For my auto autoethnographic summery I will be discussing the changes that involve re-entering the anime world after first being exposed to it as a child. I started watching anime from a young age (see: Pokemon, Dragonball Z, Yugi-Oh!) and as most do I grew out of it, but as some do I rekindled my interest, and for me this happened in my senior years of high school. This wouldn’t of happened if I was coming back to the exact same product as the one I watched as a kid, I mean I have grown as a person and developed new more mature tastes. Sure, I have watched the odd Angry Beavers episode or binge watched Ren and Stimpy late at night when I can’t sleep, but my return to anime was different, it was serious it wasn’t a fling. Unlike watching old Nickelodeon cartoons this wasn’t nostalgia I was finding fresh new content I hadn’t seen before and becoming invested in it. This is because the level of maturity and reach in anime is drastically long, the same genre that appealed to me as a child could appeal to me as an adult but in a completely different way. When watching early morning programs like Voltron, and Dragon Ball Z I sensed something was different from the western cartoons that they were mixed with. Each episode contributed to a longer narrative and when something changed it committed to that change. The straight-lined art form separated itself from its softer more rounder counterparts in more ways than just visual style. Marc Steinberg (2006) describes anime as a cell based animation that is character centric and has a strong tendency towards the development of complex human relationships, stories and worlds. This is evident in almost any form of anime, but I realised to varying degrees once I started watching anime again in my later years of high school. I found a whole new level of narrative in shows like Bleach, Naruto, Trigun, Evangelion, and Attack on Titan. These shows completely re-shaped my perception of anime from the one I had as a child and is what I call the ‘Narrative Jump’, which shows the giant leap forward in complexity and depth between certain anime’s.
Anime is a unique art in how flexible and vague the genre is. It has developed considerably since the first known Japanese animation in 1907 a 50 frame work drawn directly on a strip of celluloid that depicts a young boy removing his hat and saluting the camera. It first became part of mainstream culture in 1963 with Osamu Tezuka’s Astro Boy. This was the first time that anime was made producible on TV by creating a style that utilised a lower cel count, and created a ‘moving magna’ style. While Astro Boy (1963) had a lot of westernised influence that was noticeable in the show it started the growth of anime which eventually took on its own unique image and culture, such as the creation of Mecha.
The 1970’s proved an important era for anime, and the formation of the ‘Narrative Jump’. Because while anime was enduring an unspoken ban in America due to the “Otaku Killer” and the actions of the Action for Children’s Television (ACT) group (Chambers, 2012) anime in Japan underwent an important stage of development. This is described by Chambers, 2012 ” The protagonists in anime often had vices, thus making them human (Gorica, 2007). Content that contained androgyny, adult language, and pornography was seen as permissible for adult entertainment, though not necessarily in children’s films (Newitz, 1995). Even death was considered to be an appropriate topic in children’s anime. The Japanese acknowledged that death was a part of life by occasionally allowing characters to die instead of having the characters stay immortally young as in many American television shows.” Basically anime was not just for children anymore, which was basically the creation of the ‘Narrative Jump’ by creating multi dimensional characters with deep and complex narratives, to exist alongside with the more traditional children’s anime. Anime began to re-emerge in America in the 1980’s mostly buoyed by the formation of fan groups made up mostly of people who grew up on shows like Astro Boy, and re-discovered the genre in their adult life, another example of the ‘Narrative Jump’ that I myself experienced.
Back to the present day and my auto-ethnographical experience, and while shows like Evangelion and Gundam (any Mecha anime really), created this experience for a generation of fans, the example I choose to use is the show Bleach. I wasn’t exposed to this program at all prior to my second stint watching anime, I approached it with a set of fresh eyes, with no nostalgia or bias. The reason why I watched, and enjoyed, and re-watched the show was the compelling, deep, and complex narrative that was weaved over numerous seasons (if you ignore the filler) depicting the one overarching story. Bleach depicts Ichigo Kurosaki, a substitute soul reaper developing as a warrior and a person, as he is involved in a series of events revolving around the antagonist Sosuke Aizen as he wages war on the Soul Society. It is a political plot based heavily on personal relationships and the corruption of power, as well as the motivations for good. Bleach also contains Confucian values which where introduced to Japan in the 6th century and helped create and sustain social values and order in Japan. An example of this is shown by Born (2009) “In this interchange, we see a father and son bonding in a moment of intimacy before the grave of the mother. Both father and son want to live up to her memory. The father encourages the son to live life to the fullest and have no regrets, especially since his wife gave her life for Ichigo without hesitation. The son wants to protect the family the way his mother protected him. There is a sense of Confucian reciprocality in this scene. ” The layers of culture in anime’s such as Bleach creates a compelling narrative and multi-dimensional characters which creates a contrast between less complex pieces of work in the same genre.
One of the main components of anime is that it respects mortality, and this is a way to measure the maturity level of an anime program. While most western animation shy’s away from death, anime has always seemed to embrace the strength of the plot device. While anime programs on the children’s end of the spectrum would hardly/never use it, it becomes more frequent and permanent the further down the spectrum. In the middle of the spectrum you have shows such as One Piece and Dragon Ball Z which frequently use death as a plot device but treat death as something that is reversible. You also have bleach which embraces death as the basis of the story as it is set mostly in the after life, and finally a show like Attack on Titan which is built on death and loss. As a child anime was one of my first real exposures to the idea of loss and death (beside the Lion King) as I still remember the morning that Butterfree left Ash Ketchup in Pokemon, and the second episode of Dragonball Z where Son Goku died. These where almost foreign concepts to me, and the instance of death and loss that I had experienced earlier was solely from Disney, who placed it at the beginning of their films before feelings of attachments where made, and you almost knew it was coming. It can be argued, that the use of death and loss is a good measuring stick for ‘Narrative Jump’, as the topic varies in severity throughout the genre allowing for levels of diversity and maturity.
The genre of anime finds itself on a wide spectrum that goes from innocent and naive, to corrupted and filthy, and everything in-between and thats what creates the room for something like a ‘Narrative Jump’. My personal experience with it has been very interesting as I would not consider what I watch now at all kids programming, but the previous anime I watched was. It is almost like black and white flexibility which is a contradicting term, it has such vastly different pieces of work that fall under one umbrella. Anime is continuing to evolve as seen in Attack on Titan, and will continue to grow as it has since the 60’s, and I’m sure we will see yet another attempt at Astro Boy yet again, very soon.
References:
Anime History, Gojapango.com, viewed 20 September 2015, http://www.gojapango.com/culture/historyofanime.
Anime’s Great Deception – The Difference Between Anime and Cartoons, tofu.com, viewed September 20 2015,http://www.tofugu.com/2015/07/01/animes-great-deception-difference-anime-cartoons/.
Born, C 2006, ‘In the Footsteps of the Master: Confucian Values in Anime and Manga’, Teaching About Asia, Vol. 27, No.1, pp. 39-52.
Chambers, S 2012, ‘Anime: From Cult Following to Pop Culture Phenomenon’, The Elon Journal of Undergraduate Research in Communications, Vol.3, No.2, pp.94-101.
Ellis, C & Adams, T & Bochner, A 2011, ‘Autoethnography: An Overview’, Forum: Qualitative Social Research, Vol.12, No.1.