Society Structures from Anime-Cyberpunk to Postcyberpunk.

City Imagery in Ghost in the Shell and Psycho-Pass

Authors

  • Malte Frey University of Fine Arts Muenster

DOI:

https://doi.org/10.21900/j.jams.v4.968

Keywords:

cyberpunk, postcyberpunk, ghost in the shell, psycho-pass, society, city

Abstract

This paper analyzes the imagery of cities as depicted in the cyberpunk anime Ghost in the Shell (1995) and the post-cyberpunk anime series Psycho-Pass (2012). In these works, the filmic city is employed as a signifier for societal structures, and changes in these visual signifiers thus depict the shift from cyberpunk, which focuses the autonomous subject, to post-cyberpunk, which focuses on technological
societies. Different depictions of society and the role of the individual subject within it are made apparent. The predominant bottom-up direction of view in Ghost in the Shell suggests a technological dystopia that the protagonist seeks to elude, while an upper-lower dichotomy in Psycho-Pass offers subjects a means of remaining within society. Certain concepts of Japanese architecture, urbanity, and postmodernity are employed to conceptualize and visualize these key differences. This project concludes that Ghost in the Shell depicts a dystopian society whose postmodern superficiality prohibits the protagonist from becoming autonomous, while Psycho-Pass acknowledges that postmodern signification does not equal material existence. Postmodern globality is evident in Ghost in the Shell, while Psycho-Pass takes a more nationalist and autocratic approach to society.

References

Kōkaku Kidōtai: Ghost in the Shell, dir. Oshii Mamoru (1995); translated as Ghost in the Shell (Panini Video 1995).

Psycho-Pass, dir. Shiotani Naoyoshi (2012); (Kaze Anime 2014).

Ahrens, Jörn, “Das Selbst im Apartment. Gesellschaftsanalyse als Spielfilm”, in Die Herausforderungen des Films. Soziologische Antworten, ed. by Alexander Geimer, Carsten Heinze, and Rainer Winter, (Wiesbaden: Springer VS, 2018), 165-87.

Bienk, Alice, Filmsprache. Einführung in die Interaktive Filmanalyse, 5th edn (Marburg: Schüren Verlag GmbH, 2019).

Bognar, Botond, Die Neue Japanische Architektur (Stuttgart: W. Kohlhammer GmbH, 1991).

Bolton, Christopher, Interpreting Anime (Minneapolis / London: University of Minnesota Press, 2018).

Foucault, Michel, Überwachen Und Strafen. Die Geburt Des Gefängnisses, (Frankfurt am Main: Suhrkamp Taschenbuch Verlag, 1977).

Gardner, William O., “The Cyber Sublime and the Virtual Mirror. Information and Media in the Works of Oshii Mamoru and Kon Satoshi”, Revue Canadienne d’Études Cinématographiques / Canadian Journal of Film Studies, 18, 1 (2009), 44-70.

Gardner, William O., The Metabolist Imagination. Visions of the City in Postwar Japanese Architecture and Science Fiction (Minneapolis / London: University of Minnesota Press, 2020).

Gözen, Jiré Emine, Cyberpunk Science Fiction. Literarische Fiktion und Medientheorie (Bielefeld: transcript Verlag, 2012).

Jameson, Fredric, Postmodernism, or, The Cultural Logic of Late Capitalism (Durham: Duke University Press, 1991).

Kunz, Alexa M. and Bernhard Schäfers, “Architektur Und Stadt Im Film”, in Gesellschaft Im Film, ed. by Markus Schroer (Konstanz: UVK Verlagsgesellschaft mbH, 2008), 14-48.

Lamarre, Thomas, Anime Machine: A Media Theory of Animation (Minneapolis / London: University of Minnesota Press, 2009).

Murray Li, Tania, “Governmentality”, Anthropologica, 49, 2 (2007), 275-81.

Nakamura, Mari, “Emancipation in Postmodernity: Political Thought in Japanese Science Fiction Animation” (Dissertation in Humanities, Leiden University, 2017).

Napier, Susan J., Anime from Akira to Howl’s Moving Castle. Experiencing Contemporary Japanese Animation (New York: Palgrave Macmillan, 2005).

Orbaugh, Sharalyn, “Sex and the Single Cyborg. Japanese Popular Culture Experiments in Subjectivity”, in Robot Ghosts and Wired Dreams. Japanese Science Fiction from Origins to Anime, ed. by Christopher Bolton / Takayuki Tatsumi / Istvan Csicsery-Ronay Jr. (Minneapolis: University of Minnesota Press, 2007), 172-192.

Oshima, Harry T., “Reinterpreing Japan’s Postwar Growth”, Economic Development and Cultural Change, October 1982, 1-43.

Person, Lawrence, “Notes Toward a Postcyberpunk Manifesto”, Slashdot.Org, 1999 <https://slashdot.org/story/99/10/08/2123255/notes-toward-a-postc> [accessed 19 January 2019].

Paulk, Charles, ‘Post-National Cool: William Gibson’s Japan’, Science Fiction Studies, 38, no. 3 (2011), 478–500.

Reckwitz, Andreas, “Die Transformation Der Sichtbarkeitsordnungen. Vom Disziplinären Blick zu den Kompetitiven Singularitäten”, in Vierzig Jahre ‘Überwachen und Strafen’. Zur Aktualität der Foucault’schen Matchanalyse, ed. by Roberto Nigro and Marc Rölli (Bielefeld: transcript Verlag, 2017), 197-212.

Sato, Kumiko, “How Information Technology Has (Not) Changed Feminism and Japanism: Cyberpunk in the Japanese Context”, Comparative Literature Studies, 41, 3 (2004), 335-55.

Sampanikou, Evi D., and Jan Stasieńko, eds.. Posthuman Studies Reader. Core Readings on Transhumanism, Posthumanism and Metahumanism, Vol. 2. Posthuman Studies. (Basel: Schwabe Verlag 2021).

Tatsumi, Takayuki, Full Metal Apache. Transactions Between Cyberpunk Japan and Avant-Pop America, Post-Contemporary Interventions (Durham / London: Duke University Press, 2006).

Wulff, Hans Jürgen, “Filmraum”, ed. by Hans Jürgen Wulff, Lexikon Der Filmbegriffe, 2019 <https://filmlexikon.uni-kiel.de/index.php?action=lexikon&tag=det&id=170> [accessed 17 February 2020].

Yatsuka, Hajime, “Eine Architektur Im Meer Der Zeichen”, in Die Neue Japanische Architektur, ed. by Botond Bognar (Stuttgart: W. Kohlhammer GmbH, 1991), 38-41.

Yuen, Wong Kin. “On the Edge of Spaces. “Blade Runner”, “Ghost in the Shell”, and Hong Kong’s Cityscape.” Science Fiction Studies 27, no. 1 (2000), 1–21.

Downloads

Published

2023-12-03