defines postwar Japanese society as “snobbish” (human) because it devoted itself to ceremonial and ritual practices for their historical, formal values. On the other hand, American consumers are perceived as animalistic, living in a classless society that complements Marxist thought as they can appropriate the products which satisfy their consumer needs. According to Kojève, humans have intersubjective desires (that which relate to the other), whereas animals only experience the needs. 58 | Belgrade Journal for Media and Communications #9 27 Hiroki Azuma, Otaku:Japanese Database Animals, Minneapolis: University of Minnesota Press, 2009, 87. 28 Azuma mentions the “TINAMI” web engine which provides a search of the illustrations database by a variety of categorized character traits – cat’s ears, hair style and color, maid uniform, etc. This generated a practice of classification and registration of every newly developed character or continuous enlargement of the database by adding a new category in case of an “original” element. 29 Ibid., 33. 30 Steinberg, op. cit., 459-460. 31 Quoted in Azuma, Otaku:Japanese Database Animals, 91. 32 Roger Pulvers, “Fantasy really is reality in many aspects of Japanese life and culture,” The Japan Times. April 24th, 2011. Available at http://www. japantimes.co.jp/opinion/2011/04/24/commentary/fantasy-really-is-realityin-many-aspects-of-japanese-life-and-culture/#.V-7cHtR97RY . Accessed September 15th, 2016. Ana Došen | 59 References Anderson, Benedict. Imagined Communities – Reflections on the Origin and Spread of Nationalism. London & New York: Verso, 2006. Alison, Anne. “The Japan Fad in Global.” Mechademia: Emerging Worlds of Anime and Manga, no. 1. 2006: 11-21. Azuma, Hiroki. Otaku: Japanese Database Animals. Minneapolis: University of Minnesota Press, 2009. −−−−−−−−−. Superflat Japanese Postmodernity. Available at https://www.scribd. com/document/99174676/Azuma-Hiroki-Superflat . Accessed September 30th, 2016. Barthes, Roland. Empire of Signs. New York: Hill and Wand, The Noonday Press, 1992. Bhabha, Homi. Nation and Narration. London & New York: Routledge, 1990. Burma, Ian. The Wages of Guilt – Memories of War in Germany and Japan. New York: New York Review Books. 2015. (reprint) Gourgouris, Stathis. “The Nation’s Dream Work.” In Spectre of Nation. Belgrade: Belgrade Circle, 1997. Harootunian, Harry. Overcome by Modernity – History, Culture and Community in Interwar Japan. Princeton & Oxford: Princeton University Press, 2000. Iida, Yumiko. Rethinking Identity in Modern Japan – Nationalism as Aesthetics. London & New York: Routledge, 2001. McCarthy, Helen & Jonathan Clements. The Erotic Anime Movie Guide. London: Titan Books, 1998. McGray, Douglas. “Japan’s gross national cool.” Foreign Policy, no. 130. 2002: 44-54. Murakami, Takashi. Superflat. Tokyo: MADRA Publishing, 2000. Occhi, Debra J. “Wobbly Aesthetics, Performance, and Message: Comparing Japanese Kyara with their Anthropomorphic Forebears.” Asian Ethnology. no. 71 (1). 2012: 109-132. Otsuka, Eiji. “World and Variation: The Reproduction and Consumption of Narrative.” Mechademia: Fanthropologies, no. 5. 2010: 99-116. Pulvers, Roger. “Fantasy really is reality in many aspects of Japanese life and culture”. The Japan Times. April 24th, 2011. Available at http://www. japantimes.co.jp/opinion/2011/04/24/commentary/fantasy-really-is-realityin-many-aspects-of-japanese-life-and-culture/#.V-7cHtR97RY . Accessed September 15th, 2016. Roach, Mary. “Cute Inc.” Wired. January 12th 1999. Available at https://www.wired. com/1999/12/cute/?pg=2&topic=&topic_set=. Accessed September 15th, 2016. Sharp, Kristen. Superflat Worlds – A Topography of Takashi Murakami and the Cultures of Superflat Art. RMIT University, 2006. 60 | Belgrade Journal for Media and Communications #9 Steinberg, Mark. “Otaku consumption, superflat art and the return to Edo.” Japan Forum. no. 16 (3). 2004: 449-471. Yano, Christine R. Pink Globalization – Hello Kitty’s Trek across the Pacific. Durham & London: Duke University Press, 2013. Wakabayashi, Daisuke & Miho Inada. “Isn’t That Cute? In Japan, Cuddly Characters Compete.” The Wall Street Journal, December 25th, 2012. Available at http://www.wsj.com/articles/SB10001424127887323717004578 156610405635572 . Accessed August 10th, 2016. Wilde, Oscar. The Artist as Critic: Critical Writing of Oscar Wilde. Richard Ellmann (ed.), Chicago: The University of Chicago Press, 1982. No author signed, “Comic Market 90 Report”, http://www.comiket.co.jp/info-a/ C90/C90AfterReport.html. Accessed September 30th, 2016. Ana Došen is a lecturer at the Faculty of Media and Communications, Singidunum University where she teaches Introduction to media studies, Anime: Media representations of South East Asia and East Asian Cinema. Graduated in Japanese language and literature at Belgrade University (Faculty of Philology), and currently a Ph.D. candidate at Singidunum University with a thesis focused on the notion of body and Japanese cinema. She has contributed articles in the fields of literature, media, film and cultural studies. Email: [email protected] Ana Došen | 61
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