First you have your normal, casual cosplayers. You’ll see them in what looks like a discounted Halloween costume with a couple of additionally accessories. They just want to become their favorite superhero or anime character for a day and don’t care how screen accurate it looks. Just being able to represent one of their favorite characters is more than enough for them.
During our life we construct many different identities of who we want to portray ourselves as to the rest of society; fashion plays a vital role in generating who we are. With the ideas from Storry and Childs they state that “the way that we dress can either serve to confirm or to subvert various facets of our identities, such as our gender,
Video games are created from a male perspective that is exaggerating female’s sexual or feminine traits (Near, 2013). Part of the problem is the lack of diversity in the gaming industry. Most game developers are men, which result in less sexism on purpose, and more of a diversity problem among video game creators (Ferguson, 2015). If there were more females in the video game industry, there would be more realistic female avatars in video games. Royse et al. (2007) argued that the gaming industry has begun to make games for females like Dance Dance Revolution and Eyetoy but that females are still wrongly thought of as having one perspective or experience. Since the majority of video game writers are males, they create video games that interest them and their target audience. Near (2013) found that predominantly male audiences identify better with a male avatar than a female one. Thus males write a stereotypical script in which a woman is scantily clad and needs to be saved which brings them revenue and further undermines a women’s self
“BEFOR I CAN TALK TO YOU, PEOPLE SHOW THEIR SEX, AGE, CALSS, POSITION, WITH WHAT THEY ARE WEARING. ALL THIS IS REGISTERED UNCONCIOSLY“ Those words said by Alison Lurie in the language of clothes (1992), reflect perfectly the main point of my research. The society we are now living is an extremely conscious society regarding body image and the way we are presented to the exterior. We found an obsessive trend on wanting to look like celebrities by having certain items or looks and in relation to that a fear of not being percepted the tight way. This is where we found relation to how clothes are part of a conversation we haven 't started and are a form of expression. As there will be explained further on, we use clothes as a sign of our identity,as a way of representing ourselves and stand out from the crowd and also influence on how we appear in front of others making them (clothes) a huge part of our non verbal communication. This essay will discuss the ideas behind self -expression and the role of clothes has changed in that mater thought time.
In recent discussions of costume and clothing issue has been whether there is a difference between the two. On the one hand, some argue that all costume is clothing. On the other hand, however some state that there is a difference between costume and clothing. In sum, then, the issue is if this is an issue that should be handle. While some believe that costume is not clothing, fashion is just a part of what a person chooses to express their way of being who they want to be.
The fashion industry is rapidly growing and constantly generating new fashion trends almost weekly. Fashion for some may seem ridiculous and unnecessary; but fashion is not just a meaningless usage of article of clothing or farcical materials sew together for coverage. There is more to fashion than meets the eyes, fashion is precious and significant. It is a reflection of self-image, it speak the ream about who we are and how we review ourselves. Not only is fashion the reflection of self-image but also the reflection of our history as Coco Channel have said, “Fashion is not something that exist in dresses only. Fashion is in the sky, in the street, fashion has to do with ideas, the way we live, what is happening.” Fashion
Decora girls in Tokyo and Cosplay girls in america have a varying amount of similarities. Cosplaying is when people wear accessories or costumes and dress up as their favorite anime or comic book character. Very similar to Decora where these groups wear accessories and express themselves while standing out in society. Cosplay is a form of expression for this small group in american culture that is very similar and can fit into american culture very well.
(Choose a garment, which can be used to discuss fashion from the point of view of the consumer. This garment must be able to demonstrate how the consumer individually constructs their identity and conveys that identity through the style and styling of clothing. You should treat this garment as an object as a form of evidence, which can help you to explain theories of fashion discussed in the sessions. The intention of your analysis is to examine the ways in which we can ‘read’ objects and images, understand their meanings and explain them in the context of broader theoretical and social concerns. You should aim to be as analytical as possible. You may want to use further
Cosplay which is short for “costume play” allows an individual to basically be someone else, typically an anime, cartoon, or even video game characters to name a few. Along with the costume they take on that character’s personality and role play as them. Some will make the costumes themselves while others will buy pre-made ones. There is quite the amount of work and dedication that goes into doing this, not just for the sake of the costume looking accurate but the
To begin, the gender lens can expose many different perspectives to Halloween, especially when it comes to the exploitation and sexual stereotypes of women and men, more specifically through the marketing of costumes. For instance, Scott Gilmore states “Jim from accounting with the nervous tic and therapeutic shoes always wanted to be a member of the SWAT team. He leaves the costume shop with a tactical vest, a holster and enough swagger to break down a door. Julia from the Jamba Juice? She gets ‘Sultry SWAT’, which is just knee high boots, fishnet stockings, a micro mini and a halter top that helpfully explains SWAT.” To any feminist, Halloween is always quite aggravating, since women are always over sexualized yet men are deemed as masculine as possible. Why does Halloween continue to define and market women’s costumes as ‘slutty’? The author of the article may be male, but he persists to recognize the fact that women are pressured to exploit themselves on Halloween. Society continues to follow the old stereotype of women, especially young
The purpose of this research was to discover the role of make-up as a primary tool of consumption and as a result, it shed light on the act of doing drag to create an illusion of gender performance. From watching the transformation that takes place in the dressing room, and listening to the accounts of their character creation, it is easy to see in concrete terms how unstable the categories of “masculine” and “feminine”, and, “heterosexual” and “homosexual” really are. In fact, it can be argued that drag is a specific type of performance akin to method acting that has enabled drag impersonators to unintentionally remove the dichotomous relationship of gender and sexuality through the authenticity or parodic quality of their performance. They achieve this destabilisation of gender and sexuality through their use of cosmetics and artistic techniques such as, studying existing characters and using lights and shadows to build upon themselves so to create a character. This research demonstrates that a person’s desire to impersonate the opposite gender is not always evidence of a motivation related to gender
This paper will be discussing the cosplay, or costume play, subculture. In this paper, it will also go over who makes up this particular subculture, what it takes to be a cosplayer, what this subculture does for society, how society sees those who participate in it, how and when it came to be, most famous cosplay costumes, and what this subculture provides for those who take part in it.
For definition of the male gaze, this area of the exhibit will focus on Laura Mulvey’s “Woman as Image, Man as Bearer of the Look.” In this piece, Mulvey discusses two theories: voyeurism and fetishistic scopophilia. To briefly explain, voyeurism involves deriving pleasure from the assertion of control, usually done by a male. On the other hand, fetishistic scopophilia transforms the female entity into an object whose sole purpose is to pleasure. An area of this exhibit include an arcade machine of the game “Mortal Kombat” to depict the difference in the way males and females are drawn and portrayed in video games. Male characters within this game are provided armor, or clothing at the least, that covers their vital organs and suits their fighting style. It is obvious the intention of the male characters’ clothing is functionality. However, the same can not be said about their female counterparts. Not only is their clothing minimal, their fighting style is also hypersexualized. This video game is almost the epitome of Mulvey’s fetishistic scopophilia. Next to this will be side-by-side showcasing of famous superhero costumes such as Wonder Woman vs. Superman and Catwoman vs. the Joker. Again, these costumes reinforce fetishistic scopophilia as female characters are purposely clothed with minimal armor that accentuates a female’s breasts and butt. Music videos are another reliable source for elaborating on fetishistic scopophilia. For instance, the popular rock band Van Halen’s “Hot for Teacher” reduces the band’s teacher to nothing but a sexual object to whom they sexually fantasize about instead of respect and learn from. Moreover, the famous “Stacy’s Mom” by Fountains of Wayne reduces the band’s friend’s mom to a sexual object for visual pleasure. The novel “Lolita” by Vladimir Nabokov will be used to further detail how males view women, even young teens, as subjects for their pleasure,
Throughout the world women are depicted to be oversexualized among forms of media such as video games and comic books. The idea of oversexualization towards female characters is that they have been often drawn and animated in hypersexual ways. Even going as far as viewing them as a sex object, their revealing body images are eye candy through the eyes of men. Hence women found in comic books and video games are frequently emphasized by their excessive physical appearances, objectification, portrayal, and character role.
Statement: Cosplay’s popularity growth is fast and there are lot of questions in the mind of people about cosplay. It’s meaning and reason varies from person to person and there are negativities to it.