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為何年輕人熱衷于cosplay,以供參考。
Why youths are drawn to cosplay, subculture
為何年輕人熱衷于cosplay
Many cosplay and ACG events are being organized in China, making the subculture popular among some youths. ACG means anime, comics and games subculture, and cosplay means costume play, in which participants wear costumes and fashion accessories to represent a specific character, real or fictitious.
最近,國(guó)內(nèi)掀起了一股舉辦角色扮演和二次元活動(dòng)的熱潮,使得該亞文化在青年群體中一下子流行起來(lái)。所謂的ACG即為英語(yǔ)中動(dòng)畫(huà)、漫畫(huà)和游戲的總稱,cosplay則意為角色扮演,即參加者穿上特定的服裝以及佩戴時(shí)尚配飾來(lái)扮演現(xiàn)實(shí)中或虛擬世界中的角色。
An outlet for youths to express virtual love
是當(dāng)代年輕人表達(dá)虛擬世界情感的方式
Cosplay participants often interact with each other to dress up as characters from animes, cartoons, comic books, films, TV programs and/or video games. Thanks to the rising number of cosplayers since the 1990s, a popular subculture has emerged in Japan and some other Asian, even Western, countries. The term "cosplay" was coined in Japan in 1984 at science fiction conventions, which began with the first World Science Fiction Convention in New York City in 1939.
Cosplay的扮演者經(jīng)常會(huì)身著特定的角色服裝,這些角色可能會(huì)來(lái)源于動(dòng)畫(huà)、卡通形象、漫畫(huà)書(shū)、電影、電視劇或者網(wǎng)絡(luò)游戲當(dāng)中。鑒于上個(gè)世紀(jì)九十年代大量涌現(xiàn)的角色扮演者,亞文化開(kāi)始登陸日本、亞洲其他國(guó)家乃至西方國(guó)家。術(shù)語(yǔ)“cosplay”則源于1984年的一場(chǎng)世界科幻年會(huì)。第一屆世界科幻年會(huì)始于1939年,當(dāng)時(shí)在紐約召開(kāi)。
Cosplay contests on university campuses in China started increasing around 2008 and 2009. Initially, the students dressed up as Japanese animation and comic-book characters. But with the development of the Chinese animation industry, an increasing number of cosplayers started dressing up as characters from Chinese cartoons, comic books and video games.
2008年和2009年,大學(xué)校園內(nèi)玩cosplay的人數(shù)開(kāi)始增多。最初,學(xué)生們大多都是扮演日本動(dòng)漫或漫畫(huà)人物形象。隨著中國(guó)動(dòng)畫(huà)行業(yè)的發(fā)展,越來(lái)越多的人開(kāi)始扮演中國(guó)卡通形象或者漫畫(huà)書(shū)以及電子游戲中的人物。
Juveniles who fancy cosplay are esoteric in nature and have their own sets of jokes, which "outsiders" rarely understand. Perhaps that’s why people are prejudiced against them. But cosplay allows such youths to dress up as characters they love, and express their love for fictitious characters.
那些熱衷于cosplay的青少年通常都是比較小眾,有外界人所不能理解的“小世界”,或許這也是大多數(shù)對(duì)他們持有偏見(jiàn)的原因。但是cosplay可以讓這些少年們扮演自己喜歡的人物形象,表達(dá)他們對(duì)這些虛擬角色的喜愛(ài)。
Cosplayers are almost always young, most of them under 25-and as they grow older, they tend to give up the practice. So there’s no need for parents to overreact to cosplay. Instead, they should treat such youngsters as normal youths, but at the same time warn them to never cross the social and moral boundaries. Once a cosplayer who wore a costume made from a Japanese military flag was barred from taking part in the contest. The incident reflects the distortions within the cosplay "community", some of which cross the social and moral boundaries.
角色扮演者在年齡上趨向年輕化,大多數(shù)都在25歲以下。隨著他們年齡的增長(zhǎng),很多人便選擇放棄這一嘗試,所以家長(zhǎng)也無(wú)需太過(guò)擔(dān)心。相反,家長(zhǎng)們應(yīng)該用普通眼光來(lái)看待他們,同時(shí)也要給予提醒,告誡他們不要玩過(guò)火,做出有害社會(huì)或違背道德的事情。一位角色扮演者曾經(jīng)身著由日本軍旗制成的服裝,被制止參加該項(xiàng)活動(dòng)。該事件表明cosplay也應(yīng)該把握尺度,防止超越社會(huì)和道德的界限。
Besides, many companies, especially online game providers, hire cosplayers or organize cosplay competitions, in order to promote their new products. So regulators should strictly monitor such events to check if they also promoting inappropriate behaviors.
除此之外,為了宣傳新產(chǎn)品,包括很多網(wǎng)絡(luò)游戲供應(yīng)商在內(nèi)的多家公司都紛紛招募角色扮演者或者組織cosplay競(jìng)賽。因此,有關(guān)管理者也應(yīng)該對(duì)相應(yīng)活動(dòng)進(jìn)行嚴(yán)格監(jiān)控,以便檢查是否有不恰當(dāng)行為發(fā)生。
Industry expected to witness more success
該行業(yè)本身期望可以進(jìn)一步發(fā)展
The cosplay subculture is a kind of performing arts and is highly influenced by ACG derivative products. Usually, only zealous cosplay and ACG fans choose to participate in cosplay.
作為一種表演藝術(shù)形式,Cosplay亞文化很大程度上受到二次元及其衍生產(chǎn)品的影響。通常來(lái)講,只有那些喜愛(ài)cosplay和二次元的狂熱粉絲才會(huì)選擇去參與角色扮演等活動(dòng)。
For example, cosplayers usually obtain the costumes in three ways.
例如,角色扮演者通常會(huì)通過(guò)三種方式來(lái)獲取服裝。
First, through some companies that make and sell packaged outfits for cosplays. Normally, such products are sold online, but they can also be purchased from dealers at cosplay conventions. Second, through some individuals that make customized costumes, props and/or wigs. And third, by making the costumes themselves using raw materials such as non-styled wigs, hair dye, cloth, body paint, costume jewelry, and "toy" weapons.
其一,通過(guò)一些專門制作和出售成套cosplay服裝的公司。通常來(lái)講,這些服飾是通過(guò)網(wǎng)絡(luò)渠道銷售的,但是扮演者也可以在一些cosplay展會(huì)上和實(shí)體店家進(jìn)行交易。其二,通過(guò)一些專門定制服裝、道具以及假發(fā)的私人渠道獲取服裝;其三,利用諸如未定型的假發(fā)、染發(fā)劑、布料、人體彩繪顏料、服裝配飾以及仿冒的玩具武器等原材料自行制作。
Based on the research, the development stages of China’s ACG industry can be divided thus: the birth of the term ACG in 1995, and the emergence of campus communities in Chinese universities between 1995 and 2015 thanks to the influence of Japanese animations, along with the gradual growth of derivative products such as games and music-based animations.
據(jù)研究表明,中國(guó)二次元行業(yè)的發(fā)展歷程可以作以下劃分:二次元概念起源于1995年,隨著日本動(dòng)漫的流行,中國(guó)大學(xué)校園在1995年至2015年期間開(kāi)始出現(xiàn)許多二次元群體,一些諸如游戲和音樂(lè)相關(guān)的動(dòng)畫(huà)等衍生產(chǎn)品也在逐步發(fā)展。
With capital flowing into the ACG industry, 2015 proved to be a turning point for the ACG industry, as several major content providers were shut down because of problems related to piracy and patent infringement. Since then the domestic animation and game industry has been developing healthily with a stronger sense of using legal products. The 2016-2018 period was one of market stimulation, which facilitated the segmentation of the market and helped build more specific, mature business models committed to developing the industry further.
隨著大量資金注入二次元行業(yè),2015年可稱之為該行業(yè)的轉(zhuǎn)折之年。盡管一些主要供應(yīng)商由于盜版侵權(quán)行為關(guān)閉停業(yè),但國(guó)產(chǎn)動(dòng)畫(huà)和游戲行業(yè)在“合法使用作品”觀念的驅(qū)動(dòng)下一直非常健康地發(fā)展。2016年至2018年是市場(chǎng)發(fā)展的一個(gè)黃金時(shí)期,市場(chǎng)的逐漸細(xì)化有助于更多具體且成熟商業(yè)模型的出現(xiàn),使該行業(yè)能夠更蓬勃發(fā)展。
China’s ACG industry is likely to see higher growth in 2019, with major competitors leading the market, good branding becoming leading companies’ core competitiveness, and Chinese animations exercising greater influence on overseas markets.
中國(guó)的二次元行業(yè)很可能將于2019年出現(xiàn)更迅猛地增長(zhǎng),屆時(shí)更多強(qiáng)有力競(jìng)爭(zhēng)者將主導(dǎo)市場(chǎng),優(yōu)良品牌則是決定核心競(jìng)爭(zhēng)力的關(guān)鍵。相信那時(shí)的中國(guó)的動(dòng)畫(huà)行業(yè)會(huì)在海外市場(chǎng)掀起一股熱潮。
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