Professional Documents
Culture Documents
Ahnika H. Boring
November 5, 2021
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Abstract
Cosplay – or “costume play” – presents an opportunity for media studies to engage with
the audience character response of identification. Using the uses and gratifications perspective as
an overarching guide, this paper aims to synthesize and dialogue with research regarding both
cosplay and 2) that identification motivates media engagement through cosplay. Research for
identification seeks to clarify and describe its interrelatedness with other forms of audience
transportation offers insight as to how identification functions and whether or not it could be a
source of motivation or gratification. Existing cosplay research suggests that identification is part
of the cosplay process, rather than a primary motivator. Rather, identity-related motivations for
cosplay are presenting the “secret self” and experimenting with identity. Identification is
interaction” relationship where cosplayers, in pursuing a sense of self, directly imitate a media
character.
Cosplay is one of the most visible aspects of fan culture. Short for “costume play,”
cosplay is when fans dress like and role-play fictional characters (Peirson-Smith, 2013; Rahman
et al., 2012). Typically, the characters selected for the cosplay performance are from visual
narrative media such as anime, TV shows, movies, video games, and graphics novels so that
costume details and external behaviors can be more easily assessed. Because there is a common
point of reference, cosplayers are generally expected to act like, talk like, and otherwise embody
whoever they’re visually imitating (Rahman et al., 2012). This logically requires developing a
context of media studies because of its similarity to a media character response called viewer
identification. Loosely defined, identification is when a media consumer merges their sense of
self with a character’s perspective, viewing the narrative situation from their eyes (Cohen, 2001).
Cosplaying takes the cognitive aspects of this “merging” and adds a physical component: the
performance. Put another way, cosplayers invite onlookers to view them through the lens of a
fictional character’s identity, and to make that identity convincing, they have to live it out
themselves as the character. The blatant parallel between identification and cosplay raises the
obvious question of how the two might be related in terms of media effects.
The extent that identification may motivate or otherwise effect the process of cosplay has
not been studied thoroughly, if very much at all, although there is growing conversation on both
overarching topics. Identification has been discussed and clarified independently and among
other narrative and character responses, such as parasocial interaction and narrative transport, in
hopes of gaining practical insights into the phenomenon (Cohen, 2001; Rain & Mar, 2021;
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cosplayers are (i.e. their personalities) and how they navigate their selfhood and performed
identities (Peirson-Smith, 2013; Rahman et al., 2012; Rosenberg & Letamendi, 2018). Broadly
speaking, research on cosplay and fan culture is more prominent in recent years as fan behaviors
and artifacts (such as cosplaying and fanfiction/art) has become more mainstream.
Aside from the field of communication, the study of cosplay matters not only because of
its prevalence, but also because of its pervasiveness. With the hundreds of dollars fans invest in
their costumes, cosplay is starting to be recognized in the wider economic markets (Peirson-
Smith, 2013). It is also being considered for use in education and social justice movements due
to fan cultures’ history of engagement and social dialogue. In short, understanding how people
relate to and embody stories could help turn cosplaying into a unique communication tool that
Using the uses and gratifications perspective as a guide, this paper aims to explore and
synthesize the research on identification and cosplay to begin uncovering how the two are
related. Specifically, the discussion will focus on affirming or denying two hypotheses: 1) that
identification motivates cosplay and 2) that identification motivates media engagement through
cosplay. With its roots in the limited effects era, the uses and gratifications media effects
perspective emphasizes the study of “why individuals use media in the first place” and explores
how media engagement meets audience needs (Sparks, 2016, 77). Approaching identification as
a potential motivating factor is appropriate here because it maintains cosplay’s essence as active
and performative.
Literature Review
Defining Identification
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mechanism through which audience members experience reception and interpretation of the text
from the inside, as if the events were happening to them” (2001, p. 245). The process is better
narrative meant to encourage that kind of reaction. Practically speaking, identification functions
identities, or going through things that haven’t been experienced (Cohen, 2001). There is
supporting evidence of this phenomenon in the results of a recent neurological study, which
demonstrated that when a person accesses their knowledge about a character they identify with,
the resulting brain activity is similar to when they tap into autobiographical - or otherwise self-
It is logical to hypothesize that identification would be more likely in situations where the
character is “similar” to the viewer (Cohen, 2001; Ramasubramanian & Kornfield, 2012) – but
this isn’t always the case. In 2018 researchers conducted an experiment to test the similarity-
identification hypothesis, suggesting that “viewers are likely to identify more strongly with
characters of the same age, sex, ethnicity, or that are otherwise similar to them in some
meaningful way” (Cohen et al., 2018, p. 508). They utilized two forms of similarity: story-
relevant (important to the story) and ego-relevant traits (important to viewer identity). With this
framework, they tested whether or not viewers who were similar in sex, nationality, age, and
residence to a particular character experienced higher identification than those who were not
similar in those ways. They found that similarity to these demographic traits did not affect
audience identification. In other words, similarity does not necessarily lead to identification.
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Overall, what contributes to and causes identification is an area that could benefit from
Identification can share characteristics with other audience character and narrative
responses, so considerable space has been dedicated to clarifying the differences and exploring
Consolidating earlier research, Rain and Mar describe parasocial interaction as “the
illusion of being in a reciprocal social encounter with someone in the media whom the viewer
does not know personally” (2021, p. 5). As opposed to a merging of selves, the viewer is instead
positioned as themselves being attracted to, making judgements towards, and learning from the
media characters (Cohen, 2001). To bring nuance into the study of parasocial interaction,
Ramasubramanian and Kornfield subdivide the concept into 3 categories of responses: parasocial
In their study of U.S. engagement with shojo heroines from Japan, Ramasubramanian and
Kornfield found that viewers can wishfully identify with the character, merging their sense of
self with a media character that serves as a role model (2012). This in turn can encourage
parasocial interaction as outlined by the 3 categories – although not all equally – such as direct
imitation. A key aspect of this research to note though is that it takes place in the context of
cross-cultural media, where wishful identification may be the easiest means of identifying with
foreign content. In other words, wishful identification may not be as common with domestic
content.
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identification can be a motivator for (or otherwise lead to) certain behaviors. It is also important
to mention that this scholarship considers cosplay a form of parasocial interaction, namely, direct
imitation.
How identification is distinct from narrative transportation is a bit more nuanced because
they both describe a “shift” that resembles the other. Narrative transportation is when a viewer is
“transported into” a story through a blend of focused attention (where the viewer loses track of
their own self), emotion, and imagery (presented through visual media or created in the viewers
mind, such as while reading) (Green et al., 2004; Rain & Mar, 2021). This loss of self-awareness
is similar to the process of identification, but as with parasocial interaction, the difference is in
the viewer’s frame of reference. In narrative transport, the viewer is emersed in and experiencing
the story world as themselves – the shift that occurs is predominately one of setting.
(Shedlosky-Shoemaker et al., 2014; Slater et al., 2014). Identification, on the other hand,
involves seeing the story world through the character’s perspective, which is a shift in identity
Regarding the motivations for pursuing media, Slater et al. emphasize a “fundamental
desire” for an escape from identity maintenance and limitations (2014, p. 451). Narrative
transportation into stories is an easily accessed source for meeting this need, allowing viewers to
“enter into” a world where they are free to come as they are and explore who they are. Building
pressures on identity because the identity that the viewer merges with is, more or less, scripted. If
identification offers its own form of escapism, it is possible that it could serve as a source of
Cosplay and fan culture is underrepresented in the field of media studies. That being said,
there are many observational studies that offer firsthand accounts of cosplayers that can be
connected to existing media studies research. One such study surveyed 929 self-identified
cosplayers on cosplaying behaviors, including their motivations for cosplay (Rosenberg &
Letamendi, 2018). 8.2% of the sample responded that they cosplayed because they wanted to
identify with the character, with most of the respondents saying that they cosplayed for fun or as
a means of artistic expression. It is important to note here that “identify” refers to how much they
saw themselves in a given character, which might not necessarily align with the media studies
definition of identification presented by Cohen. Later, when the same participants were asked
why they would choose to cosplay a particular character, over 72% of the participants responded
that it was because they related to internal aspects of the character (such as an aspect of their
personality, or their history). In this case, the “internal aspects” language suggests a response
more closely aligned with an experience of identification because traits like personality and
This data suggests that identification with a character would not be a direct motivator for
achieved. Understanding this process, however, requires first explaining what is being artistically
As with other fan behavior and media engagement, cosplayers explicitly cite many
motivations for cosplay. Among the most common are showing off skills as an artist, passion for
a character (as opposed to “identifying with”), community involvement, and having the freedom
to explore identity by presenting the “secret self” and otherwise experimenting (Nichols, 2019;
Peirson-Smith, 2013; Rahman et al., 2012). With the focus here being on relating identification
and cosplay, exploring identity through “secret selves” – or the side of a person reserved for
intimate settings or fantasy – and experimentation is of particular interest (Eicher et al. 1991).
When cosplayers perform, they express their secret selves in public as the dressing-up
process gives people a chance to reinvent and experiment with their identity (Peirson-Smith,
2013). The elimination of social boundaries that makes this possible parallels the process of
narrative transportation. Recall that a key motivator for engaging stories is escapism, and when
an audience becomes absorbed in a story they are momentarily relieved of maintaining social
expectations and of the limitations of self (Slater et al., 2014). Cosplay, as performance, is
absorptive, as seasoned cosplayers are known to stay in character even when they aren’t aware of
With such a performance demanded from cosplayers though, it isn’t necessarily the
be the character they are embodying as the performance merges the sense of self with the
character’s perspective of the story – although unraveling this is a study more suited for
performance theory than media studies. Regarding media studies effects though, perhaps
which they may be coy, sweet, strong, badass, vulnerable, violent, outgoing, introverted
or intelligent, all in the same weekend. No longer restricted to one image, appearance or
constructing those images that will best represent their identity. (2019, p. 276)
The pursuit of the “best representation” Nichols mentions is, in effect, a pursuit of an
idealized self where all the self’s significant traits are present and recognized. In a study of how
found that “self-expansion through fictional characters increased to the degree to which those
Although the study was clear that identification was not responsible for this effect, they
do not seem to have thoroughly considered the “wishful identification to parasocial interaction”
framework discussed earlier. Using Nichol’s quote as a case study: in pursuing the best identity
the women may identify with characters that meet their idealized view of self, and when given
the opportunity to cosplay, feel compelled to imitate them as an artistic identity experiment.
They draw on their knowledge base of the character, and perhaps conduct additional research, to
design the costume and practice the character’s defining features. When it comes time to perform
the character, they find freedom from social norms in a way that can be described as a
part of a larger cosplay process as opposed to operating as the sole motivator or end. The
Using uses and gratifications as a guide, this paper sought to determine how viewer
identification with narrative media characters was involved in the process of cosplay.
Identification is a type of character response where a media viewer merges their sense of self
with a character’s, seeing the narrative world through their eyes (Cohen, 2001). When a viewer
experiences identification with a character they admire and aspire to be like, that is referred to as
wishful identification (Ramasubramanian & Kornfield, 2012). Wishful identification has been
between identification and narrative transportation suggest that both can be pursued as a means
selection for the cosplay performance than as an initial motivation to cosplay (Rosenberg &
Letamendi, 2018). In nuancing the role of identification, identity-related motivations for cosplay
were considered, namely presenting the “secret self” and experimentation. Both relied heavily on
escaping from social norms and pursuing and idealized image of self
This research was brought together in consideration of two hypotheses. The first, that
identification would serve as a motivator for cosplay, does not seem likely. Audience responses
more appropriately categorized under parasocial interaction or narrative transport are the ones
that tend to inspire fans to cosplay. The second consideration, that identification would serve as a
motivator for media engagement through cosplay, does seem likely however. Identification
seems to offer the same sort of escapism that narrative transportation does. So, viewers may
engage with media to pursue absorption into a story by merging with a character that they
ultimately choose (or are considering) to later cosplay. Additionally, wishful identification may
lead to a parasocial interaction with a character, that requires study of and engagement with a
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given narrative media. It is this parasocial interaction and media content research that relate most
directly to the cosplay process. Further study and empirical research is necessary to confidently
As already outlined throughout the paper, there are several blind spots in media effects
research that would be beneficial to revisit in the future. The causes of identification is one, as
well as the nature between identification and escapism. Bringing performance theory into the
conversation would also be beneficial for describing the relationship between narrative transport
What is presented here is a way media studies can engage with fandom studies, and by
bridging media with interpersonal studies, particularly regarding situations where stories are
commonly shared between friends, family, and other social settings like support groups (2001).
Cosplay would be a suitable case study for such a purpose for two reasons: one is that by
performing a character removed from the story’s setting, onlookers are invited to engage with the
narrative through that character’s specific lens. There is also the interaction between cosplayers,
and exploring how cosplayers may mutually reinforce their performances of identification.
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