Professional Documents
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(Garry Crawford, David Hancock) Cosplay and The Ar
(Garry Crawford, David Hancock) Cosplay and The Ar
(Garry Crawford, David Hancock) Cosplay and The Ar
GARRY CRAWFORD
& DAVID HANCOCK
Leisure Studies in a Global Era
Series Editors
Karl Spracklen
Leeds Beckett University
Leeds, UK
Karen Fox
University of Alberta
Edmonton, AB, Canada
In this book series, we defend leisure as a meaningful, theoretical, framing
concept; and critical studies of leisure as a worthwhile intellectual and ped-
agogical activity. This is what makes this book series distinctive: we want
to enhance the discipline of leisure studies and open it up to a richer range
of ideas; and, conversely, we want sociology, cultural geographies and
other social sciences and humanities to open up to engaging with criti-
cal and rigorous arguments from leisure studies. Getting beyond concerns
about the grand project of leisure, we will use the series to demonstrate
that leisure theory is central to understanding wider debates about iden-
tity, postmodernity and globalisation in contemporary societies across the
world. The series combines the search for local, qualitatively rich accounts
of everyday leisure with the international reach of debates in politics, lei-
sure and social and cultural theory. In doing this, we will show that critical
studies of leisure can and should continue to play a central role in under-
standing society. The scope will be global, striving to be truly international
and truly diverse in the range of authors and topics.
Editorial Board
John Connell, Professor of Geography, University of Sydney, USA
Yoshitaka Mori, Associate Professor, Tokyo University of the Arts, Japan
Smitha Radhakrishnan, Assistant Professor, Wellesley College, USA
Diane M. Samdahl, Professor of Recreation and Leisure Studies, University
of Georgia, USA
Chiung-Tzu Lucetta Tsai, Associate Professor, National Taipei University,
Taiwan
Walter van Beek, Professor of Anthropology and Religion, Tilburg
University, The Netherlands
Sharon D. Welch, Professor of Religion and Society, Meadville Theological
School, Chicago, USA
Leslie Witz, Professor of History, University of the Western Cape, South
Africa
Cover credit: Nelliel & Yachiru (detail), watercolour on paper, 150 x 180 cm, 2012, by David Hancock
This Palgrave Macmillan imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preamble and Acknowledgements
v
vi
Preamble and Acknowledgements
and meanings behind his artwork, but also how this interprets and rep-
resents cosplay culture. It was then after the completion of the thesis,
that we decided that some of the ideas that Hancock had started to
explore in his Ph.D. were ripe for further investigation and hence, this
book.
This book has been primarily written by Garry Crawford, but it very
much draws and builds upon the data gathered by David Hancock, his
initial ideas, and importantly his artwork. It is David Hancock’s thesis
and artwork that form the foundations of this book, which have then
been developed further by Garry Crawford. The writing process has
been that Crawford begun each chapter with Hancock’s original work,
and then sought to develop, expand, and explore further those initial
ideas, and then once drafted, each chapter was returned to Hancock for
his added input, editing, and approval, to ensure we have stayed true to
the original ideas and data. Hence, this book is fundamentally different
to the doctoral thesis; they are different pieces of work, but both share
and build upon the same data, artwork, and essence. The project then
has become much more than a doctoral thesis and now includes several
outputs, including the thesis, this book, the artwork, numerous national
and international exhibitions, several conference papers, and at least
two published articles. Hence, we must also acknowledge and thank the
publishers of the Journal of Fandom Studies, in which we published an
earlier version (Crawford and Hancock 2018) of what would become
Chapter 7, and also, Critical Contemporary Culture in which Hancock
(2015) published an overview of his original doctoral thesis.
We hope, and certainly feel, that this has been a very fruitful collab-
oration between a sociologist and an artist. Our pairing was from the
outset, unusual, and has produced some interesting and new ideas, and
we have both learnt a lot from each other during this process and cer-
tainly feel we have produced something different here. It is also some-
thing we hope will contribute to numerous areas and debates. However,
we could not have done this without the help of those around us, and
hence, we owe several people some thank yous.
First and foremost, we would like to thank all of the participants,
most importantly those who David Hancock formally interviewed for
Preamble and Acknowledgements
vii
the research and those who posed for him and made his artwork pos-
sible, but also, all of those we spoke to at events, conversations, meet-
ups, and online. Also, a thank you to the wider cosplay community who
we observed, both online and offline, for several years, and have always
been very generous in sharing their time and thoughts. Their actions
have inspired David to make this wonderful body of work that he is
immensely proud of. We are extremely grateful for their support and
assistance throughout. Though this book is undoubtedly academic in its
focus and target audience, it is still about cosplayers, and we hope that
they feel accurately and sympathetically represented in here.
We would also like to thank Palgrave, and especially Sharla Plant
and Poppy Hull, and similarly the series editors Karl Spracklen and
Karen Fox for commissioning the book and providing excellent support
throughout.
In terms of our personal acknowledgements, Garry Crawford would
most importantly like to thank David Hancock. It has been a pleasure
working with such a talented artist and scholar both as a doctoral stu-
dent and now on this book. Garry would also like to thank all of his col-
leagues in Sociology and Criminology at the University of Salford. Also,
a very important and necessary thank you to Daniel Muriel. The writing
of this book overlapped with finishing off Video Games as Culture writ-
ten by Muriel and Crawford, and undoubtedly, some of the ideas and
themes from that book have informed and fed into this book. Daniel is a
great scholar who significantly advanced my thinking in several key areas.
Garry would also like to thank Paul Joyce for always being willing to
share ideas and a pint. And finally, but most importantly, Garry would
like to thank Victoria, Joseph, and Grace, for always being there and
putting up with him writing another book.
David Hancock would like to offer special thanks to Debbie for all
the many, many hours of discussion, support, advice, and finally proof-
ing that she put into the original thesis that was the starting point of
this book.
A special thank you should also go to Garry Crawford who has
worked tirelessly to transform my initial research into this beautiful
written book, and offered advice and support as his Ph.D. supervisor.
viii
Preamble and Acknowledgements
References
Crawford, G., & Hancock, D. (2018). Urban Poachers: Cosplay, Playful
Cultures and the Appropriation of Urban Space. Journal of Fandom Studies,
6(3), 301–318.
Hancock, D. (2015). Play in the Sunshine. Contemporary Critical Culture.
http://www.criticalcontemporaryculture.org. Accessed 1 July 2015, no
longer available.
Contents
4 Cosplay as Subculture 87
Bibliography 249
Index 253
xi
List of Figures
xiii
1
Introduction: What Is Cosplay?
Introduction
This is a book about cosplay, but also much more than this.
It is our central argument that cosplay can be best understood as a
craft, a subculture, and a performance, all of which are created and rec-
reated in the everyday online and offline lives of cosplayers, but take on
greater significance in certain locations, such as at science fiction and
fantasy convention and meet-ups. However, in doing so, we hope that
this will contribute to our understanding of many other related areas
such as craft, creativity, fan culture, identity, leisure, performance, play,
practice-led research, subculture, urban spaces, and much more.
In seeking to understand and explore cosplay, this book draws on tra-
ditional ethnographic methods while also more innovatively employing
art as both a method of research and as a form of data. A substantial
part of this book is theoretical and seeks to explore, develop, and set
out a number of theoretical tools that we suggest are useful in explor-
ing cosplay and cosplay culture. However, these are theoretical ideas
that are empirically informed, and in particular, this book draws on data
gathered over a period, in excess, of five years. Much of this research
has followed a traditional ethnographic path, where David Hancock
has attended events and meet-ups, spoke to cosplayers, followed this
community online, and conducted a series of formal interviews with
thirty-six cosplayers. However, as we shall explore in more detail in
Chapter 3, at the core of this project has been the use of art as a means
of both gathering and representing data. This project and book are,
therefore, a meeting and blurring of sociological and art-led research,
which has involved the production of well over one hundred watercol-
our paintings, sketches and drawings, and also several sculptures and
videos, representing a significant body of work that explores and repre-
sents this subculture.
The book begins in the following chapter with a discussion that seeks
to locate this artwork within the context of other artists who have sim-
ilarly been involved with, or drawn on, subcultures in the creation of
their work. We then more specifically consider the use of art in research,
before dedicating a chapter to each of the topics of subculture, perfor-
mance and identity, crafting, and place, before concluding with a final
and much broader chapter that seeks to consider the wider role of cre-
ativity in contemporary society. In each of these chapters, apart from
the conclusion, David Hancock’s artwork is presented in a number of
focused discussions. Each of these inserts uses Hancock’s artwork to
focus our attention and discussion on specific issues central to our anal-
ysis. Hence, each of these inserts uses artwork to represent the research,
but also as a tool to further explore key aspects of this. We begin this
with a discussion below of Hancock’s 2014 pencil crayon drawing of
Link (The Wanderer) (Fig. 1.1). This we use to discuss the origins of the
overall project, and also the relationship between the digital and the
physical, and how cosplayers ‘make real’ the often ephemeral. What
then follows for the remainder of this chapter is a discussion of ‘what is
cosplay?’; a question, one may assume, that would lead to a fairly short
and simple answer, but as we shall see in this chapter and the rest of the
book, pinning this down, is far from straightforward.
1 Introduction: What Is Cosplay?
3
experience the scene alone; this is always filtered through the perspective
of another, from a third-person perspective. However, as we shall see, cos-
play enables, at least partially, the stepping into a first-person role, which
allows the cosplayer to see the world through the character’s eyes.
What Is Cosplay?
In this section, we specifically focus in more detail on cosplay, and in
particular we address the fundamental, but far from straightforward,
question, of ‘what is cosplay?’.
The term ‘cosplay’ is a contraction (or portmanteau) of the words
‘costume’ and ‘play’ (Lamerichs 2015, 1.1), or as Lome (2016, 1.2) sug-
gests, possibly more accurately, it might be seen as a combination of the
terms ‘costume’ with ‘role-play’. Put simply, cosplay would appear to be
typically about individuals taking on (certain aspects of ) the appearance
(and to some extent mannerism and characteristics) of characters from
manga, comics, graphic novels, video games, films, or similar. However,
once we start to scratch the surface of this activity and its associated
communities, we begin to see that it is much more complex and multi-
faceted, and to some degree diverse, than any simple definition can ever
hope to capture. Certainly, what is and what is not cosplay is hard to
define, as both academics and participants frequently define its forms
and boundaries differently.
A lot of the existing academic, and many of the non-academic, dis-
cussions of cosplay wrestle with this idea of defining, or at least setting
the parameters, of what is cosplay? This is to be expected and is a typical
and important phase in the development of any new area of research. It
is necessary to ask the key questions of what is it we are looking at here,
how we define it, and what are its fundamental characteristics? One
only has to look into the not-very-distant past of early game studies,
to see very similar debates raging there and, in many respects, still con-
tinuing today (see Perron and Wolf 2009). However, there does come a
time when it is necessary to take stock, reflect on what has already been
argued and set out, and use this as a basis to move discussions forward,
6
G. Crawford and D. Hancock
and this is the purpose of this section. Not to silence debates, or even
provide a definitive answer as to what cosplay is, but rather, to set out
what the key debates, definitions, and ideas are in the field at this point
and, then hopefully, to use this as a basis on which to build new discus-
sions and carry debate forward.
In particular, it is the purpose of this chapter to identify and con-
textualise the substantive chapters that follow. In doing so, in this sec-
tion we start by charting the (commonly accepted) history and origins
of cosplay, and how it was the interactions and exchanges between fan
and convention goers and practices in the West and East (and most
specifically in America and Japan) that are typically understood as key
in defining the contemporary nature of cosplay. Next, we consider
who and what are commonly defined as cosplay practices and partici-
pants? As we see, existing fan and academic definitions of cosplay can
vary from the very specific, such as seeing this as the practice of wearing
costumes inspired by Japanese manga and anime at conventions, to the
very broad, which includes activities and communities including steam-
punk, Furries, zombie role-play, live-action role-play (LARP), and much
and many beyond this. Finally, we suggest that our reading and review
of the existing literature seems to point clearly to three key defining
aspects of cosplay, and we also add to this a fourth, that is present, but
probably less evident in existing definitions and debates. These then are
costuming, performance, community, and place, and these are the four
key defining areas we then focus on in more detail in Chapters 4, 5, 6
and 7.
The making and wearing of costumes that draw their inspiration from
forms of popular culture is not new. An often cited, early example of
this was when science fiction fans Forrest J. Ackerman and his daugh-
ter Myrtle Rebecca Douglas attended the 1939 World Science Fiction
Convention in New York City dressed in outfits inspired by the 1933
film Things to Come (Lotecki 2012). However, it was in the 1960s and
1970s, with the advent of television series such as Star Trek and later
1 Introduction: What Is Cosplay?
7
films such as Star Wars, that dressing up as characters from popular cul-
ture started to become more common at American science fiction con-
ventions (Lamerichs 2011).
It is generally accepted that the term ‘cosplay’ was first coined by
Nobuyuki Takahashi in 1983, while reporting on the phenomenon
of Americans dressing up for the Worldcon (World Science Fiction
Convention) (Bruno 2002). It is then suggested that Takahashi’s exten-
sive writing on the subject for Japanese science fiction magazines and
the publishing of his photographs of American science fiction fans
inspired many in Japan to similarly take up this practice.
However, this is not to say that dressing in costumes at science fiction
and fantasy conventions did not occur in Japan before the early 1980s.
Certainly, it is suggested that the science fiction author and critic, Mari
Kotani, while attending the Ashicon Japanese Sci-Fi Convention in
1978, went dressed as the character Umi no Toriton (Triton of the Sea)
(Thorn 2003, p. 175). Furthermore, in his Otaku Encyclopaedia (2009),
Patrick Galbraith claims people were cosplaying at COMIKET in Japan
in the 1970s (Galbraith 2009, p. 51). In particular, the Yamato Fan
Club Plaza newsletter contains photographs of people in science fiction
inspired costumes in Japan in 1978 (Galbraith 2009). Japanese fans of
manga and anime, often termed Otaku, have a long history of dressing
as characters from films and comic books. However, it is suggested that
it was Takahashi’s writings and photographs in the magazine My Anime
from 1983 that significantly inspired this to become more common-
place at Japanese science fiction conventions.
In turn, it is evident that Japanese culture has had a significant and
profound impact on Western popular culture and science fiction fan-
dom and its practices. It is evident that there is a fairly long history of
the influence of Japanese popular culture in the West. Some early and
notable examples include, when Osamu Tezuka’s Astro Boy comics were
redrawn and published in America from the mid-1960s onwards and
then in the late 1970s the Japanese anime series Science Ninja Team
Gatchaman was adapted for American television as Battle of the Planets.
Then, significantly in the 1980s we start to see more Japanese imports,
such as the manga series Dragon Ball, and then Akira, which was a glob-
ally successful and influential film in 1988. From the 1990s onwards,
8
G. Crawford and D. Hancock
many mainstream bookstores and comic book sellers in the West started
carrying imported and translated manga, and it is also important to
acknowledge the impact on Western popular culture of the hugely pop-
ular 1990s Japanese video game Pokémon, and its plethora of associated
media and products.
Of course, long before all of this, there is a very significant and com-
plex history of the West’s relationship to, and at times fascination with,
the East. For example, Edward W. Said’s influential book Orientalism
(1978) highlights how the West’s representations of the East in both
popular culture and scientific and academic texts create, on the one
hand, a romanticised view of what the West lacks in terms of spirituality
and exoticism and, on the other, justify Western imperialism, by por-
traying the East as degenerate and weak (Longhurst et al. 2017). Said’s
work, primarily based upon readings of nineteenth-century literature
and academic publications, argues that the East (the ‘Orient’) and its
inhabitants were portrayed and understood as radically different to the
West and its people (the ‘Occident’). This is a form of ‘geographical
essentialism’, which dichotomises regions and people, and assumes an
inherent difference between the two (Longhurst et al. 2017). Japan and
the Japanese become particularly demonised in the West during and
after the Second World War, but the West’s fascination with (and essen-
tialised view of ) Japan and its way of life never completely recedes, and
the rise of Japan in subsequent decades as a technological superpower
added both to the fascination and fear of this nation and its people, a
clear example of which can be seen in the film Blade Runner (1982),
which depicts a future America full of Eastern and Oriental imagery,
inhabitants, and language. Today, as Lamerichs (2013, p. 154) writes,
‘the relationship between Western countries and Japan is…significantly
performed in relation to its [Japan’s] pop-culture’.
It is suggested that due to the rising popularity of Japanese manga
(comic books) and anime (animated films), particularly from the late
1980s onwards, we start to see the increased frequency of individuals at
science fiction and fantasy conventions in the West dressing as manga,
anime, and Japanese video game characters, and it is this practice which,
in the West, first starts to be referred to as ‘cosplay’.
1 Introduction: What Is Cosplay?
9
The popularity of Japanese popular culture then sees this form of cos-
tume play (re)imported into the West, where it begins to influence and
shape the nature of costuming and character portrayal at science fiction
and fantasy conventions and beyond, as Lamerichs (2011, 1.3) writes
‘many Westerns fans nowadays learn about costuming not through
science fiction or fantasy genres, but through Japanese cosplay’. Of
course, this is a rather neat, probably far too neat, chronology. As stud-
ies of processes of globalisation clearly demonstrate, cultural influences
rarely, if ever, take turns to flow one direction and then back again. The
exchanges and flows of cultural influences are multidirectional, com-
plex, and rarely easily mapped (Robertson 1995). Hence, it is important
to not see the relationship between the East and West as dichotomised
and simply as one-way or two-way flows of influence. As Appadurai
(1990) teaches us, in an increasingly globalised world, people, technol-
ogies, finances, ideas, and media move and intersect in complex ways.
Therefore, it is difficult, if not impossible, to try to simply map out the
origins and spread of any one cultural phenomenon, such as cosplay, in
a globalised world of immeasurable and constantly evolving exchanges.
However, this simplified chronology does highlight the important influ-
ence (and interpretation of ) Japanese costuming practices and cultures
have had on shaping the contemporary nature of cosplay.
Defining Cosplay
As Kirkpatrick (2015, 3.1) states ‘cosplay is not easy to define’. For some,
cosplay is fairly narrowly defined in terms of costuming (and the various
practices and cultures associated with this costuming) that relates only to
Japanese manga, anime, and video games. However, others see all forms of
costuming at science fiction and fantasy conventions (and beyond), such as
dressing up as characters from Western comic books and Hollywood films,
as forms of cosplay. Others are even more broad in their terms, such as
Lotecki (2012), who sees steampunk, Furries, zombie role-play, LARP, and
historical re-enactment, all as forms of cosplay. This is of course, where we
encounter one of our first difficulties. As what and who various writers and
commentators include in their definitions and discussions of cosplay can
1 Introduction: What Is Cosplay?
11
vary greatly. In particular, there are several similar and aligned practices that
border on cosplay that could, and sometimes are, be included in definitions
of cosplay. This includes the activities highlighted by Lotecki above, but
also others, such as lolita (discussed in Chapter 2) and Disneybounding.
Disneybounding is an activity that is very similar to, and at times can
be almost indistinguishable from, cosplay; however, there are some key
differences between the two practices. Disneybounding is, at least par-
tially, the result of a ban on individuals over the age of 14 dressing in
costumes inside Disney theme parks; which Disney World in the online
FAQ label as ‘inappropriate attire’ (Disney World, online). Put simply,
adult cosplay is not allowed in any Disney theme parks (Kondooljy
2016). Hence, to get around this, many have resorted to dressing in a
‘manner that recalls (but not copies) their favorite [Disney] characters’
(Kondooljy 2016, online). That is to say, they wear ‘regular’ clothing
inspired by Disney characters, such as leggings or a skirt that matches
the green of Ariel’s (from The Little Mermaid, 1989) fishtail, accom-
panied by a purple top that likewise mimic’s Ariel’s apparel (see, e.g.,
Disneybound.co). This is, therefore, an act similar to cosplay, but at the
same time quite different, as those participating in this are simply wear-
ing regular clothing, but put together in a combination that is remi-
niscent of a particular Disney character. However, it is also quite likely
that those who engage in Disneybounding may well also be cosplayers.
This may also be true for many other similar practices. For example, it
is likely that many of those who engage in steampunk, Furry, zombie,
and LARP costuming may well also be cosplayers. Hence, defining who
is a cosplayer, and what is cosplay, can prove problematic, as those who
partake and are part of one particular community of practice may well
be (and most probably are) part of others.
Disney
Many individuals cosplay Disney characters. Disney2 provides a wealth
of characters and source material for cosplayers, but particularly com-
mon and popular characters to see cosplayed are Disney princesses,
such as Ariel from The Little Mermaid (1989), the eponymous Sleeping
Beauty (1959), or Snow White from Snow White and the Seven
Dwarfs (1937).
12
G. Crawford and D. Hancock
just about being the characters, or being masculine, but rather as these
paintings seek to capture, for them, as with many others, it is the playful
nature of cosplay that is important. This is a key aspect of cosplay, which
is present in Hancock’s work, and it is important that we do lose track
of this in the analysis that follows. The reason that many, if not most,
people cosplay is because it is a fun3 thing to do. This then is another
key value to the use of art as a method (discussed further in Chapter 3).
As, though in the contemporary art world, art is often taken very seri-
ously, it is important to recognise, as both Kant (1790) and Schiller (1793)
argue, that art is playful. Moreover, Katarzyna Zimna (2010) suggests
that play is not only an external strategy used in the creation of art, such
as in surrealist or postmodern art, but it is also internal to the philosoph-
ical tradition of art. Zimna argues that though art is often seen as labour,
such as in the phrase ‘a work of art’, there is a contradiction at the cen-
tre of art, which makes it both work and play. This we also see in cos-
play. Cosplay involves time, effort, and skill in researching and creating
costumes, maintaining social links, and perfecting performances. Though
cosplay undoubtedly involves work, it is also a fun and playful act, and
this is why most people do it.
However, it would seem the most common distinction for most cos-
players, and in turn most writers on cosplay, of what sets cosplayers
apart from other costumed science fiction and fantasy fans—including
steampunk, Furry, zombie, LARP, and Disneybounding costuming—is
that cosplay is not just an isolated activity, but rather it is one aspect
of participation within a wider community and culture, which revolves
around, but is not limited to, the act of dressing up. Hence, as Helen
McCarthy suggested above, cosplayers may have more in common with
those who regularly engage in historical re-enactment, than your typical
science fiction and fantasy fans.
Moreover, though cosplay may have links to Western fancy dress and
masquerade, it is suggested that what makes cosplay significantly dis-
tinct is how the participants are keen to embody (at least aspects of ) the
identity of their chosen character. Once exported (back) to the West,
cosplay becomes something different from fancy dress or masquerade,
where people simply dress as particular characters but retain their own
persona. In cosplay, the character’s identity becomes equally important,
16
G. Crawford and D. Hancock
Conclusion
Defining what cosplay is, who cosplayers are, and understanding its
history and contemporary context is far from straightforward. Cosplay
is a culture and craft that involves performances and identities, which
exists and flows in and through multiple places. Hence, defining and
understanding cosplay is a very difficult task; however, it is still a very
important one. Defining an object, community, and field of study is
an important and necessary first stage in any analysis. Yet, it does not
advance our knowledge greatly if this is all we do. This introductory
chapter has purposefully set out our parameters of study and our way
forward. In particular, we argue for considering and analysing cosplay as
a subculture, a craft, and performances, which are all played out in spe-
cific places, and in doing so, we utilise both ethnographic methods and
art practice to generate new and novel data and insights.
The following two chapters then seek to first, in Chapter 2, contex-
tualise the artwork of David Hancock in relation to others who have
worked with or drawn on subcultures, and then, in Chapter 3, set
out our research approach, and in particular discuss our use of art-led
research. Next, drawing on existing literature and new research, we
make a case in Chapter 4 for considering cosplay as a subculture; as we
argue here, this provides a useful framework for contextualising cos-
play within a wider social and cultural landscape and also allows com-
parisons to be more easily drawn with other subcultures. Chapter 5
focuses in more detail on the question of identity, which appears central
to many discussions of cosplay. In particular, this chapter argues that
identity is created, and recreated, through social performances, which
includes not only the roles we play at work and at home, but also those
in our leisure lives, such as the various roles we play at, including cos-
play. Chapter 6 considers crafting and argues that cosplay can be best
understood as a community of practice, based around the creation of
not only costumes, but also social performance, narratives, identities,
knowledge, and emotions. Chapter 7 considers the role of place and
space as significant for both cosplayers and for artists alike. Here, we
consider the playful use and appropriation of space, and how cosplayers
18
G. Crawford and D. Hancock
Notes
1. David Hancock’s portrayal of the character Link in the style of
Friedrich’s The Wanderer predates the release The Legend of Zelda: Breath
of the Wild by several years. However, it is an interesting coincidence
that shows the links and influence of art on video games, and hence its
relevance to debates concerning gaming, and related, cultures.
2. Disney, the company, now owns the rights to (amongst numerous
others) Marvel and Star Wars universe characters; however, here we are
specifically interested in the more traditional Disney characters, and par-
ticular those featured in their animated feature-length and short films.
3. It is important to recognise, that though the meaning of fun is often
taken for granted, it is inextricably linked, and defined, by patterns of
social power and culture (see Fincham 2016).
References
Alpers, S. (2005). The Vexations of Art. London: Yale University Press.
Amon, P. M. (2014). Performance of Innocence & Deviance in Disney
Cosplay. Transformative Works & Cultures, 17. https://journal.transformative-
works.org/index.php/twc/article/view/565/452. Accessed 4 January 2019.
Appadurai, A. (1990). Disjuncture and Difference in the Global Economy.
Theory, Culture and Society, 7, 295–310.
Beech, D. (2004). Walker & Walker. http://www.walkerandwalkerartists.com/
essays/dave_beech.html. Accessed 1 July 2011, no longer available.
Bruno, M. (2002, October). Cosplay: The Illegitimate Child of SF
Masquerades. Glitz and Glitter Newsletter, Millennium Costume Guild.
http://millenniumcg.tripod.com/glitzglitter/1002articles.html. Accessed 4
January 2019.
1 Introduction: What Is Cosplay?
19
Introduction
An important aspect of this research is exploring and employing the
links between art and subculture. In particular, in this chapter we seek
to consider how other artists’ work has previously linked to various
subcultures and use this as a basis to build upon and contextualise our
work. Specifically, the chapter begins by suggesting that there are two
main forms in which art and artists have typically engaged with subcul-
tures, which we refer to here as ‘definers’ and ‘documenters’.
The first type of subculture-related art is work that is produced by
artists who are usually part of a particular subculture or at least play a
role in defining certain aspects of its ethos or aesthetic. This can some-
times be a deliberate and contrived act by the artists, to contribute
directly to a particular subculture, or at other times, this can happen less
intentionally and artwork may be taken up by subcultures as their own
in ways that were not initially conceived by the artist. Artists that fall
into the second category are most typically, though not always, initially
outside of the subculture they are engaging with. Often these artists
choose to utilise a subculture as a means to critically engage with aspects
British artist who is primarily associated with the British punk scene in
the late 1970s and, in particular, in helping to define its visual look and
motifs. It is Jamie Reid who famously designed the artwork of many of
The Sex Pistols’ record sleeves, such as the 1977 album cover for Never
Mind the Bollocks, Here’s the Sex Pistols, which have been extensively
reproduced on T-shirts, posters, mugs, and all manner of other objects.
His image for The Sex Pistol’s God Save The Queen single, based on a
Cecil Beaton photograph of Queen Elizabeth II, but with a safety pin
through her nose and swastikas on her eyes, was described by Sean
O’Hagan in The Observer as ‘the single most iconic image of the punk
era’ (Tate, online).
Jamie Reid studied in the late 1960s at Croydon Art School with
Malcolm McLaren, the soon to be manager and founder of the punk
band The Sex Pistols. Reid and McLaren are two of a long list art school
students who have had a profound impact on shaping the nature and
landscape of contemporary popular music, including Brian Eno (Roxy
Music), Mick Jones (The Clash), Freddie Mercury (Queen), Pete
Townsend (The Who), Michael Stipe (R.E.M), Lady GaGa, Chuck
D (Public Enemy), Kanye West, and many others (see Frith and Horne
1987). There is even a plaque at Central Saint Martins commemorating
where The Sex Pistols held their first ever gig, and this most famous of
art colleges is also referenced by another former student, Jarvis Cocker,
in the Pulp song Common People.
It was while at art college that Jamie Reid and Malcolm McLaren
became close friends and collaborators, and along with other stu-
dents were inspired by the Situationists and the Protests taking place
in Paris at the time, to hold a sit-in at Croydon Art School in 1968
(Savage 2010). In 1970, Reid established Suburban Press and honed his
new icon graphic style of using stark imagery and ransom style cut-out
letters, which was later to become synonymous with punk. His work
was very much tied to the anarchism of the times. As Reid later stated,
reflecting on this period, ‘Punk was never about big master plans and
it was always much more collective than Malcolm McLaren and John
Lydon would ever admit. It was about finding yourself in a situation,
reacting and then moving on, and that’s what I do now’ (Mahoney
2001, online).
2 Contextualising the Artwork
25
Punk was part of a story that had been going on for the whole of the cen-
tury, if not longer — it was no more than an important bit of that story
in Britain. I came to it through community-based anarchism and situa-
tionist theories, and they came out of surrealism and dadaism. And punk
continues — at the anti-poll tax demonstrations in Trafalgar Square,
10,000 people were wearing T-shirts with the same ransom-note letter-
ing as Never Mind the Bollocks but saying “Bollocks to the Poll Tax”.
(Mahoney 2001, online)
Although Reid in more recent years has dedicated his time to paintings
that depicts his New Age beliefs, his earlier associations with punk are
still what he is best known for, and these were clearly and consciously
pivotal in helping to define the aesthetic of this subculture.
Another notable example of a subcultural definer is Anne Sudworth.
Her paintings of idealised moonlit landscapes suffused with gothic sen-
timentality have become extensively copied, appropriated, reproduced,
and distributed within goth subculture.
Anne Sudworth is an active participant in goth subculture and regu-
larly attends goth events, such as the bi-annual Whitby Goth Weekend,
where she usually takes a stand amongst the other traders promoting
and selling reproductions of her work.
Sudworth works in pastel on paper. In particular, she is known
for her depictions of moonlit trees, such as her ongoing series, Earth,
Light, Trees, which presents the central image of a single tree, lumines-
cent under the glow of moonlight. Though reluctant to label her work,
she describes them as ‘mystical fantasy with Gothic overtones’ (BBC
Lancashire 2008).
Unlike Jamie Reid, Sudworth is a self-taught artist. She openly dis-
cusses her disillusionment with the art education system, as from her
own experience she ‘found it restrictive and the lecturers domineering
and narrow minded’ (BBC Lancashire 2008). Though she states that
she admires the work of William Blake (1757–1827), Arthur Rackham
(1867–1939), and Mark Rothko (1903–1970), her own work is more
26
G. Crawford and D. Hancock
culture. The back of a leather or denim jacket was used by gangs, such
as the Hells Angels, to display logos of gang affiliation and rank. From
there, it was taken up by fans of heavy metal music, as well as some
punks and goths, who would sew on patches or paint logos onto their
jackets. In researching the work, Helyar-Cardwell interviewed heavy
metal fans about the meaning of their jackets and their affiliations with
particular bands (Kerrang! 2017). Hence, Helyar-Cardwell identifies
and explores through his art, how the battle jacket is used by a subcul-
ture to define their allegiances and cultural belongings. Fans assimilate
and then use the distinctive characters and logos of bands, such as Iron
Maiden’s famous ‘Eddie the Head’ character, in the adaptation of cloth-
ing into subcultural signifiers. Hence, in broadcasting these emblems of
fandom, heavy metal fans highlight loyalties through a shared identity
and the mutual appreciation of musical styles.
It is evident that Helyar-Cardwell’s work has started to receive some
recognition and cultural currency within the heavy metal scene. For
example, in 2017 he was the subject of an article in the popular and
long-running heavy metal magazine Kerrang!, and his work has been
displayed alongside other artists working on motorcycle and heavy
metal subcultures, such as the sculptures of Cathie Pilkington and the
photography of Sam Christmas, at shows including the ‘Motorcycle
Cultures’ conference and exhibition at the University of the Arts London
in 2013. However, Helyar-Cardwell’s work is yet to receive the kind of
subcultural status, afforded some artists, such as Anne Sudworth.
Another example of an artist working outside of the subcultures they
seek to portray is the work of Iris Van Dongen. Van Dongen is a Dutch
artist based in Berlin. Van Dongen’s works are typically portraits of
young women, created with pastels on large sheets of paper. They are
technically accomplished and beautifully detailed, focusing upon desir-
able youths; however, her subjects are not specific people known to
her, but rather young women taken from fashion magazines; ‘the poses
and the clothing of these self-assured women seem to have been bor-
rowed directly from the catwalk…. [and] The patterns of her colour-
ful dresses recall the multi-coloured decoration of Gustav Klimt and the
luxuriant dresses and absent gazes of the women in nineteenth century
Pre-Raphaelite paintings’ (Bugada and Cargnel, n.d.). However, these
30
G. Crawford and D. Hancock
fashion images are then subverted by Van Dongen through the addition
of subcultural iconography, such as a tattoo, skull-emblazoned wrist-
band, or in her (2003–2006) series Hooligan, football scarves.
Her work then is an amalgamation between past and present, and
though the work may ‘refer to earlier movements in traditional art,
there is always a small element… a symbol from a contemporary sub-
culture and, at the same time, an age-old symbol’ (Gavin 2008, p. 158)
that emphasises mortality and a sense of melancholy. Though not an
active participant in any particular subculture, Van Dongen states that
she feels ‘an affinity with many subcultures’ (Gavin 2008, p. 156) and
has shared their experiences of alienation and of being in a position of
an outsider.
Her subjects are idealised, focusing upon their transient beauty.
She is clearly inspired by the depiction of women in the nineteenth
century, particularly in the work of the Pre-Raphaelites, the Aesthetic
Movement, or the European Symbolists. As a female artist, she has
re-appropriated these representations of women that perpetuate an
image of femininity filtered through the objectifying gaze of these male
artists of the past. She retains their doe-eyed submissiveness, but these
are juxtaposed against an incongruous detail, such as a skull. These
items hint at a darker and a more malevolent undercurrent in her
paintings. In particular, Van Dongen uses subcultures to address more
pertinent issues that affect young women today. These images may be
taken from fashion magazines, but the use of subcultural parapherna-
lia challenges mainstream culture. Here, Van Dongen employs the codes
and practices of a subculture in order to imply an unwritten narrative.
In this way, then it becomes a device to discuss the representation of
women in art and their role in the wider society.
Steven Shearer is a Canadian artist whose practice shifts across a vari-
ety of media forms including painting, collage, and installation. Shearer
blurs the lines between insider and outsider. In his youth, he was an
active participant in the subculture he now documents. Time and age
have distanced him from this, and he can now be more clearly seen as a
documenter of a culture he was once part of.
Shearer is especially interested in the handmade and its ability to slow
down time, forcing the audience to appreciate the craft that has gone
2 Contextualising the Artwork
31
The androgynous figure has long been a subject in the history of painting
that has interested me. A lot of Symbolist paintings depict figures that
have very mysterious and effeminate qualities. At the same time, they
often depicted their androgynous figures in an idealized way. (Soltis 2011,
online)
reality are assuaged, even if the “real” world they are standing on has not
changed to the slightest’ (Rewired 2009, p. 7).
Cao Fei sees the culture of youth as ‘almost theatrically materialis-
tic, drunk on and dazed by their possessions’ (Harvey 2009, online).
There is a dramatic dislocation between the cosplayers and their parent’s
generation who were immersed in the political ideology of the Cultural
Revolution. To the older generation, they only see ‘the youth escaping
into a fantasy, disconnected from their community and family network’
(Harvey 2009, online). At home, they share a meal with their parents. It
is a silent meal as though there is an impenetrable gap between the gen-
erations, accentuated and brought into clear view by the act of cosplay.
In the work of Cao Fei, there is a desire to explore the lifestyles and
escapism of her generation, who are dealing with a rapidly changing
social and cultural context. By rebelling against a governmental system
and a culture of unquestioning conformity, China’s new generation are
seeking out and creating spaces for leisure and play, to escape the pres-
sures of daily life and the expectations of their parent’s generation. In
doing so, they look to a space and culture where they can be amongst
others who share their views and interests. These immersive spaces,
either inside an imagined fantasy construct or in an interactive video
game, offer an opportunity for indulgence. They create an alternative
space that goes beyond cultural and geographic boundaries and allows
participants to play with ideas of identity and explore new possibilities.
Similar themes are also explored in the work of Tobias Bernstrup in
his Shanghai Cosplay, which was presented at the opening of his solo
exhibition, Mantis City, at Shanghai Duolun MoMA in 2006. In this,
Swedish artist Tobias Bernstrup created a live performance using cos-
players from a local cosplay group, SkyWaterTown. A two-tier dais was
erected within the gallery and emerging in pairs from the wings the cos-
players took their places on the platform. Once a dozen cosplayers were
assembled, Bernstrup emerged onto the stage to a loud backing track of
dark electronic music. Dressed as a rubber-clad praying mantis, a char-
acter created by Bernstrup himself, he commenced singing the track The
Sniper (2006). For Bernstrup, the mantis was inspired by the architec-
ture of Shanghai, and particularly the newly constructed Pudong dis-
trict in the east of the city, the skyline of which Bernstrup describes as
2 Contextualising the Artwork
37
looking ‘like a scene from an early sci-fi movie’ (Bittanti and Quaranta
2006, p. 76). Bernstrup’s response was to create the video Mantis City
(2006) in which insects take over a miniature recreation of Shanghai.
Filmed using a macro lens, the insects in Mantis City appear as giant
monsters, drawing obvious parallels with the 1960s Japanese B-movies
like Godzilla. In particular, in an interview with the exhibition curator,
Biljana Ciric, Bernstrup discusses the influence of video games on the
creation of the highly sexualised mantis character, ‘many of my charac-
ters are inspired by video games — characters that often represent a ste-
reotype of a sexual fantasy. But at the same time the interactive nature
of a video game allows the player to assume any sexual identity and gen-
der when choosing an avatar’ (Bernstrup 2006, online).
The cosplayers in Bernstrup’s performance serve to contextualise his
work within the framework of video games. The cosplayers themselves
are from an assortment of texts. There is no combined narrative. They
merely present themselves as props within Bernstrup’s overriding fan-
tasy. The cosplayers in their outfits, with weapons, make-up, and wigs,
look other-worldly. They serve merely as silent, malleable mannequins
in the background. They do not move or interact, just stare out at the
audience. In this context, Bernstrup’s mantis performs amongst them.
For Bernstrup, the cosplayers are symbolic. They are a representation
of the digital world of video games from which Bernstrup takes inspi-
ration. They are also representative of our immersion in virtual spaces.
Their characterisations are irrelevant, as they are the different narratives
of the individual texts, a seemingly randomly selected assortment that
only inhabit their persona physically. Hence, as with Cao Fei’s work,
Bernstrup’s cosplayers can be seen to depict an alienation and disloca-
tion from society.
For Bernstrup, and the body of work he produces, gender is of par-
ticular significance. The freedom to play with gender is something that
comes up often in discussions of cosplay, and this is explored further in
Chapter 5. In particular, this is something Bernstrup has continuously
returned to in his portrayal of transsexual forms. Bernstrup declares
himself ‘a digital lesbian. But I don’t know my sex’. He believes ‘the dig-
ital medium can give a possibility to explore or express desires. But it
38
G. Crawford and D. Hancock
Dorfman has positioned the subject in profile with her eyes averted from
the camera, her posture evoking submissive contemplation, even lone-
liness. One does not want to know more about her world. Rather, one
would safely pity her at a distance… Dorfman has photographed her
subjects utterly removed from the context of their presentation at a con-
vention, which generates a bare-minimum image of the “costume” half of
cosplay, while neglecting the “play.” This flawed approach presents, liter-
ally, an incomplete picture of cosplay.
40
G. Crawford and D. Hancock
Lolita
Lolita is not cosplay; however, there are certain key similarities, which
means that these two subcultures are often associated and discussed
together (if not, often confused). In particular, lolita and often cosplayers
both draw heavily on Japanese pop culture for inspiration, both in their
styles of dress and in their social performances.
Lolita presents an aggressive femininity and ‘is meant to be confron-
tational, and is often a reaction to the overtly sexualised representation
of women in Japanese culture’ (V&A 2012, online). It is a fashion that
intentionally challenges ideas of sexuality and the sexualisation of youth
head-on. Lolita fashion usually precludes the revealing of any cleav-
age, and skirts are typically not worn above the knee length (Hello Lace,
online), for example, as can be seen in the painting Miriam as Lolita
(Fig. 2.1).
The reference to Vladimir Nabokov’s novel Lolita (1955) is not acciden-
tal. A man’s desire for young girls is often referred to as a ‘Lolita complex’
and sometimes shortened to ‘Loli-con’ (Kawamura 2012, p. 66). In linking
this fashion-based subculture to a book that chronicles a middle-aged
man’s desire and subsequent corruption of a child, this culture seeks to
ascertain that any objectification of the participants for sexual gratifi-
cation is morally corrupt. As a style that requires a strict dress code, the
participants are seeking to challenge the dominance of the male gaze. In
Japanese culture, women are still often expected to conform to quite tra-
ditional gender roles. Hence, it is suggested that women who wear lol-
ita are ‘rejecting the societal expectation of low-importance careers and
homemaking in favour of a fantasy in which they can fulfil their own
sense of princess-like aesthetic beauty and avoid growing up in a more
mundane world’ (Neko, n.d.). To some extent, therefore, lolita may appear
a reactionary style; their dress may suggest meekness on the outside, but
it is suggested that their aim is to challenge dominant gender and sexual
norms. It is a fashion and subculture that seeks to celebrate the creativity
of women, their style, and sexuality, but in a way that affronts and chal-
lenges the dominant male gaze.
The lolita subculture emerged most notably from the Harajuku area
of Tokyo in the late 1990s; however, it is a style and culture that can be
42
G. Crawford and D. Hancock
traced back to the early 1970s, and in particular, fashion boutique out-
lets in the Harajuku area, such as Milk (1970) and Pink House (1973). Milk
and Pink House designs were characteristically lolita: with frills, lace, rib-
bons, and layers of petticoats, suggesting a childlike, baby doll image
(Kawamura 2012, p. 67). With the closure of traffic in the main streets
of Harajuku on Sundays, this area became a focal point for young peo-
ple who would gather in Yoyogi Park and the surrounding streets to listen
and dance to pop music. Over time, their dress became more unconven-
tional and developed into recognisable styles of lolita, gyaru or kogal,
decora, and ganguro; these styles were then documented by street pho-
tographers and appeared in magazines such as STREET (1985) and FRUiTS2
(1997).
Lolita harks back to the past and particularly to that of Victorian
England or the Rococo period. According to Nessa Neko (online), many
participants suggest that lolita is a lifestyle, and they try to incorpo-
rate the ethos of lolita into their everyday lives. She goes onto say that
Momoko, a character from Novala Takemoto’s lolita novel (2002),
‘expresses the wish that she could live in the carefree, whimsical and
hedonistic Rococo era’ (Neko, online).
Cosplayers do sometimes dress as characters who wear a lolita style,
and for a person outside of these subcultures, distinguishing between a
lolita and a cosplayer in lolita-style dress can be extremely difficult, if not
impossible. Also, though lolitas do not embody a specific character, there
is a preordained set of behaviour that is specific to lolita and thus affects
the way they act towards others. Lolitas embody cuteness, elegance, and
modesty, they do not typically swear, and they are usually very polite; as
Neko suggests, ‘lolita generally emphasises childlike innocence and purity,
which tends to be expressed in “sweetness” and optimism’ (Neko, online).
There is also a great deal of crossover at events, particularly in the West,
with lolitas often attending the same Japanese-focused events as cosplay-
ers. However, unlike cosplay, lolita more clearly involves a more regular, if
not every day, wearing of a particular style of dress. For many lolita, this is
how they dress and not an isolated performance. As one lolita suggests,
‘cosplay is not a reflection of your inner self. You are playing a charac-
ter for a couple of hours. We are not like that at all. We live lolita. We
breathe lolita. Lolita is our authentic self’ (Kawamura 2012, p. 73).
Wärmling is herself a proponent of the lolita style she depicts and has
worked with lolitas as a subject of her work for over a decade now.
Wärmling argues that ‘we don’t appreciate the norms until somebody
breaks them’ and that ‘through a subculture individuals can be them-
selves’ (Verket 2011, online). She believes lolita allows the individual to
gain a sense of community; however, conversely this can also lead to a
44
G. Crawford and D. Hancock
is embellished in these portraits, and the figures are removed from the
present and placed within a nineteenth-century fantasy. In particular,
Helen McCarthy, who has written extensively on anime and manga,
suggests that for many Japanese, England represents an almost fantasy-
like place:
Conclusions
An important aspect of this research is exploring and employing the
links between art and subculture; therefore, it is important that we seek
to understand the context and existing body of work on which this pro-
ject draws and builds. However, this context and body of work is not
limited here to just academic social scientific studies of subcultures, but
also necessarily draws and builds upon how subcultures have previously
been understood, interpreted, and represented in artwork.
Dick Hebdige (1979) in his seminal work Subculture: The Meaning
of Style chooses to open this book with a series of quotes by the French
novelist, playwright, and poet, Jean Genet. As Dick Hebdige (1979,
p. 2) writes, ‘I have chosen to begin with these extracts from Genet
because he more than most has explored in both his life and his art
the subversive implications of style’. In particular, in Genet, Hebdige
argues, we see ‘the elevation of crime into art (even though, in our case,
the “crimes” are only broken codes)’. For Hebdige, subcultures make
the breaking of social codes and conventions stylish, and they made
it art. It is, therefore, fitting that art is used as lens through which to
explore subculture.
Of course, the history and relationship between art and subculture
are extensive and complex. Many artists have been part of, or repre-
sented in their work, particular subcultures. Moreover, it could be
argued (and often is) that the art world itself represents an example of
a particular and specific subculture. As Howard Becker (1982, p. 163)
writes, ‘…one might speak of all the arts as comprising one big art
world. Insofar as members of specialized sub-worlds cooperate in some
activities related to their world…’. However, it is not the aim of this
chapter or book to provide a comprehensive history or overview of the
relationship between art and subculture or the art world more widely.
Hence, what this chapter does is seek to identify two categories of how
artists have typically interacted with subcultures, which we refer to as
‘definers’ and ‘documenters’, or put more bluntly, an ‘insider’ and ‘out-
sider’ position.
2 Contextualising the Artwork
47
Notes
1. Sunn O))) is an experimental drone metal band from Seattle, North
American who formed in 1998. They are named after the Sunn amplifier
brand who use the O))) in their logo to represent sound waves emanat-
ing from their amplifiers.
2. FRUiTS, with its street photography by Shoichi Aoki, was compiled
and released internationally in 2001 through Phaidon. The book and
subsequent international touring exhibition of the photographs was an
immediate success and brought the extreme Japanese fashions to wider
international audience. Later books Fresh FRUiTS (2005), also by Aoki,
and Gothic & Lolita (2007) by Masayuki Yoshinaga, both published by
Phaidon, followed on the back of the success of FRUiTS.
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Introduction
This chapter outlines how art-led research has been used in this project
but also reflects on and seeks to contribute to discussions around the
relationship between art-led and ethnographic research. As Khatchikian
(2018, p. 164) suggests, there are examples of artists using ethnographic
methods in gathering data to inform their artwork, but far fewer exam-
ples of ethnographers using art as a method. This project, however, seeks
to blur the boundaries between art and ethnographic research, as we
suggest that practices from both can play a significant role in informing
the other.
This book is the latest output in a project that continuously shifts and
blurs the boundaries between ethnographic and art-led research. In many
respects, as an isolated text this book reads more like, and probably could
be described as, an ethnography that employs artistic methods. It is then,
as Khatchikian argues, unusual in this respect. However, it is important
that this book is understood as one output from a wider (and to some
extent still ongoing) project and hence contextualised in relation to the
other outputs and processes this project has involved and produced.
Storr’s central premise is that art making is a personal process and public
practice that is a primary source for creating and critiquing new knowl-
edge that has important individual and cultural value. This claim reso-
nates with those made by advocates of art practice as research (Sullivan
2010, p. 224).
form of research, while ‘practice-led’ suggests that the art practice has led
to new research insights (cited in Smith and Dean 2009, p. 5). However,
as Smith and Dean (2009, p. 7) argue, ‘ideally we would expect a research
element to be present in both research and work creation’. The less com-
mon term of ‘research-led practice’ is similar to what Candy defines as
‘practice-based’; that is to say, the use of this term denotes that scholarly
research has informed and underpinned the production of the creative
work (Smith and Dean 2009, p. 7). The term we prefer and adopt here is
‘practice-led research’ (or at times, more specifically ‘art-led research’), but
in doing so, and following the desires of Smith and Dean (2009) set out
above, it is important to note that the ‘research’ and ‘practice’ elements of
this project are not mutually elusive, but rather are integral to each other.
Knowledge gathered by research underpins and informs the production
of artist work, and the artistic work in turn is an essential tool in the gen-
eration of knowledge.
Hence, what this chapter seeks to do is to map out the role of art-
work in this research project. In particular, there is a small but devel-
oping literature on the intersection of art and ethnography, which we
would suggest, this study contributes to. In doing so, we begin by sug-
gesting that art practice has enabled and enhanced the research under-
taken in this project in at least six key ways.
First, art practice can facilitate and shape new forms of ethno-
graphic engagement, and in particular, it can act as a useful means of
access. As a professional artist, David Hancock already had access to
what might be termed ‘alternative’ social networks. That is to say, his
‘subcultural capital’ (Thornton 1995) as an artist and part of a wider
‘art world’ (Becker 1982) meant that he already had an established
(and particular) status and contacts who knew cosplayers. Hence,
access to this community was initially facilitated through both friends
who cosplayed and other friends who knew cosplayers. Though
Hancock is not a cosplayer, being a member of a creative subculture
himself (as an artist) made him less removed, and less alien, to the
cosplayers, than say, a social researcher (like Crawford) may have
been.
Second, an understanding of artistic and creative processes allows
for greater empathetic insights into cosplay and its creative practices,
3 Cosplay and Art as Research Method
55
intellectualised. They have often stressed and laid bare the importance
of their cultural and artistic influences. For Deller, this project was then
about extending the notion of a fan, as not just a consumer, but also a
producer and a participant.
The Uses of Literacy is then a piece of work assembled and curated by
Jeremy Deller consisting of fans’ work. In the gallery setting and in the
publicity for this exhibition, it is clearly identified as the sole work of
Deller. However, inevitably the fans themselves were contributors and
authors of this piece. A point reinforced by the fact that when The Uses
of Literacy was sold to an American collector, each of the fan contribu-
tors received a payment of £100.
Fan art can challenge and question the boundaries of what legitimate
and accepted art is and what is not. As Schott and Burn (2007, p. 253)
in their essay on fan culture conclude, the ‘collective agency operating
within fan-culture contributes in practice to the continuous re-evalu-
ation of assumptions as to what art is, who produces it and by what
mean’. And within certain contexts, such as in the case of Deller’s The
Uses of Literacy, we see fans’ work used as the basis of legitimate, gal-
lery-worthy, art. However, there is of course still a clear, and in some
ways problematic, hierarchy at play here—a hierarchy that sees the gal-
lery identifying Deller, the artist, as the real and sole author of the work,
and not the fans.
Possibly, Ulrika Wärmling maintains a good balance in her work.
Wärmling portrays lolita from the point of view of an insider. She has
developed a close relationship with her subject and portrays them in a
sensitive manner. The disadvantage of this methodology may be that
she is unable to attain a clear critical distance and comment objectively
on the subculture; however, for Wärmling, this is not part of her con-
cept. She presents the subject as she perceives them, and also, how they
would wish to be perceived. This is very much a collaborative exchange.
However, unlike Jeremy Deller, for example, the final product is still
undoubtedly the work of Wärmling alone. The lolitas are not explicitly
involved in the staging of an event, but rather they and their agency are
captured in the paintings, which still remain the work of the artist.
It is then, this balance of both distance and sensitivity, that Hancock
has attempted to achieve in his own work. Being an outsider allows him
3 Cosplay and Art as Research Method
57
a greater objectivity, but over the course of this project Hancock also
spent a good deal of time with the cosplayers, attending various events,
and followed the subculture online, engaged in numerous informal con-
versations, and conducted formal interviews; all of which has enabled
him to achieve a fairly detailed understanding of this subculture, which
then informs the artwork—and this process is discussed in more detail
below.
Third, an artistic perspective inevitably shapes how the data gathered
are then analysed and interpreted. In many respects, the research under-
taken for this project does mirror traditional ethnographic research, in
that formal interviews were recorded and transcribed, a research diary
was kept to record observations, informal conversations, and encounters
during the fieldwork, and then all of these data were coded and themat-
ically analysed. However, as Leavy (2015, p. 3) argues, art-led research
is also about thinking through the shape of the data gathered and their
meanings. That is to say, the artist also has to think about the essence,
the underlining, deeper, and often unspoken, qualities, and nature of
the subject matter under consideration. This is because, art-led research-
ers have to think through how they are going to artistically (and in this
case, visually) represent this subject matter, in a way that captures and
illustrates what is important. Hence, art-led research adds new dimen-
sions of analysis, as the arts practitioner has to think through the mean-
ing, their interpretation, and the presentation of the data, in more ways
than a social scientist typically would.
Fourth, this leads to another important aspect of art-led research, in
that this offers new and alternative ways of (re)presenting the data gath-
ered. In that, aspects of the research and its findings can be expressed
through art. Hence, the options available to present the data gath-
ered, and knowledge generated, are much wider for the practice-led
researcher. This is particularly important, for as Khatchikian (2018,
p. 164) argues, with traditional ethnographic research it can at times
prove difficult to find ‘proper methods to grasp and translate experience
and bodily perception into written language’. Experience is embodied,
and translating this into written words is not always easy, and at times,
meaning can be lost in translation. Art practice then adds further meth-
ods through which this can be translated and expressed, such as visual
58
G. Crawford and D. Hancock
available, other information, such as their age, gender, and what charac-
ters they typically cosplayed.
In some respects, what is set out here might look very much like a
traditional ethnographic engagement with a community under research,
with some art added on. And certainly, this project did involve clear
ethnographic elements, such as an extended period in ‘the field’ with a
culture and community under research, observations, the use of infor-
mal and semi-structured interviews, the keeping of extensive research
notes and a research diary, and the gathering of visual data. However,
it is important to reiterate that this project was not simply ethnography
with art added on. Not that there is anything wrong with ethnographic
research, as this project certainly borrows heavily from ethnography.
This project is undoubtedly and undeniably ethnographic. But what
makes this project different to most ethnographies is that throughout
the project, art has always been central to this.
Hence, when Hancock met or engaged with any cosplayers, this was
primarily as an artist. Of course, it was always made clear that the art-
work was being produced as part of a project, which was the basis of a
doctoral thesis, and that their contributions would also be written up as
part of this research, and possibly then as academic outputs (such as this
book). But Hancock’s engagement with this subculture clearly differs to
that of most social researchers; in that, the purpose of this was primarily
to make art. Hence, engagement with this subculture was primarily to
better understand their motives and practices so that the artwork would
better reflect, include, and represent them, which in turn generates new
forms of inclusive data that add to our understanding of cosplay. But
the use of practice-led research makes this not a simple and linear pro-
cess of data gathering, analysis, and output. To borrow from the lan-
guage of actor–network theory (ANT) (see Latour 2007), the artwork
becomes a much clearer and more powerful ‘actant’ than data gathered
and presented in most traditional forms of social research (see Chapter
5 for further discussion of ANT). In that, the artwork is present (even
if not as an object, but certainly as a subject) throughout the entire pro-
cess and forms a basis of discussion and engagement that runs through-
out the research process and beyond.
3 Cosplay and Art as Research Method
63
This book is both one output from and also an evolution of the ini-
tial art-led research project. In particular, in this book, we more spe-
cifically develop some of the theoretical and sociological ideas initially
set running in Hancock’s (2015) original thesis. In Hancock’s original
project, data were gathered from interviews, conversations, and obser-
vations primarily in order to better inform the creation of artwork—as
is the basic requirement of an art-led Ph.D. To a certain extent, it was a
means to a specific end. However, in this book, what you could call ‘tra-
ditional’ data, such as in the form of excerpts from interviews, are given
more prominence alongside the artwork.
This book is then a development of the original project, which
inevitably given the inclusion of a sociologist, originally as a supervi-
sor and now as a co-author, has purposefully evolved into a more soci-
ologically informed discussion. However, this is still one part and one
output of a wider project, which also includes other publications, the
artwork itself (some of which we include here), and a series of events
and exhibitions based around this work—the latter of which will be
discussed further, later in this chapter. Khatchikian (2018, p. 164)
suggests that ‘whilst artistic practice has stepped into the anthropolog-
ical field and appropriated some of its lexicon and features’, there are
much few examples of the opposite occurring, and of ethnographers
employing ‘artistic methodology’. Nevertheless, in this project, even
from the outset, the lines between artistic and ethnographic methods
have been purposefully blurred, and this book seeks to blur them even
further.
its course, has involved the production of well over a hundred paintings,
varying in size from the miniature to larger than life representations of
cosplayers.
In many respects, Hancock’s Cosplay project represents a contin-
uation of his artistic work and research over the past two decades.
In particular, it draws and builds upon the recurrent themes of fan-
dom, subculture, the digital, and place. In earlier projects, Hancock
explored the role and meaning of fandom and subcultural identity and
belonging in projects such as Princess Leia Was My First Kiss (1997)
and his series of paintings The Beautiful People focusing on goth sub-
culture, which was displayed in numerous solo exhibitions between
1998 and 2005 in galleries ranging from Whitby (1998) to Shanghai
(2002) and New York (2003). The intersection of the digital and
everyday life is also explored in some of Hancock’s other work, such as
Game (2010), which focused on how young people engage with video
games.
Hancock’s interest in the links and intersections between places, and
how people negotiate these, fit in, and move between them, is another
theme evident in much of his work, such as in The Beautiful People. In
this project, his subjects were mostly painted in their bedrooms, as he
asked them to ‘select the environment in which they were to be painted,
which they felt said something about their personality’ (Hancock, cited
in Mullins 2003, online).
For Hancock, Cosplay was the first time he could bring together
these recurrent themes, all in one place and one project—a project
that explores how a subculture brings digital fantasies into the physi-
cal world. His solo exhibition of Cosplay at Wolverhampton Art Gallery
in 2013 was described as exploring the links between the ‘real and
imagined worlds as experienced by the young people who engage in this
form of escapism. By taking their characters into the urban environ-
ments they transfer the ordinary into a world of imagination and fan-
tasy’ (Wolverhampton Art Gallery 2013, online). This blurring of the
meanings of space very much resonates with cosplay. As Susan Napier
(2007, p. 53) describes, for a cosplayer at a fan convention this is expe-
rienced as ‘a fantasy world [where] for a few days, fans throw off the
3 Cosplay and Art as Research Method
65
It is our argument that the medium of paint and painting opens up new
opportunities for exploring subcultures, but moreover, we suggest that
it is the history and revitalisation of this medium in recent years, which
makes it a particular useful tool for us in this project.
instantly defunct the need for the use of painting and drawing in many
areas of life such as the military, medicine, planning, and huge areas of
academia. Ever since, Hudson suggests, painting has always been in dia-
logue with the photograph, either mimicking it to produce a photore-
alistic image or seeking to clearly distance itself from the technology by
playing with more impressionistic or more radical uses of colours and
shapes, such as through styles such as postimpressionism, surrealism, or
cubism. The second major blow to painting, Hudson (2015) suggests,
came in the 1910s when Marcel Duchamp displayed a bicycle wheel
on a stool, a bottle rack, and an upturned urinal and declared them as
works of art. This, Hudson argues, more than photography had done
before it, removed the hand of the artist, and foregrounded the impor-
tance of ideas over technical skill.
Of course, the advent of photography, then later film, and the revolu-
tion began by the work of Duchamp and others, significantly reframed
what is seen as art, but by no means have they killed off painting
completely. In fact, some have argued that in the twentieth-first century,
we have seen a revival and reinvigoration of painting. In many ways,
changes in both technology and the nature of artwork have had a pos-
itive impact on the form and meaning of painting today. As Walter
Benjamin (1931) argued, mechanical reproduction, such as photogra-
phy and the printing press, helped remove some of the ‘aura’ of art.
That is to say, they helped make it more democratic. With the advent
of these new technologies, art was no longer only the preserve of those
who could own it or visit it in art galleries; art became more accessi-
ble through photographs, film, and books and, in doing so, made it
less privileged. Also, the work of contemporary artists, and particularly
those working with installations, such as Tracey Emin’s famous ‘My
Bed’ (1998), and those collectively labelled Young British Artists, such
as Damien Hirst and Sarah Lucas, make audiences, critics, and other
artists, reassess what it is to make art, and what its cultural and social
functions are?
Painting today is not what it once was. Technology and changes in
art practice and critique mean it has to be viewed in a new, and con-
stantly changing, context. But these changes have also made painting
much more ‘niche’, which some have suggested now allows the artists
3 Cosplay and Art as Research Method
71
working in this medium a great deal of room for manoeuvre. Peter Doig
makes this very point in an interview with critic Adrian Searle, when
he argues that, ‘one of the most exciting things about painting was that
it was a niche area. It felt like a special place to be making paintings’
(Doig and Searle 2008, online). Seeing new potentials in the medium,
artists are now using painting to create challenging discourses on art. As
Mark Sladen points out in his essay, Painting Lab (1999), ‘painting is
once again a space in which there is some elbow room, some freshness
and possibility’ (Sladen 1999, p. 33). Consequently, painting remains
‘the great undead… We have all witnessed painting die time and time
again…and it resurfaces, unstoppable and renewed. Painting…becomes
a kind of monster. Contemporary painters seem to sense…this indebt-
edness to painting’s history, and pay the debt by spilling more paint,
like blood’ (Williams 2009, p. 10). This is particularly the case for
watercolour painting. As Dorment (2011) argues, watercolour has this
‘great tradition that began in the 18th century died out at the begin-
ning of the 20th. Few major artists painted in watercolour and those
that did used it only occasionally’. However, it is a medium and form
that has never truly gone away and, in particular, has seen its value and
relevance reassessed in recent years. One example of this is the major
Watercolour2 exhibition at Tate Britain in 2011, where curator Katherine
Stout highlights ‘the myriad ways in which artists today are using water
based paint’ (Stout 2011).
Hancock’s choice of watercolour represents both a conceptual and
practical choice. It was a practical choice for, as discussed above, large
white spaces that were to be left blank were important for the artists
and the artwork. Hence, a large blank white sheet of paper was a nec-
essary and important starting point. Having previously worked with
pencil and pencil crayon, these did not offer Hancock the means to exe-
cute the large-scale works he wanted to produce for this project. Large-
scale works would show the colour and detail of the craft of cosplayers,
aspects of their environment, and the large white space the artist wanted
to leave around each image. The decision to use watercolour came after
a period of experimentation, of trying different methods and mediums,
before finally deciding that watercolour would be the most appropriate
medium for this series. However, the choice of this medium was also
72
G. Crawford and D. Hancock
Cosplay and Painting
Cosplay is, in many ways, similar to painting. At its most obvious level,
both are creative processes, but both are also performative and slow
processes; developed overtime, usually by a solitary individual, but
ultimately designed to be consumed by an audience. Cosplay involves
craft and skill, both in order to not only create the costume, but also
in developing and playing out of the character. Cosplay is also indica-
tive of slowness, of stepping outside of the normal confines of time and
space. In many ways, both painting and cosplay constitute what could
be seen as part of a wider emergent ‘slow movement’ that can be seen
in many areas of social and cultural life, such as food and film. The
slow movement is a reaction to the speed and insecurity of contempo-
rary living. In particular, the Slow Food organisation advocates itself as
promoting minority cultures and cuisines and linking people together
in ethical modes of global exchange. It is about sharing experiences
and knowledge and ‘defending oneself against the speed of moder-
nity’ (Leitch 2012, p. 409). Slow food is against the homogenisation of
food, and by extension, the loss of history and culture. Like painting,
it is about looking back, but in doing so, using historical practices to
offer an alternative to the uniformity and speed of contemporary life.
Similarly, slowness in cinema focuses on a renewed attention to image
and the experience of time (Lim 2014). However, as with slow food
there are also anti-corporate politics to this movement. Slowness in
3 Cosplay and Art as Research Method
73
Artists appropriate when they adopt imagery, concepts and ways of mak-
ing art other artists have used at other times to adapt these artistic means
to their own interests, or when they take objects, images or practices from
popular (or foreign) cultures and restage them within the context of their
work to either enrich or erode conventional definitions of what an art-
work can be.
intersections of the digital and the every day, Hancock was able to draw
on their experiences, research, and work, in building his own strategy
and vision going forward.
As well as curating this initial exhibition, throughout the project
Hancock has presented work from his Cosplay series at a number of
solo and group exhibitions. In particular, this work has been shown
as solo exhibitions in public art galleries in Manchester (2011),
Wolverhampton (2013), Rochdale (2013), Scunthorpe (2014),
Livingston (2015), and Cambridge (2015), and as part of group exhibi-
tions in London (2010, 2011, 2012, 2014), Milan (2010), Manchester
(2010, 2012, 2013, 2015), Coventry (2011), Cardiff (2011), California
(2011), York (2011, 2014), Halifax (2012), Scunthorpe (2013),
Ormskirk (2014), Barton-Upon-Humber (2014), New York (2014),
Perth (2014), Wakefield (2014), Sheffield (2014), Cologne (2015),
Tokyo (2017), Kyoto (2017), and Aarhaus (2018) (to date).
The exhibitions Hancock has undertaken as part of his Cosplay series
have significantly expanded the discourse that has developed around his
practice. The group shows have been of significant benefit in helping
contextualise his work in relation to other artists. Showing alongside
a group of other artists allowed Hancock the opportunity to frame his
ideas within a much broader context. Though some issues within the
work may be specific to the themes of cosplay, placed within a broader
context, his work starts to create dialogue with other works that share
similarities. For example, Toni Ferrer’s exhibition iD raised some inter-
esting ideas around artists who adopt another persona for subversive
purposes. Hence, exhibiting alongside others allows artists to locate
their work within a wider artistic, but also social and cultural context.
That is to say, it allows artists to see that some of the ideas that they are
exploring may be similar to others, and that together, these may have
wider social and political links or implications.
The solo exhibitions provided Hancock an opportunity to bring
together a large body of work and present it as a single entity. In doing
this, audiences (and the artist for the first time) were able to see the
Cosplay series as a whole and see the relationships that were created
between pieces. Due to the size of some of the paintings, even for the art-
ist, seeing them together as a coherent body of work is only really possible
3 Cosplay and Art as Research Method
77
and Rochdale notices were posted on social media informing other local
cosplayers of the exhibitions (Figs. 3.2 and 3.3).
The exhibition at Touchstones in Rochdale in 2013 was also for Hancock
a return to the town where he first studied art, and with this also being
so close to Manchester, it was an opportunity to (re)connect with many
other local artists, curators, academics, and other arts professionals in the
region, and for them to see and critically engage with his new work. And
of course, there is also the diverse, and largely unknown, wider gallery
audiences. For these more general viewers, the themes of the artworks
were introduced and explained via text panels, which sought to aid the
accessibility of the work and also represent the cosplay community.
For an artist, this engagement with a wider public can be very reward-
ing. Not only in seeing others appreciate your work, but more than this,
it allows an opportunity to see how others interpret and understand the
work. This is particularly relevant to painting. The application of paint
leaves a physical presence on the surface that is entirely different from
any other medium. A painting is best experienced in the flesh, face-
to-face. Only then can the viewer experience all the subtleties that the
work has to offer.
All the individual and group discussions and audience participation
Hancock has had around the production and presentation of the work
have fed into the subsequent development and understanding of the
work. These exchanges involve the opinions of both other artists and
non-artists, curators, gallery visitors, collectors, arts professionals, galler-
ists, and of course cosplayers, which have taken place either at the art-
ist’s studio, on the Internet, during one-to-one discussions, or at public
exhibitions. The significance of these discussions cannot be underesti-
mated, and though it might seem like artists often make their work in
isolation, for many artists the creative process is continually informed
by interactions with others. Candy and Edmonds (2011, p. 1) describe
how audiences can become active within the development of the work,
‘the active audience is one that may play no part in the initial concep-
tion of the artwork but which, nevertheless, by its actions, movements,
speech, or mere presence, affects the “performance” or “expression” of
the work. In a sense, audience members complete the creative process’.
Additionally, Margot Lovejoy (1997, p. 162) describes this process of
how audiences shape an artwork through their interaction:
80
G. Crawford and D. Hancock
With interactivity, readers, viewers, listeners can pass through the bound-
aries of the work to enter it. This puts them in a position to gain direct
access to an aspect of authoring and shaping the final outcome of the
work… The artist gives up total control in favour of a new kind of viewer
communication and experience, one which offers a less passive position for
the viewer, one which celebrates the inherent creative capacities of all indi-
viduals. Interactivity offers important new avenues for cognition to take
place, where works can begin to flow with the more psychological internal
associations of the individual viewer’s make-up and identity in mind.
Conclusions
This chapter reflects upon the relationship between art-led and ethno
graphic research and suggests that both approaches have tools and
benefits that can significantly enhance the other. As set out in the intro-
duction, Khatchikian (2018) suggests that there are some examples of
artists using ethnographic methods, but far fewer of the other ways
around—of ethnographers employing artistic approaches. We would
suggest that this project, however, blurs the boundaries between art-led
and ethnographic research and, in particular, shifts along a continuum
between them. At the outset, this project was more clearly art-led, uti-
lising ethnographic methods to gather data to inform the production
of artwork, but this book (certainly in isolation) would probably be
seen by most readers more as ethnography, employing art as one of its
methodological tools. However, it is important that this book is placed
within the wider context of the overarching project and seen as one out-
put of what is, to a certain degree, still an ongoing project and process.
3 Cosplay and Art as Research Method
81
This project has involved the production of over one hundred pieces
of artwork, numerous exhibitions (both solo and group), conference
papers, and journal articles. In some cases, the artwork has been at the
fore, while with others (such as this book) the theoretical and ethno-
graphic aspects of the project are more visible; but all outputs from the
project need to be understood as resulting from the combination of
both ethnographically informed research and art practice.
In particular, we argue here that this approach, of utilising both
ethnographic and art-led methodological tools, brings significant
benefits to the research process and proved extremely beneficial in
researching cosplay subculture. We argue that being an artist and pos-
sessing subcultural capital can aid access to certain subcultures, and
specifically, one formed around a creative community, such as cosplay.
This also enables a greater empathy between both the researcher and
the project’s participants, as the researcher has a greater understand-
ing of the creative community they are engaging with, and in turn,
the cosplayers were better attuned to the creative process than many
others might have been. Furthermore, we suggest that art prac-
tice provides a wealth of additional ways data can be represented. As
Khatchikian (2018) suggests, the written word is not always the most
useful way of conveying meanings, and arts practice can therefore offer
more ways of conveying meaning, as well as being a much more acces-
sible way of engaging diverse audiences—which can then lead to the
creation of further data, insights, and understandings. This is because
art is much more openly subjective and can invite discussion and cri-
tique from a much wider audience than traditional academic outputs
typically do.
The chapter then focuses more specifically on David Hancock’s
Cosplay series of watercolour paintings. This project builds upon themes
evident in Hancock’s previous work on youth, subculture, and the dig-
ital. It is also the result of an initial period of experimentation, where
the artist tried out different styles and media, before deciding on water-
colour paintings as the main medium for this project. Watercolour
on paper was chosen as this medium allows the artist to portray large,
detailed, and colourful images of the cosplayers against a white back-
ground, which can be left blank or used to include certain aspects of
82
G. Crawford and D. Hancock
their urban landscape. This also then builds upon a tradition of using
watercolour for landscape painting, but here, the focus was urban and
imagined landscapes rather than a rural idyll. This project and chapter
then also focuses on the continued relevance of watercolour and paint-
ing more generally and suggests that this once hegemonic but now mar-
ginalised art form has become a useful means for experimentation and
subversion.
We also argue that there are parallels between watercolour painting
and cosplay, which make this medium particularly apt for representing
this subculture. Specifically, we suggest that both painting and cosplay
could be seen in a wider context of a ‘slowness’ culture. That is to say,
how in a highly advanced capitalist and digital-dominated world, many
are turning to older and slower processes and activities to attempt to (at
least temporarily) escape corporate capitalism and, in the words of the
artist Jonathan Anderson (cited earlier), as ‘an antidote to digital media’
(Craven 2018, p. 38).
Finally, the chapter finishes with a brief consideration of the role of
curation, exhibiting, and engagement as (art-led) methodological tools.
Here, we argue that contextualising one’s work with other artists, as well
as opening this up to public engagement, can bring new perspectives on
the work, new insights, and even new data, which in turn can lead to
further work. It is by understanding how an artist’s work fits with others
working in related areas and how others see and understand their work
that allows an artist to understand this in a wider context and with fresh
eyes. This again highlights two of the key advantages of art-led research,
that this method and medium is often much more accessible to a wider
audience, and it is also a much more iterate process, where displaying
outputs of the project can, and often do, lead to new insights, new
ideas, and new work.
Notes
1. The Manic Street Preachers, or Manics as they are known to their fans,
are a rock band from Wales. They formed in 1986 and released their
first single in 1990. They then went on to have significant national and
3 Cosplay and Art as Research Method
83
international success and still release music to both popular and criti-
cal acclaim. In 1995, their guitarist, Richey James, went missing and
has never been heard from since then. He was presumed dead as his car
was found close to the Severn Bridge, a notorious suicide spot. The band
continued as a three-piece.
2. The exhibition Watercolour at Tate Britain opened on 16 February and
ran until 21 August 2011. Spanning 800 years of work, the exhibi-
tion proposed to challenge preconceptions of the medium. Details can
be found at http://www.tate.org.uk/whats-on/tate-britain/exhibition/
watercolour.
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(1979), One Way Street and Other Writings. London: Verso.
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altermodern. Accessed 14 January 2019.
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Candy, L., & Edmonds, E. (2011). Interacting—Art, Research, and the Creative
Practitioner. Farringdon: Libri Publishing.
Craven, J. (2018, April 15). Craft Is an Antidote to Digital Media: An
Interview with Jonathan Lowe. The Observer Magazine, pp. 38–39.
de Certeau, M. (1984). The Practice of Everyday Life. Berkeley: University of
California Press.
de Certeau, M., Giard, L., & Mayol, P. (1998). The Practice of Everyday Life,
Volume 2: Living & Cooking. London: University of Minnesota Press.
Derrida, J. (1987). The Truth in Painting. Chicago: University of Chicago Press.
Doig, P., & Searle, A. (2008). BP Artist Talk: Peter Doig & Adrian Searle in
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bp-artist-talk-peter-doig-and-adrian-searle-conversationaccessed. Accessed
14 January 2019.
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Introduction
For many of the cosplayers we spoke to, a key part of cosplaying for
them was being part of a community based around shared interests and
practices. For example, Esther saw it as an opportunity to make new
friends ‘because you instantly know you have something in common’,
while Dawn stated ‘you meet some amazing people whilst you do it,
and the community itself is really good’. This community of cosplayers
is referred to as a ‘subculture’ by several authors, such as Chen (2007),
Lamerichs (2011), and Peirson-Smith (2013) (to name but a few); how-
ever, few have sought to fully explore the value of subculture as a theo-
retical tool, or in turn, what cosplay adds to our understanding of the
contemporary nature of subcultures.
To this end, this chapter explores the extent and ways in which
we can categorise and understand cosplay as a form of subculture.
However, this is not simply an exercise in classification, but our cen-
tral argument here that a reassessment and application of subculture
as a theoretical tool allows us to explore various important aspects of
cosplay. In addition to drawing parallels and comparisons to other
subcultures and how they have similarly been considered by other writ-
ers and artists, cosplay also offers us an opportunity to explore and
expand our understanding of contemporary subcultures.
The chapter begins with a consideration of who are the cosplayers?
This section draws on interviews and observations conducted for this
research, as well as the existing literature on cosplayers, to try and
establish any key demographic trends and the profile of the ‘typical’
cosplayer. Here, we suggest that though the cosplay community seems
fairly diverse, it is still possible to identify a predominance of cosplayers
who are young, middle class, white, and female, with a notable minority
of these young women who identify as Gay or bisexual.
The chapter then moves on to consider definitions and the applicabil-
ity of the concept of subculture to cosplay. It does this first by consider-
ing the origins of this term, and in particular its development by, first,
scholars working at the University of Chicago, and then later, those
at the University of Birmingham. These theorisations see subcultures
as primarily the outcome of the class-based marginalisation of young
working-class men. These links to gender, social class, and class-based
resistance have led many to reject subculture as an out-dated concept,
and some have sought to replace it with new terms, such as ‘neo-tribes’,
while others have attempted to redefine and salvage its meaning and
application. Here, we side with those who wish to hold onto the con-
cept of subcultures, particularly, since we suggest we are starting to see
signs of ageing and loss of validity in many newer ideas, such as neo-
tribes. Also, of significant importance to us here, subculture is still the
term primarily used by artists and in the art world; hence, our adoption
of this concept allows clear and conscious parallels to be drawn with
other key artists, as well as other bodies of works on subcultures.
Next, we consider cosplay as a subculture. Following Birmingham
School writers, such as Hebdige (1979), what is often taken as primary
indicators of subcultures is their outward appearance, or style, and their
resistance to mainstream culture. However, our central argument here
is that though some subcultures may be very publicly visible, at certain
times, many subcultural participants are not always necessarily eas-
ily identifiable—certainly not all of the time. Subcultural belonging is
not necessarily, and probably never has been, full time. However, this
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does not necessarily mean that its importance diminishes for its partic-
ipants, but rather that it takes on greater or lesser meaning at different
times and in different locations. Following Hodkinson (2002), we argue
for a redefinition of subculture, which removes the necessity to see these
as invariably resistant, and instead, here we adopt Hodkinson’s four
indicators of subcultural substance of consistent distinctiveness, iden-
tity, commitment, and autonomy.
Dealing with each of these indicators in turn, we suggest that cosplay
has consistent distinctiveness, not only in how cosplayers dress at con-
ventions and meet-ups, but also in their cultural norms and practices,
which carry on into their everyday lives, such as in online discussions
and posts. Cosplay also provides participants with a shared sense of
identity and belonging, and they show a commitment to this by attend-
ing events in costume, but more than this, by researching and creating
costumes, rehearsing roles, and interacting with others, such as online,
in their everyday lives. Finally, we suggest that cosplay has autonomy, as
though it has a complex relationship with mainstream culture, it utilises
alternative networks and creative processes and makes use of popular
cultural texts in ways that go far beyond mainstream consumption.
explosion in fandom and the evolution of age and sex, such typecasting
would be [now] impossible. Anime fans come in all shapes and sizes,
from all walks of life and with a wide range of approaches to both fan-
dom and life in general’. As with anime fans, identifying the typical
cosplayers is becoming increasingly difficult; as the popularity of this
activity expands, it is evident, so does the range of individuals partici-
pating in it.
The cosplay community today does appear to be (in some respects)
moderately diverse, probably more so than many other elective belong-
ings (Savage et al. 2005) and subcultures. However, it is still possible
to identify certain patterns and trends that incorporate the majority of
participants. Certainly, in terms of age, the majority of cosplayers in our
research, and those we observed at conventions and meet-ups, were gen-
erally fairly young and most typically between the ages of about sixteen
and twenty-five. Our impression of this community as primarily quite
young is supported by other cosplayers we interviewed, such as Lei, who
was twenty-four at the time, stated that, ‘all the other people [she has
encountered at meet-ups and conventions], when I asked how old they
were said they were sixteen, seventeen, or eighteen’. In our interviews,
the youngest person we encountered was fourteen years old, and the
oldest was forty-three. Of the thirty-six cosplayers interviewed for this
research, around half were teenagers. We only interviewed three cos-
players aged over twenty-five, and this, we would suggest, does tend to
reflect the relatively small number of cosplayers in their late twenties or
over thirty. Certainly, we have observed very few individuals who would
appear to be over forty at conventions and meet-ups in the UK.
However, given that, as most writers would seem to agree, most cos-
players tend to be quite young, gaining accurate data on their typical
age range is difficult, as for ethical reasons, research is often not under-
taken on those under the age of eighteen. For example, Lotecki’s (2012)
survey of over 500 cosplayers only captures data from those aged eight-
een and over. Hence, data on the full age range of cosplayers is hard to
find, but certainly observational and anecdotal evidence would seem to
suggest that this does appear to be predominantly quite a young group.
Galbraith (2009) suggests that cosplay is also predominantly female.
Galbraith (2009, p. 52) estimates that in Japan in 2007 there were
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survey found that over eighteen per cent of all respondents identified
as ‘bisexual’, and seven per cent of male cosplayers identified as ‘Gay’—
though she suggests that this challenges the stereotype that all male cos-
players are homosexual.
Subculture
The term ‘subculture’ is often used to refer to any loosely identifiable,
most often youth, group that appears to share some kind of common
culture, such as music or pop cultural tastes or fashion choices, which
is in some way different to what would commonly be deemed ‘main-
stream’ culture. However, its use in academic theory has more specific
origins.
Subcultures are largely the product of modernity, and some would
argue, died with it. Early Sociologists, such as Ferdinand Tönnies (2001
[1887]) and Émile Durkheim (2013 [1893]), discussed the shift from
premodern communities characterised by similar social roles and tight-
knit ties, to modern societies defined by a growing diversity of social
roles and groups, which later sociologists would see as including
subcultures.
Possibly the earliest study of subcultures was Henry Mayhew’s (1985
[1861]) research into poverty in London in the nineteenth century
(Bennett and Kahn-Harris 2004). However, it is the work of two spe-
cific groups of scholars (or ‘Schools’) that have most notably shaped our
understanding of subcultures: the Chicago and Birmingham schools.
The first of these is the ‘Chicago School’, which consisted of a long
tradition of scholars at the University of Chicago who, from the 1920s
onwards, began studying, amongst other areas, urban, institutional,
interactional, and deviant patterns. Here, the work of, for example,
Howard S. Becker (1963), on marihuana users and dance musicians,
and Albert Cohen’s (1955) book Delinquent Boys provide a foundation
for understanding how deviant groups can hold and express different
norms and values to wider society. In particular, Cohen (1955) suggests
working-class boys, deprived of social status and opportunities, would
commit ‘deviant’ acts, which contrasted with middle-class dominant
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Theoretical models are as tied to their own times as the human bodies
that produce them. The idea of subculture-as-negation grew up alongside
punk, remained inextricably linked to it, and died when it did. (cited in
Hodkinson 2002, p. 13)
Writers such as Zygmunt Bauman (1992) argue that many of the cer-
titudes of social life, such as social class, occupation, and location,
have become less significant in an increasingly unstable and liquid
world. Hence, our identities and social belongings necessarily become
more diverse and fluid, as individuals seek to move and adapt to their
ever-changing world—and these ideas we explore further in Chapter 5.
Hence, many contemporary cultural theorists and sociologists have
suggested at least adapting, if not outright rejecting, the concept of sub-
culture. In particular, there has been suggested a number of alternative
terms and theorisations to replace subcultures, such as most notably,
‘neo-tribes’ (e.g., Maffesoli 1996), ‘scenes’ (e.g., Longhurst 2007), and
‘lifestyles’ (e.g., Chaney 1996). These alternatives, such as neo-tribes, tend
to emphasise the loose, fluid, and multiple nature of contemporary elec-
tive belongings (as Savage et al. 2005 refer to them), which individuals
participate in, and can move in and out of several times a day. Neo-tribes,
or to use the original French term proposed by Maffesoli tribus, typically
include ‘interest-based collectives: hobbyists; sport enthusiasts; and many
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Reassessing Subculture
This is then the theoretical landscape on which we build our consider-
ation of cosplay. Traditional theorisations of subculture, such as those
offered by writers from the Chicago and Birmingham schools, see sub-
culture as fairly static and coherent groups formed primarily by young
urban working-class men as a reaction to their marginalised social
position. Then from the 1990s onwards, we see a shift in social and cul-
tural theory away from the use of the term subculture towards other
concepts, such as most notably neo-tribes. Terms such as neo-tribe, life-
style, scene, and post-subculture, which can be collectively understood
as what Savage et al. (2005) refer to as elective belongings, emphasise
the multiple and fluid groups individuals choose to belong to and can
usually move in and out of fairly easily.
However, this idea of youth groups as once static and coherent, and
now fluid and diverse seems somewhat simplistic. As highlighted above,
the work of scholars such as Hebdige has been criticised for overem-
phasising the coherence and stability of subcultures and not acknowl-
edging the internal diversity and crossover between groups (Blackshaw
and Crawford 2009). And just as the concept of subculture appears
strongly tied to the 1970s and 1980s, we would argue that terms such
as neo-tribes are also starting to feel very dated, and in particular, very
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still widely used by the general public, as well as academics and artists
alike—and this last group is particularly important for us. As set out
in Chapter 2, many artists have created work as part of their subcul-
tural belonging or study of a particular subculture, and the term almost
exclusively used by these (and other) artists is subculture. For exam-
ple, Tom Helyar-Cardwell (2015, online) writes of his work as focus-
ing on the garments worn in ‘heavy metal subculture’, Iris Van Dongen
highlights the affinity her and her work has ‘with many subcultures’
(Gavin 2008, p. 156), while Ulrika Wärmling discusses how lolita illus-
trates how ‘through a subculture individuals can be themselves’ (Verket
2011, online). Also, as we shall explore in Chapter 7, Laura Oldfield
Ford’s work on London’s counter-cultural spaces is described as located
within ‘the subcultural undergrowths of the UK’s fast disappearing sites
of counter-cultural refuge and activism’ (Good Trouble 2017, online).
For these, and many other artists, what shapes and defines their work is
subculture.
Hence, for us, subculture proves an important and useful term, as
it not only locates this work as academically following in the legacy
of authors such as Paul Hodkinson, but it also places our work in the
context other artists, such as Tobias Bernstrup, Tom Helyar-Cardwell,
Jeremy Deller, Cao Fei, Laura Oldfield Ford, Iris Van Dongen, and
Ulrika Wärmling (see Chapters 2 and 7). In particular, it is within the
context of subcultures that David Hancock locates his work, such as his
previous work on goths and other alternative youth groups, in his The
Beautiful People (see below) series, and his more recent work on ball-
jointed dolls.
In many respects, Hancock’s Cosplay directly follows on from The
Beautiful People, which focused on goths and other ‘alternative’ youths.
The Beautiful People is described as ‘a series of spectacular panoramas
depicting the bedrooms of several real-life “alternative” young people.
Sprawling with colour and vivid detail, each piece shows the subject
going about their everyday lives in their cluttered bedrooms’ (Breese
2005, online). In particular, Hancock suggested in interview in 2003
that ‘there have always been elements of the “Gothic” in everything I
have ever done, even when I have purposefully tried to move away from
it’ (Mullins 2003, online).
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traditional ideas of goth culture. The paintings are saturated with colour
and attempt to provide a more natural, less posed and performed, image.
The portraits are painted from photographs taken of the subjects as they
hang out in places where they feel most at ease, usually their bedrooms,
surrounded by their personal possessions. Hence, unlike artists such as
Laura Oldfield Ford, whose work focuses on subcultural spaces in the city,
Hancock, in his work here, portrays individuals in more intimate places
and moments.
These portraits then play with ideas of subcultural belonging. Though
these individuals may outwardly and publicly appear to be members of
particular alternative subcultures, these paintings show a more relaxed,
intimate, and individual side to them.
Over the period of producing The Beautiful People, it became apparent
that many of those Hancock met and painted suffered from insecurity and
felt disconnected from a wider society that they saw as condescending
and unsympathetic. Each portrait then contains specific individuals with
their own story, who through music and subculture have not only found
an escape from the pressures of contemporary expectation, but also a
space to create their identity.
Surrounded by their possessions in a space where normally only a select
few would have access, Hancock’s aim was to capture moments of vul-
nerability. This intimate moment is then enhanced by splitting the image
and displaying the paintings in a corner. This creates an almost three-di-
mensional image, which invites the viewer into the room in front of them,
encouraging a connection with the individual in the painting in their pri-
vate spaces, individuals who due to their subcultural identities might nor-
mally appear detached and distant to outsiders. They are the strange, and
strangers, who become intimate and knowable.
Cosplay as Subculture
Our decision to theorise cosplay as a subculture may at first appear odd.
Unlike traditional subcultures, like goths, punks, and mods, cosplayers
are not a social group we regularly see in public places. Well they are,
but not in a way that they would typically be noticed, as cosplayers are
rarely in their cosplay (or ‘cos’) outfits. However, we would suggest, this
does not necessarily prohibit them from being understood and theorised
as a subculture. As Bennett and Kahn-Harris argue in their book After
Subculture (2004), ‘media fans and their informal groups are often invis-
ible’ (Bennett and Kahn-Harris 2004, p. 150). Though, for example, a
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That is to say, while there may be some variation in how, for example,
goths dress, behave, and what they consume, there is still a distinctive-
ness to this group and its participants, which allows both those within
this subculture and those external to it, to identify an individual as a
goth. Ludwig Wittgenstein’s idea of ‘family resemblance’ may be of use
to us here. Wittgenstein (2009), in his articulation of the complexities
of language, argues that, for example, the diverse activities we typically
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103
categorise under the term ‘game’ do not necessarily share any univer-
sal features that we could use to provide an all-inclusive definition of
games. The best, we can do, is recognise that there is a ‘family resem-
blance’ between the activities typically categorised as games. That is
to say, there may not be a universal definition of what a game is that
applies to all instances, but we can still most of the time identify what a
game is, and what it is not. The same could be said to be true for many
subcultures. Setting out a clear definition of what a goth is and what a
goth does, or as we have seen in Chapter 1 defining what cosplay is, are
difficult tasks, but still, when confronted by a goth, or punk, or mod,
or even a cosplayer (in costume) most of us, most of the time, could
identify them as a member of a particular subculture; even if we do not
know the correct term to define that particular subculture (as may well
be the case with cosplay). Certainly, with many subcultures, there is also
a dominant demographic profile, which makes these groups more eas-
ily identifiable. For example, as set out above, a sizable proportion of
cosplayers are female, young, white, or East Asian. Though Lei objects
to her boyfriend’s categorisation of all cosplayers as ‘kids who are hyper
on energy drinks, and are obsessed with anime, and only watch anime,
and act like anime characters’, she suggests that his stereotype does have
some basis, and the work of Law (2016) on the associated subculture of
LAN gamers would suggest that here too there is a prosperity for pre-
dominantly young, though in this case largely male, gamers, to drink a
lot of energy drinks.
However, ‘consistent distinctiveness’ is for Hodkinson about more
than simply being visibly identifiable as a subcultural participant. As he
writes:
1995) and adhering to subcultural norms and values, and this is some-
thing we will explore further in Chapter 6.
The topic of identity is covered in more detail in the following
chapter; however, it is evident that of those we interviewed, spoke to
at conventions, meet-ups, and online, the vast majority were willing to
identify themselves as cosplayers and felt a sense of belonging to this as
a community. Kawamura (2012, p. 78) suggest that ‘subcultural mem-
bership gives a sense of belonging and the affirmation that there are oth-
ers who share the same interests and values’, and from our research, it is
evident that cosplay provides this for many who participate in it.
Hodkinson (2002 p. 31) defines a subculture as a group who ‘share
feelings of identity with one another’, and this would appear to be the
case with cosplayers. Interestingly, however, there was disagreement in
those we interviewed as to whether they felt cosplay constituted a sub-
culture. For example, in interview Sarah suggested that she believed that
‘a subculture is something you partake in almost daily, it’s something
you identify with and follow daily. I don’t know anyone that wears
cosplay daily, or even that regularly’. Similar views were also expressed
by Madeline who stated that ‘my personal view is that it is not [a sub-
culture]. But there are some cosplayers that think it is. As I am only
acting out the character for the joy, I don’t want to be the character full-
time in real life’. However, conversely, some interviewees did feel that
cosplay constituted a subculture, such as Phoebe who said, ‘I’ve been
through lots of cultures in my few years on this planet, scene, emo, the
whole lot. Yes, it [cosplay] does, because they try to dress in a certain
way to portray something’. Chris also saw cosplay as similar to other
subcultures, in that, ‘you stand out as a goth or mosher, and it’s a way
of expressing yourself and in a weird way, cosplay does that as well’.
Similarly, in Peirson-Smith’s (2013, p. 92) research she identified one of
her respondents who considered cosplay to be ‘a total way of life’, simi-
lar to ‘the Western subcultural practices of punks and goths’.
Because most cosplayers only dress in cos for specific events for rela-
tively short periods of time, it appears that some of those we interviewed
did not feel this community could be characterised as a subculture.
This we would suggest could be explained by the general perception by
many that members of a subcultures remain visibly part of that group
4 Cosplay as Subculture
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for most of their everyday lives, and this may apply to some of the most
obvious and identifiable subcultures, like goths. As Brill (2008, p. 1)
suggests, though most goths ‘make a special effort with their style when
going out, they also wear a toned-down version of this style in their
everyday life as far as social pressures permit’. However, as Bennett and
Kahn-Harris (2004) cited above argue, this is not necessarily the case
for all subcultures, and many subcultural participants are in their every-
day lives indistinguishable from everyone else—and this would include
some goths. Moreover, this is something that was also recognised by
Dick Hebdige. Hebdige (1979, p. 122) argues that subculture ‘can rep-
resent a major dimension in people’s lives – an axis erected in the face of
the family around which a secret and immaculate identity can be made
to cohere… It can be used as a means of escape…’. Hence, Hebdige
acknowledges that subculture was a ‘dimension in people’s lives’ and an
‘escape’, and not the entirety of their lives.
Returning to the example of goths, Hodkinson (2002, p. 72) inter-
viewed several older goths, who, though they still considered being a
goth ‘as of considerable importance to their sense of self ’, due to work,
family, or other commitments participated less frequently, and less vis-
ibly, in this subculture. This was something also recognised by Dunja
Brill in his book Goth Culture (2008), who suggests that for many older
goths there is ‘an increasing separation between subcultural and every-
day life is practised’ (Brill 2008, p. 10). Hence, inclusion in a subculture
is something that is not always externally visible, even for some mem-
bers of typically very identifiable subcultures, like goths.
Furthermore, cosplay also blurs with many other associated popu-
lar culture practices and communities, such as buying and consuming
memorabilia, watching and reading anime and manga, and playing
video games. Each of these activities will have their own communi-
ties, cultures, and networks, both online and offline, and knowledge
and capital gained from consuming these artefacts and participating in
these cultures enables and facilitates participation in cosplay. Hence, as
we shall explore further in Chapter 5, cosplay identity, as with all sub-
cultural identities, is not just one thing; it is not universal, coherent,
or tightly bounded, but rather cross-cuts with other subcultures and
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fan groups, and undoubtedly has a good deal of internal diversity and
fluidity.
This discussion then directly relates to Hodkinson’s third indicator of
subcultural substance, that of ‘commitment’. One common misconcep-
tion concerning cosplay is that this involves primarily, if not solely, the
act of dressing up in costumes and acting out a particular role. This is,
after all, as we saw in Chapter 1, how most people would define cosplay.
However, cosplay is also much more than this. To reiterate our central
argument, as set out in the Introduction to this book, cosplay involves
creative processes associated with crafting, social performance and iden-
tity, community, and that these practices, performances, and commu-
nities have significant relationships to specific places (both online and
offline). That is to say, cosplay is not simply the act of dressing up in
costumes, but it involves processes, performances, identities, communi-
ties, and places that are lived, engaged with, and experienced in many
cosplayers’ everyday lives.
In particular, as will be explored in more detail in Chapter 6, cos-
players will often spend many months researching, designing, and con-
structing cosplay costumes, and rehearsing the characters they will play.
Moreover, it is also evident that most cosplayers do not do this alone;
this is a shared and participatory culture. Cosplayers may design and
construct costumes with others’ direct involvement, or more likely,
they will gather tips and information that others have posted online
or engage in online conversations with other cosplayers who may offer
help and guidance. For example, as Phoebe stated, ‘on the blog, some-
one said, “How can I get this better?” and we all said, “Pose… Go
online look at the poses, replay the character, research your actual char-
acter and just actually be them”’.
Though many cosplayers will articulate their participation in this cul-
ture and practice as having two states, either in cos or not, the reality is
that though they may easily step in and out of costume (though, put-
ting some of these costumes on can take a lot of time and effort), to
create a convincing costume and performance requires a (often every-
day) commitment to research, engage with the community online or
in person, and to design, construct, and rehearse the character. To be
a competent cosplayer involves a great deal of commitment. As Phoebe
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continues, ‘you know the character. You’re the one who made it, you’re
the one who researched it’. Furthermore, YsabelGo (2015), on the web-
site The Artifice, suggests that in some Japanese districts, the wearing
of cos has become a much more accepted and everyday activity. As she
writes ‘cosplayers in these areas dress up on a daily basis, so it is not odd
to see someone stand out amongst all the civilians’ (YsabelGo 2015,
online).
In many respects, the concept of scene may be useful here. Scene
is a term that is most typically used to describe music-based cultures.
Hesmondhalgh (2005) suggests that the concept has been primar-
ily applied in one of two ways. First, it is used by writers like Shank
(1994) to describe place-specific music cultures, such as Manchester’s
Madchester scene of the late 1980s and early 1990s, or Seattle’s grunge
scene from the late-1980s, or second, as employed by authors like Straw
(1991), to describe non-place-specific music affiliations, such as goths.
Though Hesmondhalgh highlights the two separate usages as incom-
patible, and therefore, questions the validity of scene as a concept,
Longhurst (2007) suggests that these two definitions are not necessarily
conflictual, and may, in fact, highlight the usefulness of this concept.
In particular, Longhurst suggests that scene allows us to understand
how elective belongings are lived out and experienced in our ‘ordinary’
lives, but also, how these may take on ‘extraordinary’ meaning at cer-
tain times and in specific locations. Hence, scene usefully combines an
understanding of the importance of place, with a consideration of the
everyday and ordinary.
Scene, as employed by Longhurst (2007), is then a concept we could
see as applicable to cosplay. Cosplay clearly takes on significant mean-
ing at certain times and location, such as at a convention or meet-ups,
but also continues to have meaning and importance in cosplayers’ every-
day lives, such as in researching and constructing costumes and engag-
ing with this community online. As stated above, scene is a term most
commonly used to describe music-based cultures, but it is a term that
Crawford has used elsewhere to help understand video game cultures
(such as Gosling and Crawford 2011), as have others, such as Rambusch
et al. (2007), and Peirson-Smith (2013) theorises cosplay as a scene (and
also as a subculture and neo-tribe). However, scene is not a concept that
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has been used as widely and applied to as many social groups and cul-
tures as subculture has. Its use has been fairly limited and is still most
commonly used to describe music-associated affiliations. Therefore,
using scene in place of subculture in many ways limits the links, paral-
lels, and comparisons, we can make with other cultures and practices.
Certainly others, such as Hodkinson (2002) and Peirson-Smith (2013),
as do many others, use the terms subculture and scene interchangeably.
Hence, we would not advocate using scene as a substitute for subcul-
ture, but rather, we would like to argue that scene is a useful way of
helping us understand certain aspects of subcultures. In particular, scene
allows us to understand that subcultural participation can at certain
times and locations be extraordinary, such as cosplayers attending a con-
vention or meet-up, but away from these places, for most, most of the
time, subcultural participation is an everyday and at times, quite mun-
dane, activity, such as reading a Attack on Titan manga comic on a train
journey or wearing a Dragon Ball T-shirt. It is the extraordinary that
may make a subculture visible to the wider public, but it is the everyday,
much less visible participation in a subculture, which often gives it its
substance and defines its participants’ commitment.
The fourth and final indicator of subcultural substance identified by
Hodkinson (2002) is autonomy. Here, Hodkinson writes that:
I’m constantly talking to people [online]. We’ll chat about anime, films
that we like, comics, nerdy things [laughs]. We are all similar, but we also
4 Cosplay as Subculture
109
get each other into different things, so that’s always a good thing about
being in the [cosplay] culture. It offers a chance to get to know new peo-
ple and get to learn different things that you didn’t know already.
‘the very plethora of identities one can assume in anime or manga cos-
tumes may mitigate against making any particular social or ideological
statement’, and as Sarah stated in interview:
However, this does not necessarily mean that cosplay is never, and in no
way, disruptive. For example, as discussed in more detail in the follow-
ing chapter, cosplayers can play with and disrupt gender identity, such
as in crossplay, where cosplayers dress as a character of a different gender
to their own ascribed gender (Lamerichs 2011). And dressing up in cos-
play is, as Amon (2014) argues, a deviant act.
For Hodkinson, a subculture’s autonomy is not necessarily related
to this being subversive, and as the example of punk shows us, nor is
it necessarily about engaging with a non-mainstream genre of popular
culture. What we would suggest, and cosplay helps us articulate this,
is that what matters is not necessarily what a subculture consumes, but
how they consume it. This clearly relates to the early work of Henry
Jenkins and in particular his book Textual Poachers (1992). In this influ-
ential text, Jenkins argues that what makes fans distinct from ordinary
audiences is that they are participatory. As we shall explore further in
Chapter 6, we do have some issues with Jenkins’ argument, in that
by defining any audience segment as ‘participatory’, there is a danger
of seeing all others (the majority) as ‘passive’, which of course they are
not. However, there is still great value in Jenkins’ work, as it allows us
to understand that a distinct and autonomous culture can still develop
around the consumption of mainstream media texts. Hence, what is of
particular interest to us is not necessarily the specific texts cosplayers
draw on as their source material, but what they do with them in cre-
ating costumes, performances, communities, and places. As Lamerichs
(2011, 3.1) argues, cosplay serves ‘as a great example as to how fans
actualize fiction in daily life and identify with it’.
4 Cosplay as Subculture
111
‘the satisfaction they gain from their contrived fantasy world counter-
balances their despair and despondency in the real world’ (Cao 2009,
p. 7). Cao Fei writes of individuals blooming fully to life in their cos-
play fantasy, while inhabiting the real world as an empty shell. For her,
cosplay offers an escape from the mundanity and loneliness of modern
urban life, as cosplayers can together live out a shared fantasy. However,
as writers such as Napier (2007) and Leng (2016) argue, cosplay is not
political. Though it may offer an escape from the norm, and at times
play with certain dominate ideas, such as gender identity, it rarely
challenges these—and this we discuss in more detail in the following
chapter.
Conclusion
Though subculture is a term that some suggest is invariably tied to
modernity and has less applicability in more contemporary times, we
still see continued value in this concept.
Traditionally subculture has been defined in quite narrow, and
arguably out-dated terms, in relation to young working-classes men’s
response to their social marginalisation, which led to many at the end
of the millennium to look towards new concepts, such as most nota-
bly, neo-tribes. However, following Hodkinson (2002), we argue for
the continued applicability and relevance of subculture, which we see as
particularly useful in helping us understand cosplay.
By applying Hodkinson’s four indicators of subcultural substance to
cosplay, we argue that cosplay is a subculture. There is a clear consist-
ent distinctiveness to cosplay. Though increasingly diverse, a sizable pro-
portion of cosplayers do conform to a specific demographic. Cosplayers
outward appearance while in costume is also quite clearly distinctive,
but more than this, there is also a distinctiveness and autonomy to this
culture that carries on in their everyday lives in the form of subcultural
networks, consumption, norms, and values. It is this continued and
everyday participation in cosplay culture, creative, and consumer pro-
cesses, which helps give cosplayers their shared identity, sense of belong-
ing, and commitment to this (relatively) autonomous subculture.
4 Cosplay as Subculture
113
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5
Identity and Performance
Introduction
In the YouTube video ‘costuming, cosplay and identity’ (2018), which
is part of a series entitled The Squee Project: Exploring the Fangrrl
Experience, the cosplayer Jackson Juniper states that ‘cosplay, is at its
core, putting on a costume to express yourself ’. This statement high-
lights one of the core issues frequently discussed in both the academic
literature and also often by cosplayers themselves, that is, to what extent
cosplay is about playing out another character, or is it more a means
by which cosplayers express or explore aspects of their own (existing)
identity?
This chapter therefore explores the complex and often thorny issue
of identity and cosplay, and in particular, considers cosplay as a perfor-
mance of identity. The chapter begins with a consideration of identity as
a (largely) modern concept and also reflects on the importance of iden-
tity in art. The idea of identity as a key component of modernity is then
explored more specifically in relation to the idea of identity as a reflexive
project. We then move on to discuss the role and importance of perfor-
mance and identity in cosplay.
Identity
Questions concerning identity appear to be a recurrent and central
theme for both cosplayers and the academic literature on cosplay. It is,
therefore, somewhat surprising that very few studies explore the con-
cept of identity, and the various ways it has been theorised, in any great
depth. To this end, this chapter locates cosplay within a wider consid-
eration of the contemporary and changing nature of identity and ideas
of the self. Moreover, we suggest that cosplay provides a useful case for
exploring and shedding new light on the ideas of identity.
Identity is not a universal given, but rather a culture-specific con-
struction (Hall 1996). Though discussions of identity can be traced
back to ancient times, here they were primarily related to the ‘sameness’
of objects; however, Gerald Izenberg (2016, p. 1) suggests that it was
the English philosopher John Locke who first raised the idea of personal
identity. Izenberg (2016, p. 3) suggests throughout the eighteen and
nineteen hundreds we start to see more frequent use of the term, most
commonly to refer to set ‘objective markers’, such as sex, age, and occu-
pation. Less commonly the term was also used to refer to group iden-
tities, such as political parties or nationalities. However, it is from the
post-war period onwards that we start to see identity more commonly
being discussed, not as something that is set, but rather something that
is developed and achieved. As Izenberg (2016, p. 4) writes: ‘…with
5 Identity and Performance
121
that academics, and also the wider public, start to become specifically
concerned with ideas of identity and the self.
Identity then is a fairly recent construct. This, as Moran (2015)
argues, is both a controversial and counter-intuitive idea. Identity seems
to be a given, something that everyone has and always did. It is, after
all, who we are. However, as Moran (2015, p. 11) continues, recognis-
ing the historical specificity of the concept is epistemically very fruitful.
This, she suggests, is because it helps us recognise that identity is not a
constant, and that our fairly recent concern for identity tells us a great
deal about the changing times in which we now live.
Of course, at one level, this is most probably an oversimplification,
which Moran herself recognises. For example, writers such as Richard
Jenkins (2008) have argued that it would be foolish to assume that
throughout history no one ever questioned the world around them
and their place in it—and the history of art would certainly provide
evidence to support Jenkins’ argument here. But it is certainly evident
that in recent decades social scientists and the wider public have become
increasingly concerned, possibly even obsessed with questions concern-
ing identity. We live in a world today of best-selling self-help books,
make-over shows, and life-coaching—all designed to explore our sense
of self, to help find ourselves, and who we really are. And it is therefore
important that we locate cosplay within this context, as an expression
and exploration of self (or various selves), within a society where ideas
of the self and identity have become increasingly central.
Modern Identity
There is then a conflict, but not an irreparable one, at the centre of
modern concerns about identity. On the one hand, most of us like to
hold onto the idea that there is a real and true us, which is fairly con-
stant and consistent. When we do something that we feel is out of char-
acter, we often apologise and say that it was not like us, or not who we
really are. Similarly, often we can accuse others of not being themselves,
or putting on a front or an act, which deceives and hides who they really
are. On the other hand, contemporary society has multiple large and
5 Identity and Performance
125
and even biological and religious, theories of identity and the self. It is
not the purpose of this book to set out a comprehensive overview of
theories on identity and the self, but rather, here we wish to focus on
a number of key perspectives, and in particular, those we feel can best
help us understand cosplay. We therefore now turn to a consideration of
the central role of performance in cosplay, before moving on to discuss
theorisations of performance and performativity, ideas of the individu-
alised self, identities and performance in a digital age, and finally, we
reflect on the idea of the end of identity.
Performing Cosplay
Lamerichs (2011, 0.1) suggests that ‘cosplay is understood as a perfor-
mance activity’, both Gn (2011, p. 583) and Lotecki (2012, p. 1) define
cosplay as ‘performance art’, and Norris and Bainbridge (2009, p. 4) refer
to the cosplayer as a ‘textual performer’. However, as Lamerichs (2011,
1.5) argues, ‘“performance” is a rather broad concept’. In particular, even
though performance is a term employed by almost every writer on cos-
play, very few have attempted to theorise, or even necessarily define, what
they mean by this. Lamerichs (2011) is one of the few notable exceptions
here, where she utilises Bail’s (2004, p. 57) definition of performance as ‘a
tangible, bounded event that involves the presentation of rehearsed artis-
tic actions…We can extend this idea of performance to other events that
involve a performer (someone doing something) and a spectator (some-
one observing something)’ (cited in Lamerichs 2011, 1.5). It is also quite
fitting for us that Lamerichs draws this definition from performance stud-
ies. Though performance studies is a diverse and multidisciplinary subject
area, it has its basis and foundations in the aesthetic and art. Moreover,
Khatchikian (2018, p. 164) suggests that performance is not only a sub-
ject of study, but can also be used as a form of artistic method, particu-
larly where traditional research methods fail to ‘grasp and translate’ bodily
experiences. Though the form of artistic method that we utilise here is
not performance art, we argue that similarly painting provides an impor-
tant and useful method for exploring certain aspects of culture, which tra-
ditional research methods may not fully capture—see Chapter 3.
5 Identity and Performance
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may appear contradictory, they can (and often do) coexist together. For
instance, Hills uses Henderson’s (1997) discussion of the Japanese Elvis
impersonator, Mori Yasumasa, to explore the fluid boundaries between
impersonation and improvisation.
Henderson (1997, pp. 51–252) suggests that Mori Yasumasa and
other impersonators are not simply trying to be, or even replicate, Elvis,
but rather they are using ‘Elvis as a platform for their own personal-
ity’ (cited in Hills 2002, p. 165). Hence, Hills (2002, pp. 164–165)
suggests:
This forms part of Hills’ (2002) wider discussion of his idea of ‘perform-
ative consumption’. This suggests that objects and resources are actively
drawn on by fans, along with their own lived experiences, and other
influences, in the construction of social performance, which form part
of a wider ‘project’ in the construction of individual identities.
Lines can then clearly be drawn from Hills’ (2002) work to discus-
sions of cosplay. While cosplayers must ‘inhabit’ a role and a costume
(Kirkpatrick 2015, 4.4), equally through the making of the costume
and role-playing of the character, they (to some extent) make it their
own. Similarly, important parallels can also be drawn here with the
work of Newman (2008) on video game culture. Newman argues for
a move away from an academic obsession with the act of playing video
5 Identity and Performance
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fantasy’. Each Final Fantasy game stands alone, with a new game world
created for each instalment and a new cast of distinctive playable charac-
ters. It is, accordingly, a popular choice for cosplay.
The Final Fantasy games are RPGs (role-playing games) that allow play-
ers to spend a large number of hours immersed in the game world, form-
ing a well-developed relationship between the character and gamer. In
particular, and certainly in the later games, players are able to customise
their characters. Accordingly, a character like Cloud, the main protagonist
from FFVII, may be played in many different ways. As Benjamin Chandler
states (2009, p. 7), ‘I can take the preset Cloud I start off with and make
him into my Cloud, who will be different from anyone else’s Cloud’.
Each Cloud is developed by the player throughout the game and
made their’s by the decisions the gamer makes in playing the game.
Drawing links to Roland Barthes, Chandler (2009, p. 7) suggests ‘this pro-
cess requires the player to produce the text for themselves, making Final
Fantasy VII a writerly text’. The player is active in creating their own nar-
rative through the gaming experience (Chandler 2009, p. 6). It is this cus-
tomisation, which may be one reason why Final Fantasy is such a popular
source for cosplayers. In an RPG, like Final Fantasy, the gamer’s participa-
tion is essential to their progression. Starting with a uniform character,
they invest time and effort to create a more powerful character, who can
progress through the game and its narrative. Final Fantasy is therefore a
game world in which gamers actively create a personalised avatar, similar
to how cosplayers create their own unique version of a character (Fig. 5.3).
As with the Final Fantasy games, there is a malleability to the charac-
ters that cosplayers play out. Similar to the limitations placed upon char-
acter customisation in a video game by the game’s designers, the excepted
canon and the expectations of other cosplayers can shape how a character
is cosplayed, or certainly how others perceive an individual’s cosplaying of
a character. However, within these limitations of authenticity, cosplayers
will make a character their own or may even seek to deviate and push at
the boundaries of accepted character traits. As Matt Hills (2002, p. 166)
argues in relation to cult media fans, it is by appropriating a text the self
is ‘realised through this process of appropriation’. Here, Hills cites Paul
Ricoeur (1981, p. 113):
For Hills, following Ricoeur, it is this mimetic loss of self that ‘can actually
facilitate an expansion of self’ (Hills 2002, p. 166).
David Hancock’s Cosplay paintings and drawings attempt to highlight
this relationship between the cosplayers and the character they represent.
It could be seen that the artwork is representing two personalities simul-
taneously, creating a double portrait. The paintings are of, for example,
Cloud or Tifa from the Final Fantasy games, but they are not only these
characters, but also the individuals who are cosplaying them. They are
simultaneously the character and the cosplayer, but there is no distinction
between them. The self is not replaced by a character, but, as Hills argues,
it is expanded.
For example, Nathan spoke of his own relationship with Cloud, whom
he regularly cosplays. Amongst the tight-knit cosplay community, Nathan
has become so well known in this role that both he and the other cosplay-
ers often find it hard to see him outside of his characterisation; Nathan
and his persona as Cloud have become one for both him and his friends.
As Nathan stated, ‘That’s like the real me. I’m not Nathan, I’m Cloud’. Just
as putting on a favourite item of clothing can make us feel more comfort-
able or confident, but we still remain the same person, the playing out of
a particular version of a character by cosplayer is another aspect of their
self.
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G. Crawford and D. Hancock
Performance and Performativity
Probably the most obvious, and most widely used, theorisation of iden-
tity in the existing academic literature on cosplay is the idea of identity
as social performance or performativity,1 with the two key theorists here
being Judith Butler and Erving Goffman.
The work of Erving Goffman, and most notably his highly influ-
ential book The Presentation of Self in Everyday Life (1969), is utilised,
or at least referenced, by several writers on cosplay, such as Gunnels
(2009), Rahman et al. (2012), and Peirson-Smith (2013). For Goffman,
identity consists of, and is constructed through, repeated and numer-
ous social roles performed in a variety of social contexts. In particular,
what Goffman was interested in was how individuals use social perfor-
mance to interact with each other and maintain what he referred to as
the ‘interaction order’. Goffman saw interaction as a ritual, which has
rules and meaning beyond the individual. Of importance here is the
1Performativity is a concept most commonly associated with Butler, but it is worth noting that
[In] the performative act, most people are concerned about how others
or significant others perceive them. The degree to which cosplayers see
themselves as connected with or separated from others is important. With
this perspective, it is not difficult to understand why cosplayers…would
want to be accepted and recognized by their friends or fellow members.
Pandora’s Tower
Pandora’s Tower (Nintendo, 2012) (Fig. 5.4) is a video game developed
exclusively for the Nintendo Wii. In the game, you play Aeron, a soldier
who volunteers to undertake a dangerous and emotional mission to
save his beloved friend, Elena. Elena has been cursed and mutates into a
demonic abomination. Aeron must kill and remove the hearts of thirteen
demons in Pandora’s Tower and return with them to Elena for her to feast
on in order to break the curse before her mutation becomes permanent.
The role-playing aspects of Pandora’s Tower allow the gamer to decide
whether to develop a romantic relationship with Elena or not, which
then proves pivotal to the game’s multiple endings. In between levels,
Aeron is able to return to Elena to inform her of his progress, present her
with gifts, and seek her assistance in solving puzzles. These actions assist
in strengthening the bond between the two characters and ultimately
impact on how the game ends. Hence, each player makes choices as to
how they wish to develop the character of Aeron; for example, a player
who is merely interested in completing the thirteen levels of the game
may not develop a romantic relationship with Elena.
During a science fiction and fantasy convention in Birmingham in
2013, David Hancock filmed and photographed the (female) cosplayers
Stephanie and her partner Tanya dressed as (the male character) Aeron
and (the female character) Elena, as they acted out their roles on a small
green area by an ornamental fountain outside the main exhibition centre.
Later, to add to the filmed footage’s narrative, Hancock inserted various
140
G. Crawford and D. Hancock
cut scenes from the original video game. The inclusion of sections from
the game draws attention to how Stephanie has developed the character
Aeron both in the game and in her cosplaying of him in a particular direc-
tion, which emphasises his romantic relationship with Elena.
Stephanie and Tanya were already in a relationship, and their cosplay-
ing of these characters emphasises the romantic relationship between the
characters, but also themselves. We, therefore, see here a complex web of
identities, performances, and relationships laid on top of each other and
intersecting. Here, a same-sex couple, who are in a pre-existing romantic
relationship, use cosplay to act out and expand a male–female romantic
relationship that they have also chosen to develop in a video game. Their
cosplay is, thus, an amalgamation of their own relationship and a video
game relationship, but also more than the sum of these individual parts. It
is a performance, built upon existing performances, but one that takes on
a life and narrative of its own in this moment and space (see Chapter 7).
These relationships, performances, and narratives, are expanded by Hancock
through his use of both film and watercolour paintings. Hence, the artist
himself (his identity, his narratives, and his performances) are further added
into this mix. Combined, these bring to bear and make visible the complex-
ities of identities at play. There are many players and characters here, all of
which highlight the complex and shifting nature of identity.
5 Identity and Performance
141
Hence, similar to Goffman (or more precisely, similar to how some read
Goffman), for Butler there is no real self behind the performance, but
rather our sense of self becomes reified through repeated social perfor-
mances. For example, Lotecki (2012) argues that we should not see
cosplayers as seeking to escape their identity, but rather by drawing on
Butler, we can better understand this as playing out another performed
character.
For Lawler (2014), the key difference between Goffman and Butler
is that while Goffman focuses on the stability and maintenance of the
social (interactive) order, Butler is more interested in how this can be
disrupted, and in particular, how gender can be challenged and trans-
gressed. For example, Butler pays a good deal of attention to what she
sees as subcultural forms of gender resistance, such as ‘drag’ and ‘gen-
der blending’. For Butler, drag can be ‘a postmodern tool with which to
radically reassess universalized and reductionist feminist thought’ (Coles
2007, p. 9). As Butler (1990, pp. 137–138) writes:
2Sora and Demyx are characters from Kingdom Hearts, a video game that incorporates Disney
characters with a specially created world by Square Enix, the designer of Final Fantasy. Originally
released in 2002, there have been several sequels and spin-offs.
5 Identity and Performance
147
relaxed. I don’t have to be girlie because I’m not a very girlie person. I’m
more chilled out, can’t be bothered, male. It’s more natural for me to be
a boy than a girl. It feels like so much more effort to be a girl’.
We recognise that a sense of self, even the idea of a real, deeper,
self, is important to many, such as trans people. For Sophie, Kimberly
Brightheart interviewed in The Squee Project (2018) video (cited above),
and many others, cosplay, and in particular crossplay, provides an
important way of playing with, and maybe even, disrupting gender.
Hence, as with Butler’s and even Goffman’s theorisations, we are not
attempting to deny others’ subjectivity or agency, but rather, recognise
the multiplicity and compound nature of identity, and the role of social
performances and social expectations in shaping these. However, the
question to which we now want to turn is to ask if, in an increasingly
fluid social world, identity still matters?
So we are all artists of our lives – knowingly or not, willingly or not, like
it or not. To be an artist means to give form and shape to what otherwise
would be shapeless or formless. To manipulate probabilities. To impose an
‘order’ on what other would be ‘chaos’: to ‘organize’ an otherwise chaotic
— random, haphazard and so unpredictable — collection of things and
events by making certain events more likely to happen than all the others.
over ‘fake’ news and ‘fake’ online accounts. It is also often through pre-
determined and pre-existing categories that social networking sites and
online accounts ask us to define ourselves, such as age, sex, location,
and occupation. Often the information we share about ourselves is even
more detailed, such as our likes and dislikes, education and employ-
ment history, as well as often multiple photographs or even videos of
ourselves and our friends and families. Moreover, some studies, such
as Tosun (2012), suggest that online spaces can provide people with
opportunities to be and express what they see as their true selves.
Baym (2015) argues, though of course some people online can be
dishonest, the frequency and extent of this is often exaggerated. For
example, a study by Ellison et al. (2006) on online dating sites suggests
that people who lied about things such as their weight or not smoking
did so, not necessarily to deceive, but because they were hopeful that
this was the person that would soon be—slightly slimmer, or a non-
smoker, for example. As Baym (2015, p. 129) argues ‘sometimes being
deceptive is about presenting one’s ideal self more than a fictitious one’.
Also, returning to the work of Goffman (1969), it is evident that in our
social interactions with others, even online, we tend to inadvertently
‘give off’ certain things about ourselves (Bullingham and Vasconcelos
2013).
It is also important to recognise that our online identities and per-
sonas are not wholly within our control. Others may comment or
reply to posts we make, share pictures of us, or tag us in their posts,
and write or say things about us online—things we may or may not like
or agree with. Just as in the offline world, following the likes of Mead
and Blumer (cited earlier), it is important to recognise that online, our
sense of self is shaped by how others see us, and moreover, what hap-
pens online can have a significant impact on our sense of self and our
identities offline.
Of course, to a certain extent, all online personas are curated. For
some, for example, Instagram influencers or vloggers, this manipulation
of their image and identities can be carefully orchestrated, but these are
still images and identities inextricably linked to embodied individuals.
Even if using ‘fake’ photographs and ‘fake’ information to create online
identities, it is important to recognise that these are still created by ‘real’
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people, in the ‘real’ world, with ‘real’ motives. These are not free-floating
disembodied identities, but still identities created and played out by an
embodied person, and they are part of who that person is, if only tem-
porarily and in certain (online) places. It is, therefore, important that we
avoid the temptation to see a separation between our online and offline
lives and identities, as in an increasingly digitally mediated world, both
our analogue and digital interactions are part-and-parcel of our everyday
lives, who we are, and our sense of self. What we do is who we are.
Conclusion
On the one hand, it is important to recognise that identity is not one
thing. Questions concerning whether a cosplayer is using a charac-
ter as a mask to hide behind, to say something about themselves, or
to construct a new identity, or similar questions (at least at one level)
no longer make any sense; if they ever did? On the other hand, these
kinds of questions continue to matter to cosplayers, their audiences, and
the academics studying them. Cosplayers will often talk about becom-
ing someone else, or choosing a character that is like them, or sometimes
even, one that is not like them. Identity is still a tool we cannot assign
to the historical dustbin, as it is a term that most people still use to
understand and articulate their actions and those of others. However, as
Izenberg (2016, p. 457) recognises ‘identity must be disenchanted’. We
need to decentre identity and place it within a wider social and cultural
context, and in doing so, understand its contingency.
It is evident that identity matters for both the cosplay literature and
cosplay subculture. Playing with various identities is often how cosplay-
ers define cosplay and it is, therefore, central to academic considerations
of this activity, its participants, and their community. Nevertheless,
what is somewhat surprising is that so few authors seek to fully explore
or define what they, and others, mean in their use of concepts like iden-
tity and performance. It is evident that for writers on cosplay, the most
frequently referenced theories on identity are the work of Judith Butler,
and to a lesser extent, Erving Goffman. The work of these authors is
important, as both recognise that our sense of self is not pre-existing,
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and does not stand behind the social performance, but rather our iden-
tity is constructed, maintained, and at times, disrupted, through the
roles we play in our everyday lives, which includes cosplay. The cosplay
character does not sit on top of ourselves, but rather our self is a con-
struct made up of the roles we play, which includes cosplay, and all that
we do.
Furthermore, writers, such as most notably Bauman and Beck,
highlight the instability of identities in an increasingly fluid world.
Here, our identities are not only unstable, but moreover, fixed iden-
tities become an obstacle to living (and surviving) in a rapidly chang-
ing world. Moreover, some, such as Latour, question the relevance of
identity in understanding how human and non-human actors (or act-
ant) interact across social networks. Hence, writers such as Muriel and
Crawford advocate a post-identity thesis, but even they recognise that
identity is a concept that will not go away or die. Identity remains a
central concept to sociology and other social sciences, but beyond this,
continues to significantly matter in other domains, such as (most nota-
bly for us) both cosplay and art.
Ideas of a post-modern identity, or even post-identity, then move
beyond the questions of whether cosplayers are imitating a character or
using a character to play out aspects of themselves? There is no distinc-
tion between the ‘character’ and ‘one’s self ’—only an embodied social
actor performing certain actions at a given time and place. However,
most of us cling to modernist ideas of identity, drawing imaginary
fences around areas we want to hold onto and believe to be our true
selves and reifying them as our identity.
Hence, cosplay could be seen as a post-identity, one of the many
fluid and blurring identities we shift between in our everyday lives.
Yet, identity is no more or no less real than it ever was. It has always
been contingent, but it is probably now more malleable than it ever
has been. This, we would suggest, is why cosplay is so relevant to
this discussion, as it helps to make visible the contemporary play
with identities, which happen in both online and offline spaces, but
are, to use Beck and Beck-Gernsheim’s term, part of an ‘institutional
individualization’.
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Introduction
This chapter focuses on the processes and interactions involved in
crafting cosplay costumes and performances, but in doing so, recognises
that cosplay is so much more than simply a costume and a performance.
Cosplay is a complex and dynamic culture made up of networks of
interconnected actors, practices, and knowledges.
We begin by contextualising and situating cosplay within a wider
consideration of the changing nature of audiences. Drawing on a model
of audience research proposed by Abercrombie and Longhurst (1998),
we suggest that it is possible to see an evolution in both audience behav-
iour and audience research, which recognises how media are used by
participatory audiences in their everyday lives, and in doing so, are
becoming more spectacular and performative. Following on from this,
we focus on the idea of participatory culture, and in particular the work
of Henry Jenkins, which specifically argues that participatory culture
has shifted from the sidelines into mainstream culture, and associated
with this, we see the growing influence of transmedia texts, where narra-
tives increasingly flow across multiple platforms.
Performing Audiences
Abercrombie and Longhurst (1998) suggest that research on audiences
(and within this they would include fan and various subcultures) has
progressed through three clear stages or paradigms. These they refer to
as the behavioural paradigm, the incorporation/resistance paradigm, and
the spectacle/performance paradigm. The behavioural paradigm covers
early sociological and cultural studies research and a good proportion
of psychological research into audiences. In this model, audiences are
largely seen as directly and passively responding to media, such as can
be seen in the ‘media effects’ literature. For example, in this paradigm,
violent images or messages are seen to have a direct and causal effect
on audiences, such as increasing levels of aggression. However, there are
clear and fundamental issues with this theorisation, such as it is evident
6 Crafting Cosplay
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that audiences do not simply and directly passively absorb media mes-
sages and ideologies, and causal links attributing specific audience
behaviour to media influences are hard, if not impossible, to substan-
tiate. Though Abercrombie and Longhurst suggest that each paradigm
is subsequently followed by new perspectives on audience research,
crucially, each paradigm does not die, and in particular, media effects
debates have continued to thrive, often moving onto new media and
audiences, such as video games (Crawford 2012).
Moreover, the contradictions and limitations of this paradigm,
Abercrombie and Longhurst suggest, led to this model being super-
seded by a new paradigm. The incorporation/resistance paradigm rec-
ognises audiences as active in processing and interpreting the messages
and images conveyed to them through various media sources and forms.
For example, Stuart Hall’s (1980) work on encoding and decoding is an
important landmark here, in which Hall argues that media audiences
can interpret and decode ideology encoded into the mass media, and
take a number of stances towards this, which includes incorporating,
negotiating, or resisting these ideologies.
However, Abercrombie and Longhurst suggest that there are similarly
a number of key issues with this paradigm. First, this paradigm primar-
ily draws on a zero-sum, top-down theorisation of societal power. In
this model, power is owned and controlled by particular social groups,
to the determent of others. However, following more contemporary
post-structuralist theorisations of power, such as the work of Michel
Foucault (1979), they suggest that social power relations are not as
simple or linear as this model would seem to assume, but rather are far
more complex and in constant flux. Second, they suggest that audiences
are becoming more sophisticated and diverse in their use of media and
can no longer (if they ever could) simply be characterised by their incor-
poration, negotiation, or resistance to dominant ideologies.
Abercrombie and Longhurst (1998) argue that audience research has,
in recent years, shifted towards a new third paradigm, which demon-
strates a greater interest in how media is consumed and located within a
wider social context; and this they refer to as the spectacle/performance
paradigm. Research in this paradigm tends to see media audiences as
more participatory and active in their media consumption.
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Participatory Culture
Key examples of literature that would fall within what Abercrombie
and Longhurst refer to as the spectacle/performance paradigm would
include the work of authors such as Camille Bacon-Smith (1992) and
Henry Jenkins (1992) on the creativity and participatory culture of
fandom. In particular, Henry Jenkins describes cult media fans, such
as the followers of Doctor Who and Star Trek, as ‘textual poachers’—a
term he borrows from Michel de Certeau (1984). For Jenkins, these
fans are engaging in a process that de Certeau would refer to as ‘mak-
ing do’. That is to say, they are making the best of, and personalising,
the resources available to them. In particular, Jenkins was interested in
how fans draw on (or ‘poach’) characters and storylines from existing
commercially produced media texts and use these to create their own
stories, poems, art, and music. Jenkins (1992, p. 3) describes these cre-
ative fans as ‘a social group struggling to define its own culture and to
construct its own community within the context of what many observ-
ers have described as a postmodern era’ and as ‘a group insistent on
making meaning from materials others have characterised as trivial and
worthless’.
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developed new tools and technologies, such as the Internet, which ‘ena-
ble consumers to archive, annotate, appropriate, and recirculate media
content’ (Jenkins 2006a, p. 135). Second, there has been the rise of a
number of subcultures that promote Do-it-Yourself (DIY) media pro-
duction, such as video game modders or Internet bloggers. Third, ‘hori-
zontally integrated media conglomerates encourage the flow of images,
ideas, and narratives across multiple media channels and demand more
active modes of spectatorship’ (Jenkins 2006a, p. 136). Here, Jenkins is
referring to the rise of ‘transmedia’, where media narratives increasingly
cross-cut, and sometimes require engagement with, different media
forms. For Jenkins, transmedia requires the existence of a more active
consumer, who will seek out and actively engage with narratives across a
variety of media texts and platforms.
However, as Lamerichs (2018) argues, Jenkins’ work here is still pri-
marily focused upon transmedia storytelling, and how fans and more
ordinary media audiences alike actively seek out and follow narratives
across cross-cutting and intersecting (transmedia) texts. This, Lamerichs
(2018, p. 27) argues, is problematic in two key ways: first, by primar-
ily focusing on the textual, Jenkins largely ignores material productiv-
ity, such as cosplay; and second, by focusing on audience’s engagement
with industry-driven texts, he ‘neglects the liminal examples of transme-
dia storytelling that stand between fandom and official production’. For
example, here, Lamerichs cites how it was Doctor Who fans who kept its
narrative alive while the show was off air (particular between the feature
film of 1996 and the reinstatement of the television series in 2005), and
some of these fan-produced stories were then subsequently incorporated
into the official canon of the show once it was reinstated. Hence, as
this and other examples show, the distinction between official and fan-
produced narratives is not always that clear.
Subsequently, Lamerichs (2018) argues that rather than a narrow
focus on transmedia storytelling, fan scholars should instead broaden
their scope to consider, what she refers to as, transmedia design. This,
she suggests, recognises the sometimes blurred boundaries between offi-
cial and fan-produced texts, and also, that fan activities are not solely
restricted to the textual, but can involve material production, perfor-
mances, and play. Consequently, this broadening out of transmediality
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lives’. Sienna continued, ‘you can act out what you want. You don’t have
to base it around what’s happening in the anime or manga’. Similarly,
Grace suggested, ‘I’m cosplaying a real minor character, so he doesn’t
have much of a story in the anime, so whatever I do and how I interact
with the other characters, I suppose… you could say that was extending
his story’.
It is then through cosplay that the cosplayers extend characters and
their narratives, and in doing so, help make the character their own and
create new personal meanings and memories associated with that char-
acter. Erika, one of the cosplayers interviewed as part of the research,
made this very point, ‘you do stuff in cosplay and then you attach those
memories to the character’. In the same interview, Elizabeth expanded:
You also put your own spin on the personalities or their relationships
because it isn’t fully explained [in the original text], or you like to put a
twist on something. I think you make the character your own when you
cosplay them. Sometimes they don’t have a set personality. That’s why you
can get multiple cosplays of one character. Each character is slightly dif-
ferent because of the way you perceive it.
Hence, there appears an awareness with cosplayers that they are not
simply acting out an existing character, but are actively extending this
and its associated narratives. In doing so, cosplayers create new trans-
media texts, which add to their understanding and engagement with a
character, as well as that of others. This then is one of the ways in which
official and fan texts blur. As it is evident that for cosplayers, their con-
nection with existing characters and narratives will not only be shaped
by existing texts, but will also incorporate and blur with their (and oth-
ers’) cosplaying.
For many, cosplay is a way of extending and further exploring their
existing fandom. For example, one of our interviewees, Chris, discussed
how he sees his cosplaying as fitting in with, and expanding, his existing
interest in Star Wars as a fan.
I follow the character’s backgrounds and what they do. Like the Rebel
pilots [from Star Wars], you first see them in the films. So, you follow
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them through the films, but when I started digging, I’d dig into the char-
acter’s backgrounds. Then I started playing Star Wars Rogue Squadron on
the N64 [Nintendo games console], and I fell in love with the pilots of
the X-Wings and Y-Wings. So, I followed the pilots’ storylines through
the graphic novels, and I really liked the Star Wars X-Wing series. So I
followed those characters through the different medias to the point where
they are now my favourites from the Star Wars universe. They have badass
uniforms, badass spaceships, and you can get to know them in all these
graphic novels and computer games.
Communities of Practice
Cosplay is an affective, creative, and performative process. Some of
which is often undertaken alone, as cosplayers research and craft cos-
tumes, and rehearse and hone their performances. However, as we shall
argue, even when sitting alone sowing or scouring the Internet for ideas,
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Crafting
Crafting dates back well over two million years, if not before, when
the first humans began fashioning stone tools. Crafting has then
been an essential part of daily life until the advent of industriali-
sation, when machines and factories started to replace handmade
production. Of course, crafting did not completely die out, and the
Arts and Crafts movement and the work and designs of William
Morris (amongst numerous others) are examples of attempts to keep
traditional crafting techniques alive (Gauntlett 2018). But with
industrialisation, the crafting of objects shifted from an everyday
and mundane activity, to something much more niche, to be cele-
brated and admired, much like art. We say, ‘much like art’, for it is
evident that there still remains for many a clear distinction between
craft and art. For example, the work of Mihaly Csikszentmihalyi
(1997) highlights ‘creativity’ as involving innovation and novelty,
which he associates only with the work of Nobel Prize winners and
those of a similar standing. This, David Gauntlett (2018) challenges,
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It is then evident that from the 1960s and 1970s onwards we start
to see the development of a DIY counterculture. Moreover, this for
Henry Jenkins (2006b), coupled with changes in the nature of audi-
ences and technology, is what he sees as the origins of contempo-
rary participatory culture. In particular, both Gauntlett and Jenkins
highlight the important role new media technologies play in facili-
tating the rise and spread of DIY culture and contemporary forms of
crafting.
For Gauntlett (2018), new media technologies, and in particular
social media, are seen as platforms that enable and bring like-minded
people together and allow them to share their interests and knowl-
edge. Gauntlett appears fairly neutral in terms of a role of social media
in facilitating craft-based communities. On the one hand, he suggests
that social media platforms like YouTube could be seen to be exploit-
ative, as they profit from the ‘immaterial labour’ of those producing
content (Gauntlett 2018, p. 101). However, citing the work of Virginia
Nightingale (2007) he suggests that online platforms, such as YouTube
and Instagram, could be seen as ‘patrons’, welcoming and promoting
the creativity of their users (Gauntlett 2018, p. 101).
For Jenkins, technology plays a central role in driving the develop-
ment of DIY culture, and following this, participatory culture. Jenkins
(2006b, p. 3) sees this as part of a wider ‘convergence culture’, which
he defines as the convergence of ‘technological, industrial, cultural, and
social changes’. However, for Jenkins this convergence culture does not
exist primarily in ‘media appliances’, but rather ‘within the brains of
individual consumers’ (Jenkins 2006b, p. 3).
The relationship between new social media and crafting is complex,
as some have suggested that DIY culture can be seen as a direct reac-
tion to the growing importance of digital media in our everyday lives
and the speed of modern living. For example, Gauntlett (2018, p. 75)
cites an interview with the writer and knitter, Sabrina Gschwandtner,
who argues that the rising popularity of handcrafts is a direct ‘reaction
against a whole slew of things, including hyperfast culture, increas-
ing reliance on digital technology, [and] the proliferation of consumer
culture’ (interviewed in Levine and Heimerl 2008). Moreover, the
ceramicist, and 2018 LOEWE Prize winner, Jonathan Anderson, in an
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Crafting Cosplay
It is evident that cosplay is much more than just dressing up in a cos-
tume. As Kirkpatrick (2015, 3.3) argues, ‘cosplay culture refers to the
broader range of cultural activities performed by cosplayers’. Cosplay
is an everyday, lived culture. This often involves individuals extensively
researching the character that they are going to play, sourcing material,
practising and perfecting crafting skills, communicating with others
(often both online and offline), designing and constructing a costume,
rehearsing, and so much more. Unlike many science fiction and fan-
tasy fans who often buy their costumes off the self, for most, cosplay
involves the construction of (at least) some proportion of their costume.
Lamerichs (2015) argues the creation of the cosplay costume is an
important part of cosplay, and for some, possibly the most important
aspect. Certainly, this is often the most time-consuming aspect of cos-
play. Researching, designing, sourcing material, and then construct-
ing the costume will, for many cosplayers, take a considerable amount
of their time, as well as often a not-insignificant amount of money
(Lotecki 2012). For many, creating the costume is a very pleasura-
ble act. As Lamerichs (2015, p. 144) writes, ‘the creation of the out-
fit becomes a way of already enjoying the cosplay and the aesthetic
experience it fosters’. Making the costume is a hobby in itself, akin to
sewing, knitting, or model-making, and certainly can involve many of
these activities, skills, and more. It is a creative, affective, aesthetic, and
artistic activity. For one of our interviewees, Phoebe, who makes highly
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all about creativity! [But] It can be about making friends as well, and
being confident and having fun’.
Cosplay can be a very sociable act. Cosplayers will often create cos-
tumes together, or coordinate with others, such as what characters they
intend to play at a particular meeting, or else share information, advice
and support both online and offline with other cosplayers (Rosenberg
and Letamendi 2013). As Katie stated in interview, ‘it’s a nice hobby
to get into, and you meet loads of new people. You get friends, you get
tips, it’s great. It’s an amazing community’. Also, as another interviewee,
Jess, suggested, ‘what makes cosplay so special, is that it allows so many
different types of people to express their love for media in such a crea-
tive way. It’s great because there is so much to get out of it’.
Holmes et al. (2014) suggest that a key aspect and advantage of com-
munities of practice are how they work together to forward not only
individual knowledge, but also shared knowledge and practices, which
allows the community to develop organically. For, as Preece (2000)
argues, communities are not static, but rather a process (cited in
Holmes et al. 2014, p. 280). Also, the boundaries of this community
can be rather porous, as communities of practice can cross-cut with one
another, and also pull others into their orbit. For example, creating cos-
play costume can also involve, and draw in, many others who are not
themselves cosplayers. For example, Peirson-Smith (2013) discusses how
family members might help cosplayers source materials, or help them
with construction skills, such as sewing.
The role of tuition is central to communities of practice, for it is
through these processes that new members learning the norms and
practices of a community that they then become part of it, and in turn,
their presence and actions add to, and help evolve, the wider commu-
nity. In particular, Wenger et al. (2002) argue that for communities of
practice to survive and grow, they need to be nurtured by the active par-
ticipation and renewal of members.
Importantly, Paul Duguid (2005) highlights that not all practices can
be learnt from a book; otherwise, the university professor publishing
a textbook would instantly be made redundant. Some knowledge and
practices are tacit and have to be shown. Moreover, while some knowl-
edge is ‘leaky’, and can easily spread from one community to another,
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certain other forms of knowledge are ‘sticky’, and largely remain within
the communities that practice them (Duguid 2005).
This is then where communities of practice come into their own,
for as Holmes et al. (2014, p. 279) write, ‘tacit knowledge is more eas-
ily shared visually and by “demonstration” or social interaction’. It is,
therefore, cosplayers working together that allows practical skills and
techniques to be passed from one practitioner to another, but also, it
is evident that social media platforms like YouTube have allowed the
demonstration of tacit knowledge and skills to be shared much more
readily and widely. As Holmes et al. (2014) argue, the Internet allows
communities of practice to become global. Certainly, YouTube has
thousands of cosplay-related videos, on topics such as how to craft foam
armour, the best tools or glue to use, how to role-play characters, and
much more. Then, in turn, each of these videos will have, at times, hun-
dreds of comments from other users, as well as the posters of the origi-
nal video themselves, engaging in conversations that further add to the
community’s shared practices and knowledge.
Duguid (2005) argues that the knowledge and practices of communi-
ties of practices do not simply exist within the heads of their individual
members but also reside within the community itself. Communities of
practice are more than the sum of their parts. But it is also important to
recognise, something that is often overlooked in much of the literature
on communities of practice is that they also typically involve a great
deal of emotional investment.
As highlighted above, Lamerichs (2013, p. 4) argues that the con-
struction of the cosplay costume is an ‘affective process’, which involves
‘a range of emotional experiences that can lead to investment in the
world which we constitute our identities’. However, as Lamerichs (2015)
also argues, it is important to note that the making of cosplay outfits is
not always a wholly pleasurable experience, or certainly not for everyone.
As Wenger (1998, p. 85) argues, communities of practice, being as they
are based around practices, involve both achievements and failures.
Creating a cosplay costume is often very labour-intensive, time-con-
suming, and can require a great deal of knowledge and skill, and sometimes
considerable amounts of money; and hence, for some, at least some of
the time, this can be a frustrating as well as pleasurable experience. As
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Authenticity and Judgement
Most cosplayers are very aware that they are going to be judged, by oth-
ers, on the quality and authenticity of their costume and role-playing.
This may sometimes be by choice, such as in competitions, but more
often this happens indirectly, through the (often) critical gaze of other
cosplayers. Though many writers on cosplay, and also those we inter-
viewed, are keen to emphasise the supportive nature of the cosplay com-
munity, it is evident, as Kawamura (2012, p. 78) argues, that the more
the costume and cosplayer mirrors the (accepted canonical) appearance
and behaviour of a character, ‘the higher the respect and status you earn
as a cosplayer’.
Being judged on your costume and role-playing of a character is, for
many, part of the appeal of cosplay. As Jess states, ‘some people cosplay
for the excitement and thrill of parading a costume they’ve spent pre-
cious hours working on’. This competitive aspect of cosplay is often
an organised and formal part of attending science fiction and fan-
tasy conventions. As Lamerichs (2018) highlights, many conventions
involve cosplay fashion shows, costume competitions, and short skits,
where cosplayers act out short scenes in costume and character, most
commonly on stage in front of panel of judges, and many cosplayers
will specifically go to conventions to enter these kinds of competitions.
However, more informally, as Jess highlights above, for many, one of the
key motivations of attending conventions is to parade costumes for the
appreciation of others and to pose for photographs.
Hence, cosplay does involve aspects of competitiveness as well as
cooperation—be that either in formally organised competitions, or
simply just in terms of judging the quality of the costumes and per-
formances put on by others at conventions and gatherings. Crawford
(2012, p. 37) argues that cosplayers can be at times ‘very critical, maybe
even exclusionary’, and this aspect of cosplay is certainly emphasised
in the reality television show Heroes of Cosplay, which purposefully
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There’s a harsh side to the cosplay community where some people ridicule
others if they are fat or whatever and so have a different body shape than
the actor, but they don’t understand that it’s more about having fun than
looking good. It’s not about looks. That’s something that really confuses
me that people think you have to be good looking in order to be a good
cosplayer. It’s not the case.
Cosplay is not about producing a carbon copy of the original artist’s con-
cept or character, which is technically impossible anyway. The majority
of cosplay is based on fictional characters with no real-life representation
and, in many cases, not even three-dimensional references. Cosplayers
negotiate between the source character and their own unique real-world
interpretation.
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Hierarchies and Harassment
The increasing number and importance of competitions, the profes-
sionalisation of cosplay, and the popularity of television shows such as
Heroes of Cosplay are certainly increasing the expected levels of complex-
ity and detail of costumes, and the required skills of cosplayers.
All communities of practice involve, and are shaped by, social power
relations, both externally and internally. And organised and formal
activities, such as competitions, add to the formation and structuring of
hierarchies within cosplay. However, as with all craft-based communities
of practice, cosplay involves a great deal of subjectivity in determining
how good someone is at their particular craft. Certainly, how cosplayers
are judged in competitions or become successful can be a bone of con-
tention for some. For example, as Katie stated, ‘they say you can cosplay
no matter what shape and size you are, but some of the models they
focus on are really tiny with big busts. It’s like “come on! There are bet-
ter idols than that!”’.
Furthermore, formal judging and competitions do help create hier-
archies, where those who are more successful in these are often seen
as ‘better’ at cosplaying. This can at times make other cosplayers feel
uncomfortable or even inferior. For example, Sophie recounted in inter-
view how she felt intimated, when during a photo shoot someone who
she felt was (in her words) ‘higher up in the cosplay world’ was look-
ing at her, and she felt negatively judging her, and made her think ‘you
don’t like me, go away’.
A cosplayer’s status can also be elevated by sharing knowledge, such
as on social media channels like YouTube. Duguid (2005) suggests
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Conclusion
It is, as we shall argue more fully in Chapter 8, important that we
consider and locate cosplay within a wider social context. Cosplay
needs to be understood as part of, and contributing to, the evolution
of numerous social processes. Following the work of authors, such as
Abercrombie and Longhurst (1998) and Henry Jenkins (2006a, b), it
is important to understand the changing nature of both audiences and
technology. These, and other authors, argue that audiences are becom-
ing increasingly participatory. Here, Abercrombie and Longhurst focus
on how audiences become more spectacular and performative in their
use of media, which can be understood as contributing to the rise of
an increasingly narcissistic society, where audiences become performers,
coveting the gaze and attention of others. Jenkins (2006a, b) under-
stands this as part of the emergence of a convergence culture, which
incorporates changes in technology and the media industries, which
presume and operate on the basis of a more active and participatory
audience.
In particular, there appears to be a complex relationship between the
rise of new media technologies and crafting. On the one hand, authors
like Gauntlett (2018) argue that the rise of crafting can be understood
as a DIY culture that sidesteps, if not directly challenges, consumer and
digital culture. Here, the rising popularity of crafting can be understood
in the context of other associated trends, such as the rise in slow cul-
tures, discussed more fully in Chapter 3. However, on the other hand,
Jenkins argues that new media technologies, such as social media plat-
forms like YouTube and blogging, have directly contributed to the rise
of participatory culture. For writers like Jenkins, new media allows
6 Crafting Cosplay
193
References
Abercrombie, N., & Longhurst, B. (1998). Audiences. London: Sage.
Bacon-Smith, C. (1992). Enterprising Women: Television Fandom and the
Creation of Popular Myth. Philadelphia: University of Pennsylvania Press.
Bainbridge, J., & Norris, C. (2013, July). Posthuman Drag: Understanding
Cosplay as Social Networking in a Material Culture. Intersections: Gender
and Sexuality in Asia and the Pacific, 32. http://intersections.anu.edu.au/
issue32/bainbridge_norris.htm. Accessed 4 January 2019.
Bertschy, Z. (2013). 5 Things I Learned from SyFy’s “Heroes of Cosplay”.
Anime News Network. https://www.animenewsnetwork.com/feature/2013-
09-10. Accessed 18 January 2019.
Blackshaw, T., & Crawford, G. (2009). Sage Dictionary of Leisure Studies.
London: Sage.
Bourdieu, P. (1984). Distinction: A Critique of the Judgement of Taste. London:
Routledge.
Craven, J. (2018, April 15). Craft Is an Antidote to Digital Media: An
Interview with Jonathan Lowe. The Observer Magazine, pp. 38–39.
Crawford, G. (2012). Video Gamers. London: Routledge.
Csikszentmihalyi, M. (1997). Creativity: Flow and the Psychological of Discovery
and Invention. New York: Harper Perennial.
de Certeau, M. (1984). The Practice of Everyday Life. Berkeley: University of
California Press.
Deleuze, G., & Guattari, F. (1988). A Thousand Plateaus: Capitalism and
Schizophrenia. London: Athlone Press.
The Design Museum. (2018). LOEWE Craft Prize 2018. The Design Museum.
https://designmuseum.org/exhibitions/loewe-craft-prize-2018. Accessed 18
January 2019.
6 Crafting Cosplay
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Introduction
This chapter considers cosplayers’ use and transformation of urban
space. Cosplay provides a visible and important embodiment and
appropriation of contemporary popular culture. In particular, here we
seek to understand and theorise cosplay as a playful appropriation of
urban space.
The chapter begins with a discussion of the work of Thomas
S. Henricks (2014), which considers how the relationship between play
and culture has typically been theorised, most notably here seeing play
either as a form of socialisation, a source of resistance, or culture as
playful in itself. This, we suggest, offers a possible contradiction, which
we seek to address by applying the work of the French theorist, Michel
de Certeau (1984). Though de Certeau has been previously employed
in many considerations of both urban exploration and fan cultures, his
work is not typically used in considerations of play.
Next, the chapter presents an introduction to the work of specific
artists who provide important parallels, and points of convergence, to
the work and insights we are providing here. In particular, we consider
three artists who have made work depicting (other) urban subcul-
tures. This includes Layla Curtis’s work with freerunners in London,
Toby Patterson’s skateboarding-inspired architectural works, and Laura
Oldfield Ford’s contemporary dérives, recalling her memories of subcul-
tural participation in the squatter community in the 1990s.
We then consider how cosplayers similarly (re)use, (re)imagine, and
(re)appropriate certain urban spaces. Applying the work of de Certeau,
we consider how cosplayers employ the dual processes of ‘synecdoche’
and ‘asyndeton’ to link and erase part of the built environment to create
spatial stories and shared fantasies. This reappropriation of space could
be viewed as an act of social resistance; however, we suggest, it is more
in keeping with the idea of a community seeking their own safe space.
An act, which once underway, then transforms the meaning of an urban
space, both for those participants and other urban dwellers.
in many of the writings in this area. That is to say, put another way,
the idea of play as structuring, play as resistance, or culture as playful.
However, this does leave us with a bit of a quandary, if not contradic-
tion, as this illustrates that the relationship between play and culture has
often been understood in quite different ways. Hence, we would like to
suggest that a way forward might be found in the work of Michel de
Certeau and, in particular, his writings on The Practice of Everyday Life
(1984).
tactics are not a ‘magic circle’ (Huizinga 1949), but rather tactics are a
constituent part of strategies, and the two may often be indistinguish-
able from each other. A good illustration of this is language. Though
language has a structuring logic, through, for example, the rules of
grammatology, the use of language is open to manipulation, individual-
isation, and even acts of subversion. Hence, it is the structures or strat-
egies of society that also open up the opportunities for subversion and
play. As de Certeau (1984, pp. 105–106) writes:
…the discourse that makes people believe is the one that takes away what
it urges them to believe in, or never delivers what it promises…It makes
room for a void. In that way, it opens up clearings: it “allows” a certain
play within a system of defined places. It ‘authorizes’ the production of an
area of free play…
of the established order’. That is to say, play does not break from exist-
ing wider culture, discourse, and structures, but are moments or parts
within it, moments that offer a glimpse of individual expression and
the possibility of subversion. Significantly for us here, de Certeau also
has particular value as he explores how these moments of individualis-
ation and resistance can take place in specific social and urban spaces.
In particular, Lamerichs (2014) points to the work of de Certeau as
potentially useful in understanding how the personal histories and social
performances of cosplayers are played out as ‘spatial practices’ at con-
ventions. However, this was not the specific focus of Lamerichs’ work
here, and hence, she leaves a fuller application of de Certeau’s work
tantalisingly unexplored—but here, in this chapter, we take up this
invitation to explore de Certeau’s application to cosplayers’ use and
appropriation of urban spaces.
space to maintain and affirm their shared cultural identity against out-
siders who do not share their lifestyle, enthusiasm or cultural interests’.
Similarly, what became clear from this research is how cosplayers (re)
image and transform their surrounding environment to construct a
(safe) space for their activities. Cosplayers, in acting out the roles of fan-
tasy characters in an urban environment, destabilise the space by met-
amorphosing it into a fantasy arena for the role they have taken on. In
this way, the cosplayers transform the built environment into something
new.
Of particular relevance here is de Certeau’s distinction between a
space and a place. ‘A place is the order’, he writes (1984, p. 117), it is
a physical location and the logic of that specific place. It is where every
object has a proper place, and where no two objects can occupy the
same place at the same time. In contrast, space ‘takes into consideration
vectors of direction…it is…actuated by the ensemble of movements
deployed with in’ (1984, p. 117). Space is how a place is experienced
and lived; it is the movements within and through it. As de Certeau
writes, ‘space is like the word once it is spoken’ (1984, p. 117). Space is
a practised place.1
Of course, as with de Certeau’s discussion of strategies and tac-
tics, places and spaces should not be seen as separate, as in effect, they
are both part of the same narratives, where place refers to (to use de
Certeau’s language) being-there and space to the operations within it
(1984, p. 118). And, it is these spatial stories, these narratives, which
transform places into spaces ‘and organize the play of changing relation-
ships between places and spaces [where] the forms of play are endless’
(1984, p. 118).
As one of the cosplayers we interviewed, Matt, suggests, cosplayers
see ‘the space as a stage’ and themselves as an ‘actor’ performing as their
chosen character. Through this process, cosplayers construct a fantasy
within their own imaginations, but in turn, the urban environment also
1It is worth noting that how de Certeau defines place and space is at odds, and in many ways
quite the reverse, to how most contemporary cultural geographers define these terms. For most
writers, space refers to physical location, while place is a space that is given meaning; it is how a
space is experienced and lived (Longhurst et al. 2017).
7 Playful Cultures and the Appropriation of Urban Space
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shapes the spatial stories and narratives that the cosplayer constructs. As
Madeline pointed out:
Urban Poaching
De Certeau utilises the idea of ‘poaching’ in exploring the relationship
between strategies and tactics. Poaching is how audiences and consum-
ers draw on the resources available to them, to create new understand-
ings, interpretations, or outcomes. This Henry Jenkins (1992) employs
and develops in his consideration of media fans, who he suggests, draw-
ing on mainstream media, create new interpretations, narratives, and
cultural products, which may (to some degree) go against the domi-
nant narratives set out in mainstream media. Media fans, for Jenkins,
can, therefore, be understood as subversive ‘textual poachers’, poaching
from existing (‘official’) media texts, to create their own products, which
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urban space, recomposing their own city from different places, loca-
tions, urban elements, routes and times’ (Borden 2001, p. 219). This
editing and reimagining of the environment primarily exists within the
skater’s mind, but the work of Toby Paterson allows us to visualise this.
His painting, murals, constructions, and colourful additions to build-
ings provide the wider public with some insights into how skaters see
the world. Paterson’s understanding and reimagining of ‘architectural
structures is heightened by his interest in skateboarding, experiencing
cities and buildings as micro-spaces to navigate, viewed as a series of
surfaces to isolate and present in his paintings’ (The Glasgow School of
Art, n.d.).
Similarly, we suggest that cosplayers use their ‘cosplayer’s eye’ to
immerse themselves more thoroughly into the world of their charac-
ter, and likewise use asyndeton and synecdoche to alter the location
and objects, creating a place (or ‘space’ in the de Certeauian sense) that
spans both the imaginary and the actual. For example, as Sarah suggests,
‘when in cosplay you do often look for environments that suit your
character’. Furthermore, in an interview with a group of cosplayers in
(what we refer to here using the pseudonym) ‘Poplar Park’, Elizabeth
explained how she transformed a carved wooden statue: ‘we still joke
about occasionally, like I made that statue my husband. [Laughs] …
[…]…But when you see stuff around you play about with them’. For
the cosplayer, the environment can aid with their immersion into the
role. In undertaking their cosplay, they appropriate an area, transform-
ing it into a play-space. Here, imagination and play transform the mun-
dane into the sublime. However, unlike skateboarders who often leave
physical marks on the environment, cosplayers are more like Curtis’
(2008) traceurs, utilising physical spaces, but afterwards leaving no evi-
dence of their presence.
Another example of this can be found in an interview with Sienna
and Deana. Here, they spoke of a permanent ornamental feature within
Poplar Park, and how this was incorporated into their play. Sienna
recalled:
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They have those triangle stones and we got all the Hetalians from Hetalia2
together. We said one of the stones is Sealand, and this is his land. Then
we were pulling all the other countries, such as Italy and Germany onto
Sealand to see how many we could fit on. We said this is Sealand because
he’s so small; he’s a micro-nation.
There was a whole floor of the building mapped out like a space station.
All right, it’s a real space station, but when you put storm troopers in the
middle of it, then everything becomes just a little bit too real. It just feels
amazing because you are going around in what is a space station, and
you’re a storm trooper, and kids are looking at you, and you think, “This
looks awesome”. It definitely adds to it.
2Hetalia is an extremely popular webcomic that was later made into a manga and anime. First
released online in 2009, it characterises each of the Axis and Allied nations during the First and
Second World Wars, giving them a human persona. The comic is light-hearted and satirises well-
known historical events.
3Attack on Titan is a Japanese manga published in 2009. It has since been made into a serialised
anime, which was released in 2013. The plot revolves around a teenage boy, Eren, and his foster
sister, Mikasa, who witness their mother being devoured by a Titan. Titans are huge beings that
almost exterminated the human race, and the remaining population reside within a huge walled
city.
7 Playful Cultures and the Appropriation of Urban Space
213
in the exhibition local cosplayers, aspects of their city, and also, further
explore how environments are drawn on by cosplayers in playful ways.
Cosplayers were contacted online through a local cosplay group, and
arrangements were made to meet cosplayers at locations of their choos-
ing, which they felt were appropriate for their character. One such meet-
ing was with Thant who dressed as Ikki from Air Gear. Air Gear was
originally a manga series that ran from 2002 to 2012 and was written by
Oh! Great, published by Kodansha. An animated series was released in
2006 and ran for a single season. The character Ikki is a rollerblader in a
futuristic Tokyo, where the sport ‘Air Trek’—an extreme form of skating—
has enraptured Tokyo’s young street gangs. Thant chose an area of the
city close to where he lives, where there is a group of tower blocks, one
of which forms the backdrop for his painting, which Thant chose to repre-
sent Ikki’s Tokyo (Fig. 7.1).
This appropriation and reimagining of place by cosplayers are also illus-
trated in the painting below, Arkham Asylum (2013) (Fig. 7.2). Sophie,
the cosplayer depicted in this painting, regularly cosplays as Catwoman
from the Batman video game Batman: Arkham Asylum (Eidos Interactive,
2009). For her painting, she chose Wolverhampton Art Gallery, an impos-
ing building at the centre of the city, which she reimagined as located in
Gotham, the fictional home of the characters Batman and Catwoman.
In a city made up of eclectic architectural styles, certain elements can
distract the cosplayer from fully embodying their chosen role. It is, there-
fore, essential that the cosplayer is able to undertake the processes of
asyndeton and omit elements from the urban landscape that do not con-
form to their fantasy. Similarly, they also undertake the process of synec-
doche in transforming a building, such as transforming aspects of an art
gallery into a rampart from one of Gotham’s skyscrapers or an inner-city
tower block becomes part of dystopian Tokyo.
Hancock’s paintings, therefore, visually depict the processes of synec-
doche undertaken by the cosplayers, singling out and framing specific
aspects of the environment, which the cosplayers draw on in their playful
appropriation of the city. But as with processes of asyndeton, it omits all
other aspects of the city, leaving the background blank. This blank space
is the space filled in by the cosplayer in their imagination, which the audi-
ence is of course, not privileged to.
The presence and appropriation of objects in Hancock’s artwork in
many ways parallel the use of similar artefacts in the work of Iris Van
Dongen and Ulrika Wärmling. As discussed in Chapter 2, Van Dongen’s
work typically consists of portraits of young women that are subverted
through the addition of subcultural artefacts, such as a tattoo, wristband,
or football scarf. Wärmling paints lolitas, but often adds to the image
items such as a paperback novel or PlayStation games controller, which
points to links between the lolita and the sources of fiction and fantasy.
Hence, Hancock’s work, like that of Van Dongen and Wärmling, points to
layers, layers of different worlds intersecting with each other.
7 Playful Cultures and the Appropriation of Urban Space
215
The paintings (Figs. 7.1 and 7.2), others in this series, and the shared
experiences of the cosplayers, provide insights into how cosplayers
reimagine space, and how this is playfully reappropriated. Cosplayers,
like skaters, see the city canonically. That is to say, certain objects are
arranged (certainly in their imaginations, if not physically), while others
are excluded, or at least ignored as much as possible, in aiding their play
7 Playful Cultures and the Appropriation of Urban Space
217
and spatial stories. Here, cosplayers extend their interactions into a(no-
ther) social setting, forming multiple narrative possibilities that build on
the source texts or weave a number of texts together. Therefore, a cos-
player might reimagine the urban environment as part of an existing or
inspired narrative, but in doing so, they are also simultaneously explor-
ing the possibilities and limitations of the existing built environment.
Acts of Resistance?
A now famous, and much cited application of de Certeau on the uses
and appropriation of urban space, is the work of John Fiske (2011).
In his book, Reading the Popular (2011), Fiske draws on the work of
de Certeau to examine, amongst other examples, shopping malls and
beaches as places where groups of people define their own spaces of
leisure. In the opening chapter, Shopping for Pleasure, Fiske (2011, p.
10) proposes that ‘shopping malls are cathedrals of consumption’, and
as places where people come to worship commodities. However, for
youths without an income to make purchases, they can take on a sub-
versive role. That is to say, rather than claiming the goods that they
cannot afford, these disenfranchised youths instead claim space within
the mall. Referring to this act as ‘proletarian shopping’, Fiske suggests
that these young people are window-shopping, but with no intention to
buy (Fiske 2011, p. 13). They consume the images and space instead of
the commodities that they cannot possibly afford to purchase. They are
drawn to these malls because of their status as places of desire, but they
find other activities to undertake rather than shopping. Their actions
are a ‘possession of space, or to be more precise the possession of con-
sumer space where their very presence challenges, offends and resists’
(Fiske 2011, p. 13). He goes on to describe groups of youths descend-
ing on these malls, parading, but significantly, not buying, ‘taking up
their natural public space that brings both life and yet confronts the
market place’ (Fiske 2011, p. 13). These youths are regularly stopped by
agitated and outnumbered security guards or the police and summar-
ily evicted from the mall, only to return to their claimed space the fol-
lowing week. Fiske describes these actions as the youths ‘asserting their
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many of the younger cosplayers would bring their parents along, who
sat off towards the edge of the park, keeping a watchful eye on what was
going on.
When their activities were interrupted by outsiders, cosplayers were
often very willing to turn to authority figures, such as the police, to
assist them. For example, as Sienna explained, ‘In Poplar Park we’ve
had a lot of incidents with drunks, especially near Christmas and on
St Patrick’s Day, a lot of them came in’. Sienna continued ‘we don’t
mind them [using the space] but when they are interrupting what we
are doing, and they are saying stuff to you, it’s not very nice’. On these
occasions, the cosplayers have asked the offending ‘drunks’ to leave, and
if that has failed, called the police. It is also evident that cosplayers will
‘police’ each other; for example, we witnessed a post on the webpage of
the North West Cosplay Facebook group where an older group mem-
ber was admonishing younger members for leaving litter at a meet loca-
tion—again, as with Curtis’ (2008) traceurs, cosplayers seek to leave no
signs of their presence.
On one occasion, Sienna and Deana arranged a large meet with over
fifty cosplayers in the foodcourt of a large city centre shopping mall.
Normally, the cosplayers avoid meeting in costume in large groups
away from conventions. Sienna claimed that this was the first time that
‘they’d ever sat together as a whole group’. This meeting en masse was
initially very tentative, sending one person up the escalator ahead of the
larger group to secure seats, before the others followed.
For the cosplayers to assemble in a large group in a foodcourt like
this, was for them, a rather subversive act. However, it is an act that
they carefully considered, weighing up the potential issues that con-
gregating as a large group might entail, and eventually, decided to take
the risk. But once there, the cosplayers largely kept to themselves. They
did not play out any individual or group scenarios in character, as they
would typically do at a convention or even in their regular gathering
place in the local park, nor did they directly interact with other diners;
they simply ate their lunch, in costume, as a group. This then was not a
dérive, an unplanned and revolutionary act, but a much more thought
through and cautionary venture into new spaces. This is not the sub-
cultural world which was the focus for Laura Oldfield Ford. Unlike the
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worker on their lunch break. But these are mostly the unseen, or cer-
tainly overlooked, of city life. In such a space, cosplayers become highly
visible, as not transitionary shoppers or commuters. Cosplayers here, by
undertaking an unusual and highly visible activity, are very much on
public display and appear to be almost inviting engagement with the
wider public. As Sienna stated, ‘when we are in City Park there is more
general public, and they tend to judge us’.
Sienna continued ‘[one of the] problems in City Park [is that]…some
of the cosplayers have weapons and people get threatened… Someone
had… a very big sword. And this old man said, “I think he’s going to
attack me”. He called the police up, and they had to check him out.
They had to make sure it wasn’t a real sword’. Amanda also pointed to
similar incidents of being moved on by the police, ‘When we were in
City Park, sometimes the police would come over and wonder what was
going on. They’d tell us to move because they said we were disrupting
people, even though we weren’t being loud or anything’. Though the
cosplayers were keen to call on the assistance of authority figures, such
as the police, when they or their activities were being threatened, it is
evident that they have also been subjected to its direct power when they
impinge on more central and populated locations.
Cosplay is a performance (see Chapter 5), and a performance usually
requires an audience, but this needs to be a receptive, non-challenging,
and certainly non-threatening audience, in a safe space. Hence, in most
instances, the main target audience is other cosplayers, who are part of
the group. As with Layla Curtis’ Traceurs, though the performers may
prepare and practise alone, this is all groundwork for the communal
act; the coming together to demonstrate their skills, and for others to
observe, and at times, record this in photographs and videos. It is then
both a private and a public performance. As we shall consider in the
next section, sometimes members of the public become additional audi-
ence members, or at times, are pulled into the performance as extras;
however, most of the time, the activities of the cosplayers, as with the
traceurs, mostly take place on the edges of ordinary urban life.
Hence, the cosplayers moved to the much smaller and out of the
way, Poplar Park. The park is lined by trees and hedges, and much
less open, and public than City Park and is generally quiet. Even on
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Saturday afternoons, there are very few people using the park, so for
the majority of the time, the cosplayers have the space to themselves.
Importantly, this is also a space adjacent to the City’s ‘Gay Village’, and
thereby, borders a space already associated with being more inclusive of
diversity. According to Kim, ‘the atmosphere seems friendlier [in Poplar
Park as opposed to City Park]’. And as Sienna adds, ‘they [the local Gay
community] don’t mind us being on there. They see us there regularly.
I think that’s why the cosplay group chooses to meet there’. Hence,
unlike Curtis’ Traceurs, the movement of cosplayers around the city is
much slower, more gradual, much more calculated, and cautionary.
As with Fiske’s (2011) discussion of the subversive use of beaches and
shopping malls, the cosplayers managed to secure a space for themselves
that contained their most basic requirements. In the case of cosplayers,
in finding this park (a large enclosed private space that is relatively cen-
trally located) they have begun to secure this site as (at least partially)
their own. As Sienna stated, ‘Deana and me [now] hang out there any-
way, even without our cosplays on’. As we can see in Fisher’s (2011,
p. 8) discussion of Ford’s Savage Messiah the city is ‘full of chasms, cav-
erns, spaces that can be temporarily occupied’, spaces that subcultures
can occupy and make their own.
Unlike the youths discussed by Fiske (2011), cosplayers tend not to
be subversive or confrontational and often look to authority figures,
such as the police, to help them maintain their safe space. When cos-
players do engage with the other urban dwellers, this is often done in a
friendly and playful way and as an extension of their performance.
cosplay outfit for charity events in local shopping malls or town centres.
He described an event in a local town centre, where dressed as a storm
trooper, he was randomly approaching members of the public: ‘I started
going up to people going, “Halt! You there, Stop! I need to check your
authority for the Empire”. People were like, “Oh! OK”. So I got really
into it, frisking them and stuff like that’. After accosting them, Chris
would ‘start searching their bags, pulling out notepads and say, “Are
these Rebel plans?” People love it. They love to see that’. Though Chris
described a scene that was staged for a charity event, this scenario shows
how passers-by can get caught up in the cosplayer’s fantasy. In playing
along with the events unfolding before them, they can become part of
the cosplayer’s narrative, even allowing Chris’s storm trooper to embar-
rass them in public by going through their personal belongings. Nathan
also spoke of a similar incident when he was dressed as Zack from Crisis
Core, a prequel to Final Fantasy VII.
One time I got on the train after a cosplay meet up, and these two boys
were looking at me. I heard them saying, “Dare you to ask him about his
sword.” So they came over, and I decided it’s time to have some fun. They
are young and impressionable. So I said [adopting an American accent]
“Hey! I’m Zack”. I talked to them in character, and they believed that I
was Zack.
It is probable that the boys knew that Nathan was not actually Zack,
but for the period of the conversation, they assisted Nathan in main-
taining his fantasy and had a conversation with one of their fantasy
heroes.
Similarly, Nathan recalled a particular incident at a video game con-
vention, where he was cosplaying Batman:
This little kid and his dad come over to me, and the kid who has Batman
on his shirt excitedly shouts, “Batman, Batman!”. I had flashbacks to
when I was a kid, and you’d see someone dressed up, and you’d think it’s
that person. Like one time, I met the Turtles. I really did meet the Turtles!
So I was like “Wow! I’m in this role now”. So I was trying to keep in
character but be a more friendly Batman. [adopts Batman’s voice] “Are
you wearing me on your shirt? Gimme hi-five!’’.
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It’s something that I do think is very important. Certainly when you are
cosplaying with kids, because like you say, they don’t know any better.
They don’t know you are just a lad from Manchester. To them you are
actually a storm trooper. So you might as well act like one and uphold the
dream. So if a kid comes up to you and goes, “Hey! Scoutrooper how are
you doing?” [Adopts American accent], “I’m doing alright sir”. I play up
to it and stay in character for as long as possible.
Conclusion
This chapter considers how cosplayers use, reimagine, and transform
urban space. In particular, this chapter argues that a useful way of under-
standing cosplay is to consider the relationship between play and culture.
7 Playful Cultures and the Appropriation of Urban Space
227
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G. Crawford and D. Hancock
Introduction
In 1995, the sociologist and leisure studies scholar Chris Rojek argued
for the importance of decentring leisure. His argument is that by focus-
ing our attention on one particular form of leisure, or even leisure more
generally, we miss the bigger picture and the wider social context. Or, as
Bruce Lee put it in Enter the Dragon (Robert Clouse, 1973), ‘It is like a
finger pointing away to the moon. Do not concentrate on the finger or
you will miss all of the heavenly glory’.
It is, then during this late modern period, and in particular from the
1980s onwards, we start to see the increasing aestheticisation of every-
day life, and the rise of a dominant creativity dispositif.
What I’m trying to pick out with this term is, firstly, a thoroughly het-
erogeneous ensemble consisting of discourses, institutions, architectural
forms, regulatory decisions, laws, administrative measures, scientific state-
ments, philosophical, moral and philanthropic propositions — in short,
the said as much as the unsaid. (Gordon 1980, p. 194)
Where the rational and the aesthetic were once (possibly) oppo-
site, they are brought together in the manufacturing of contemporary
culture. Hence, as McRobbie (2016) argues, in the dominant creativ-
ity dispositif the logic of the art school gets replaced (or at least sup-
plemented) by that of the business school. What drives processes of
aestheticisation are not the creation of the once subversive and coun-
terculture of art, or even the impulse to make something beautiful, but
rather the desire to make something novel and appealing to consumers.
This Adorno (1991) foresaw, as he predicted that significant parts of
art culture would be colonised by capitalism. The once subversive and
counterculture of art then becomes nullified by capitalism and used
as a means to beautify and sell consumer products. As Gary Alan Fine
(2018, pp. 1–2) writes:
Not so long ago the arts were the font of civic pleasure. People visited
museums to admire objects of beauty: the splendour of the possible, the
grandeur of talent, the height of humanity. Artists embraced that goal.
The arts generated numinous and sensual delight. The “fine” arts were
close as mere mortals came to the divine… Viewers hoped for the thrill of
aesthetic rapture. While this is an overgeneralization — many artists over
the centuries have had subversive or rebellious agendas, sometimes rec-
ognized by their audiences — here even the political was addressed with
panache.
In recent decades, the art world has changed.
Freedom and Risk
The creative industries have always been a precious sector. Though a
very small handful of artists can make a living from their creative out-
puts, most artists, poets, and even musicians and writers have very inse-
cure careers. However, the spread of creativity as a driving and defining
force into other areas of social life has brought with it a wider adapta-
tion of creative industry employment models. In particular, new digi-
tal industries, such as video games developers and tech companies, are
notorious for their poor working conditions and lack of job security.
Here, we see the blurring of work and play under the guise of creativity
and ideas such as gamification, where work and play are seen to blur in
the workplace. This, on the one hand, may make for more playful and
(supposedly) enjoyable work places, such as offices with indoor slides,
beanbags, and nap pods, but at the same time creates an ethos where
workers are expected to be grateful that they get to work in an industry
8 Conclusion: Decentring Cosplay
241
Hence, fan protest and dissent only usually occur when, for example,
a fan’s favourite television show gets cancelled, or similar events that
impact directly on their specific niche interests.
The rise of the experience economy and the creativity dispositif
could, therefore, be seen as a force of neoliberalism that requires partic-
ipation, but in return increasingly individualises, and hence disempow-
ers, audiences. And, it is important to recognise the location of cosplay
within wider capitalist consumer culture. As we have argued, cosplay-
ers tend not to be subversive and are usually fairly loyal consumers of
large quantities of popular culture. Cosplay can, therefore, be seen and
understood as a key example of the experience economy and the cre-
ativity dispositifs. Media producers encourage fan loyalties and do so
through a myriad of transmedia techniques, products, and events, all
of which require the active participation of the audience, which many
(such as cosplayers) happily do. Moreover, participatory audiences, fans,
and cosplayers, all help create new transmedia designs (Lamerichs 2018)
that others consume, all of which help extend the reach, life, and profit-
ability, of media texts for copyright owners. However, this is not neces-
sarily the whole story.
Making Do
The French Marxist, Louis Althusser, argues there is no outside of cap-
italist ideology. As he writes ‘what thus seems to take place outside ide-
ology… in reality takes place in ideology. That is why those who are
in ideology believe themselves by definition outside ideology’ (Althusser
1976, p. 49). Karl Marx (1990) did a good job of highlighting the
exploitation of workers in the production process; however, as Henri
Lefebvre (1991, p. 383) argues, equally, our ‘leisure is as alienated and
alienating as labour’. Put simply, there is no escape, there is no outside
of capitalism, at least not currently. However, as Oli Mould (2018, p.
185) writes, ‘if creativity is about the power to create something from
nothing, then believing in impossible things is its most critical compo-
nent. We need to believe that impossible worlds can be reached’.
244
G. Crawford and D. Hancock
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objects, performances, and narratives, but more than this, it also creates
cultures, communities, emotions, friendships, identities, and memories.
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256
Index