The Oversexualizing of
Women in Japanese Anime and Manga The Japanese are a very creative culture which have produced several fantastic science fiction movies such as Gojira, which was an allegory for the use of atomic bombs in war to the animated cartoons, known as anime in America, like Space Battleship Yamato which portrayed the story of all the nations of the planet Earth joining forces to defeat an alien invasion. Yamato and other anime like Mach-A-Go-Go had female characters in the shows that were both allies and sometimes love interest to the main characters, but still were depicted as strong female role models and were drawn with normal features and body types. However, as time has passed, women in anime have been more and more sexualized and this has had an effect on how young people look at Japanese culture and women in particular. In this paper, the effects of this practice will be observed. With the anime boom of the last few years, the way women have been portrayed in these animated cartoons has been more and more sexualized. Shows such as Fairy Tale depict the female leads as scantily clad fighters with rather large breast. Even the youngest girl on the show that is around the age of 11 to 12 is depicted with larger than normal breast. One of the main reasons for this is the rather strong patriarchal view of women in Japan that is still there to this day. The article titled A Look at Japanese Feminism and Japanese Misogyny from the website Japan Powered
Although animated cartoons have long been associated with children’s entertainment, many cartoons suggest they are for adults as well. Ranging from character portrayal to perceived gender roles, cartoons such as The Flintstones, The Jetsons, and Scooby Doo both reflect societal values from their time periods as well as perpetuate the developed stereotypes. Comparing the earliest popular cartoons to more recent productions, shows progress towards a less stereotypical character portrayal in regards to gender.
As explained in Judith Lorber’s excerpt from “‘Night To His Day’: The Social Construction of Gender”, gender is a socially constructed concept that everyone unconsciously adheres to (Lorber). As a socially constructed concept, representations of gender roles can reinforce or challenge the stereotypical images. In Killing Us Softly 4, Jean Kilbourne analyzed the advertisement industry’s representation of women and argued that the media plays a huge role in shaping gender formations (Kilbourne). Although objectification of women is still a prevalent issue, Kilbourne acknowledged that there are efforts nowadays that challenges the unrealistic representations of women and femininity (Kilbourne). Inspired partly by Killing Us Softly 4, the project is my way to reflect on how the Disney movies I had watched as I grow up represented gender.
Annotated Bibliography Stereotypes in media Miller, S. D. (1997). The Reunion of History and Popular Culture: Japan "Come Out" on TV. Journal Of Popular Culture, 31(2), 161-175. This article discusses how on japanesse T.V. today homosexuals are presented as very much a part of the culture but this would not have been possible if it wasn’t for a
This paper will look at how the movies portray women in a way that women can relate to regardless if it’s an insulting
Western portrayals of Asian women in media have often been stereotypical, one-dimensional characters such as the submissive and docile Lotus Blossom, the strong and domineering, but deceitful Dragon Lady, or the Asian hooker who is used as nothing more than a mere prop for the male gaze (Kuo, Rachel). However, the Western audience has also been exposed to other portrayals of Asian women through another form of entertainment called anime. Anime, or Japanese animation, has many genres that are named according to the target audience it is made for. For shounen, meaning male adolescents, is largely about action-packed adventures and accomplishing a goal or defeating an enemy (Eisenbeis, Richard). The shounen genre, however, despite its target audience that is
Imagine you are bored one day in the early morning. You reach for your favorite magazine, the newest edition of the widely recognized Vogue magazine. On the cover, as always, there is a gorgeous woman. She is dressed in a gold, sparkly, dress (which probably costs more than what you make in a year) and in even more expensive and fancy heels. Her hair and makeup are obviously professionally done, and she looks absolutely beautiful sprawled out on a large bed provocatively with a rabbit on either side. And then you realize something, this isn’t a women you are looking at; it’s a girl - a 10 year old at that! (“10-Year Old Vogue Model: Pretty or Pretty Weird?”).
It only takes a second to attach a strong feeling or idea to a character in a movie, advertisement, or video game. Many characterization used are based on the assumed stereotypes, and are usually one-dimensional characters. Typically, these characterizations usually come from inherited family values, education, and the media. While stereotypes existed long before mass media, the media machine certainly helped to accelerate the cultural growth of all kinds of stereotypes. It is beyond this paper to answer why magazines employ these gender stereotypes, instead this research is designed to analyze
Women are deemed as a “minority” yet make up 51% of the world population and in 2014 made up only 12% of protagonists in films. And that is just on-screen, the percentage decreases as you go farther and farther into behind-the-scenes positions such as directors, cinematographers, and writers. Add race and ethnicity and those characters' percentages decline even more (Lauzen, 2015.) Women in film and television are often portrayed with emphasis based on their body type and in advertisement are largely objectified. The large objectification and misrepresentation of women in the media has led to an offset psychological view of women from growing up to adulthood.
Anime was just the medium in which these shows were created, not necessarily a genre as a whole, (ANN). The Japanese produced more “adult” content shows, where in characters would often have vices to give them a more relatable feeling, (Gorica, 2007). Adult language, androgyny, and smut was included
There has been a growing trend of hypersexualization of women over the span of all forms of media. The women within these images are made to look perfectly flawless. They are extremely thin without a trace of fat or cellulite to be found. The people who consume this media are exposed to the idea that the women they are observing are models for true physical beauty. These standards are accompanied by an alternate message from the media that pushes the idea that women’s value comes from their beauty. While some women may understand that the messages about the ideal woman are unrealistic and false, it is found that adolescent girls are vulnerable to the media’s strategies due to their lack of media literacy as well as the search for their own identity during this developmental stage in their lives. The exposure to these standards of beauty can have several negative effects on the girls such as lower self-esteem, higher body dissatisfaction, depression, and eating disorders. SPARK and 4 Every Girl are two of a growing number of campaigns that are working to fight against the sexualized images of women in the media and the negative effects it can have on the viewers.
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.
Gender is a sociological idea, in which it is not based on biology. While there is some biological differences between the sexes, the “meaning” of being male or female is based on social norms. Like race, these “biological” differences provided a system of enabling inequality between the sexes. History offers many examples of the gender norms over time. Women, for centuries, are few as the homemakers and often viewed as intelligent. Despite living in the twentieth century with greater equality, one does not need to go far to see how society and media influence our perception of gender. Advertisements in various media persuade its audience to buying their products. However, the means of attracting and persuading the audience can have underlying messages. Even in entertainment for young girls these underlying messages are prevalent. One example is the popular film, The Little Mermaid, in which the main protagonist is a young female. The protagonist gave up her identity to satisfy her lover. Even traditional gender roles are at work; the film showed young girls that to be happy and successful one had to find a husband and must relinquished one’s identity (Wood 1994). The generalized perception of male and female are polar opposites. Males are viewed as masculine, strong, authoritative, powerful, and devoid of emotions. Females are viewed as beauty, fragile, nurturing, emotional and sole purpose is to please men. These ideas can lead to sexism, which can have negative effects on
Media portrays femininity on a daily, in our lives. Femininity are the qualities that traditionally associate with females. In movies femininity are strongly showed. People of all ages are exposed to the expectations of femininity which affects our views on female. In the media such as movies like “Cinderella” the portrayal reinforces gender stereotypes to their audience.
Does the sexualization of women in video games affect women’s self esteem and perpetuate female stereotypes?
Sex culture in modern day Japan has demonstrated to be an integral part of their cultural identity and is more progressive than any other countries. Japan’s sex culture has surpassed boundaries that are standardized in other countries. The West sees the Japanese as emotionless, controlled and even sexless. Publicly they are shy, reserved and terribly proper, however Japan is an extreme contradiction. If we examine the surface of their culture, the private life of these Japanese people can be a real eye opener. The role of sexuality and more specifically the role of pornography in women’s lives is perhaps the biggest debate among the people from the West. This paper will examine how pornography is gendered in Japan and the effects of this to the West. It will also delve into the Japanese cultural identity and its contradistinction to the American cultural identity. An important argument that people may debate about is the fact that Japanese people have the oddest sexual culture that outstands their cultural identity.