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The 'Virtual YouTuber' Phenomenon in Japan

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The ‘virtual YouTuber’ phenomenon in Japan

Candidate number: 1006986

Word count: 14518

FHS Oriental Studies (Japanese)

Dissertation: Hilary Term 2019

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TABLE OF CONTENTS

1. Introduction ........................................................................................... 3
1.1 What is a ‘VTuber’? ........................................................................ 7
1.2 Demographics................................................................................ 11
1.3 Methodology ................................................................................. 12
1.4 Context and History ...................................................................... 13
2. Aesthetics ............................................................................................ 16
2.1 The Figure of the High-School Girl in Post-War Japan ................ 16
2.2 Moe and Kawaii ............................................................................ 20
2.3 The Kawaii Body .......................................................................... 29
3. Gender ................................................................................................. 32
3.1 Babiniku Ojisan ............................................................................. 32
3.2 ‘Digital Onnagata’ ........................................................................ 37
3.3 The Ethics of Female Impersonation............................................. 45
4. Technology and Simulating Bodies .................................................... 50
4.1 Simulating Femininity ................................................................... 50
4.2 Idols: between the real and the virtual........................................... 55
4.3 Why simulations? .......................................................................... 62
5. Conclusion........................................................................................... 65
6. Appendix ............................................................................................. 67
7. Reference List ..................................................................................... 67

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1. INTRODUCTION

‘Um… [ēto…]’

Against a background of pure white, a figure slowly rises

into shot, pastel-pink hair-ribbon first. Now fully in shot from the

waist up, she bashfully gazes around the white void she finds

herself in, waving to her imagined viewers.

‘Can you see me? [mieteimasu ka]’

After politely introducing herself, she jokingly narrows her

eyes and acknowledges that some of her sharper viewers may have

noticed she’s a little different to an ordinary YouTuber. Here there

is no mistake. In place of the typical bedroom backdrop seen in

many vlogs (video blogs), there is a white void, and inhabiting it

there is no well-lit vlogger but a computer-generated animated 3D

model depicting a large-eyed girl in the style typical of manga and

anime. She has long brown hair rendered so that it appears to catch

the light with a large heart-shaped pastel pink ribbon sitting on top.

The ribbon has been programmed to bob about realistically when

she moves her head. She wears a mainly white costume with pink

accents and black lace trim, and a black and white striped ribbon on

her chest.

This is the introductory video of self-proclaimed ‘virtual

YouTuber’ Kizuna Ai, uploaded on the 1st of December 2016. This

video marks the very beginning of the Japanese virtual YouTuber

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(later contracted to VTuber) craze, which would explode in

popularity at the end of 2017. The content of her other videos is

generally not dissimilar to that of a typical vlogger, and viewers are

able to watch Ai as she talks entertainingly about various topics,

draws, dances, plays video games, takes online quizzes or tests her

kanji skills, makes announcements and advertises sponsored apps

or games.

As her self-introduction continues, Kizuna Ai goes on to

explain her reasons for beginning her virtual YouTuber career. As

she exists in the virtual realm, she explains, she is a little different

to us viewers, and so would like to form connections with as many

humans as possible in order to get to know us better. She goes on to

explain that she would like to try new things, such as livestreaming

and ‘futuristic’ virtual reality (hereafter VR), and that she would

someday like to appear in a commercial, like ‘real’ popular

YouTubers do.

Hearing her list these goals over two years later in 2019, it

is striking the extent to which she has surpassed them. With over

2.4 million subscribers, rivalling many of the most popular

Japanese YouTubers, she has certainly succeeded at connecting

with people, and not only has she appeared in several commercials

since then, but she has performed as a hologram in her own music

concerts, listened to peoples’ troubles while working behind the

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counter of a virtual bar in a virtual-reality chatroom, collaborated

with brands such as the huge convenience store Lawson, and

interviewed Nobel-prize winning scientists, to list but a few of her

varied achievements. This success is not limited only to Kizuna Ai,

and other VTubers have also had segments on terrestrial TV shows,

held their own virtual reality live concerts and released licensed

figures, comics and various other merchandise.

Despite the trend’s current success, however, it may be

tempting to dismiss the VTuber phenomenon as merely another

superficial internet fad that will fade from popularity as soon as the

novelty wears thin. I do not know for how much longer VTubers

will remain popular, or if, indeed, they will refuse to disappear and

instead become a fixture of the Japanese pop-culture landscape

going forward (the Google Trends data for searches for ‘vtuber’

suggest a slow rise in interest from the trend’s inception up to

2019, suggesting they are at least not yet in imminent threat of

disappearance – see Appendix 1).

Regardless of what the future might hold, however, I

believe that there are things we can learn from the VTuber

phenomenon. Its emergence and popularity can also be traced back

to earlier trends that also emerged from Japan in recent times, as

well as broader movements in Japanese pop-culture. In this

dissertation I will explore issues such as why VTubers are popular

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and among what kinds of people, how the trend fits into wider

movements in Japanese pop-culture, how virtual avatars interact

with gender, the nature of simulated bodies and the way in which

they are gendered, and why simulated or fictional characters are

desired by certain groups in Japanese society.

I will begin my analysis of this phenomenon with an

overview of VTubers and their rise to popularity, followed by a

description of audience demographics, a discussion of

methodology, and a brief description of the context of the

phenomenon, including other trends that VTubers seem to have

built on.

After this introduction, I will discuss aesthetics concepts

relevant to VTubers in the context of a wider shift away from

meaningful narratives and towards affective attributes such as

kawaii and moe in Japanese popular culture.

Following this, I will discuss issues of gender relating to

VTubers, focusing on male performers creating VTube content

mediated through female avatars, and the issues implicated by this.

In the final chapter I will discuss the significance of

‘simulacra’ and constructed or fictional figures in Japanese society,

analysing the ways in which simulations have come to be desired in

and of themselves with little concern for what they are simulating,

if they are in fact simulating something that exists at all. As a

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recent example of ‘simulacra’, how can this help to explain the

popularity of VTubers?

1.1 What is a ‘VTuber’?

The term ‘VTuber’ refers to content creators who use

motion-capture technology to record and map their own

movements to an expressive 2D or 3D illustration or computer-

generated model in order to create the illusion of a lifelike virtual

character that moves like a real person. The movements of these

avatars along with the voice of the person manipulating the avatar

are typically used in videos uploaded to video-sharing services

such as YouTube or Nico Nico Douga, or used in live-streams and

various other live performances. The word ‘VTuber’ itself is a

contraction of the phrase ‘bācharu yūchūbā’ [‘virtual youtuber’]

which was coined by Kizuna Ai in her first video uploaded to

YouTube. Minoru Hirota, the president and chief executive officer

of virtual reality news site Panora (Panora, 2018), has defined the

two main characteristics of VTubers to be that they ‘move a 2D or

3D character using motion capture technology’ and that they

‘broadcast videos, livestreams and the like on the internet’ (Minoru

2018a, p.45, my translation).

In his article ‘The existence of virtualised people: the past

and future of VTubers’ (my translation), Minoru Hirota also gives a

useful timeline of the rise of the VTuber ‘movement’.

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Minoru recognises Kizuna Ai, who started uploading videos

in December of 2016, as the origin of the movement, and probably

owing to her influence other VTuber-like creators started to appear

in the following year, with Dennō shōjo Shiro [lit. ‘Cyber-girl

Shiro’] appearing in August and Mirai Akari in October of 2017.

Later that year recognition of VTubers was further advanced by the

bācharu noja rori kitsune musume yūchūbā ojisan, [lit. ‘virtual old

man little fox-girl who uses the sentence ender “no ja”’] otherwise

known as Nekomasu, who in November of 2017 began uploading

videos created by manipulating a CG (computer graphic) model he

had created as a hobby. Due to the large gap between the cute

appearance of the fox-girl avatar and the obviously-male voice it

produced, the content of the videos which often consisted of

complaining about his real-life convenience-store part-time job,

and surreal gags such as the avatar pulling an onigiri (rice ball] out

of its armpit, the writer ‘Nyalra’ introduced Nekomasu on his

personal blog at the start of December and it immediately began

attracting attention. On the 9th of December 2017 Kaguya Luna

debuted to immediate popularity, with three of her six videos

uploaded before 2018 already having a million views each by that

point. Minoru attributes the appearance of Nekomasu and Kaguya

Luna as sparking renewed interest in the three VTubers who had

come before, leading to the birth of the ‘Big Five’ [‘五人で四天

王’, lit. ‘The (Five) Four Heavenly Kings’, a playful adaptation of a

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phrase usually meaning ‘big four’] consisting of Kizuna Ai, Shiro,

Mirai Akari, Nekomasu and Kaguya Luna. With other smaller

VTubers also having debuted in 2017, the phrase VTuber was now

no longer solely associated with Kizuna Ai and had come to refer

to a genre with a selection of personalities for viewers to choose

from (Ibid, p.46).

In January 2018, the corporation Ichikara began recruiting

official live-streamers, and started the first class of official

‘bācharu raibā’ [virtual live-streamers] on the 8th of February

2018. Rather than uploading videos, they instead hold live-streams

typically lasting one to two hours using services such as YouTube

Live and Mirrative (Ibid, p.46-7). Ichikara’s official streamers are

often referred to as the Nijisanji group because of the software used

to manipulate the avatars they use – a mobile phone app titled

Nijisanji that uses the facial recognition technology in the iPhone X

to capture motion from the face and upper body to manipulate a 2D

illustration in the program Live2D. In Minoru’s view, Nijisanji

proved that even a 2D avatar – unlike the 3D ones used by previous

VTubers – could become popular as long as what they talked about

was interesting enough, which further lowered the hurdles for

entry.

At the same time, the ‘Big Five’ started appearing on

platforms outside of the internet. In March, Shiro and Mirai Akari

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appeared on stage at the anime event AnimeJapan 2018, and in

April, Kizuna Ai starred in her own TV show on Nippon TV,

‘kizuna ai no BEAT sukuranburu’ [Kizuna Ai’s BEAT Scramble]

and Shiro has become the presenter of a night-time variety show on

TV Asahi, ‘saikidō’ (Ibid, p.47).

On the larger-scale side, from early 2018, VTuber

management companies and agencies have been springing up, with

Nijisanji debuting 10 VTubers in March as part of their ‘second

class’ and 2 in May as part of ‘Nijisanji Gamers’, focused on

VTubers specialising in gaming-related content. DUO, the

company producing Mirai Akari, founded the management office

ENTUM in April, and Appurando, which Shiro belongs to,

established ‘.LIVE’ which started broadcasting 12 VTubers as part

of their ‘aidorubu’ [idol club.] The company producing Kizuna Ai,

Activ8, also established a production company ‘upd8’ to support

individuals and teams aiming to become VTubers on the 31st of

May.

At an individual level, too, there are those who have

become VTubers on their own as a hobby, perhaps influenced by

Nekomasu’s self-produced efforts. The social VR service ‘VRChat’

has helped these creators, as users can create their own virtual

studios and produce videos using the camera function of the

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application, using motion capture technology used in conventional

VR to manipulate their avatars on camera (Ibid, 47-8).

1.2 Demographics

The best data available on the audience demographics for

VTubers seems to be an online survey conducted by the CyberV

Corporation which runs virtual YouTuber and streaming

enterprises. The survey asked 1500 Japanese men and women from

the ages of 15-39 whether they knew what VTubers are, and the

results are analysed according to age and gender. The group with

the highest rate of awareness was males between 15 and 19, with

70% saying they know about VTubers. The rate of awareness was

negatively correlated with age for both men and women, and the

rate of awareness among women was always lower than that among

men in the same age-group. The average rate of awareness for men

across all age groups from 15-39 was 53.2%, and 30.4% for

women.

The survey also asked respondents about their image of

VTubers. Males between 20-24 were the most likely to say they

‘liked’ (suki) VTubers, at 35.3%, followed closely by males

between 15-19 at 35.2%. The age group among men least likely to

say they like VTubers was 30-34 at 12.7%, followed by 35-39 at

14.1%. Women from 15-19 liked VTubers the most at 27.1%,

followed by women from 25-29 at 25.7%, followed closely by

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women from 20-24 at 23.0%. Again, the age group least likely to

say they like VTubers was 30-34 at 10.8% followed by 35-39 at

12.0%. The average for men of all age ranges was 26.6% compared

to women at 21.5%. From this it is clear that VTubers enjoy the

most popularity among younger age ranges, and among men

(CyberV Corporation 2018).

1.3 Methodology

There were some challenges in writing this dissertation. As

virtual YouTubers are such a new, niche phenomenon, it appears

that there is still no academia surrounding the subject, with the

virtual YouTuber special issue of the poetry and criticism journal

Eureka serving as the most academic source directly relating to the

subject. Additionally, due to time and logistics constraints I was

unable to conduct primary research such as interviews or surveys

with VTubers themselves, their fans, or management. Such primary

research would improve a future study, however in the current

study I have gathered data from a wide variety of sources so as to

get the widest picture of the phenomenon within these limitations.

As virtual YouTubers are an internet-based phenomenon, there

were many articles, blog posts and social media discussions

available online discussing the subject, and I have read and

analysed a wide range of this kind of indigenous commentary

including blog posts, social media discussions and websites

providing news about the phenomenon. In addition, while there is

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no directly relevant academia, there exist many developed

discourses and frameworks that I believe to be highly relevant and

applicable to the subject at hand, and I have taken pertinent ideas

from these and applied them to the case of virtual YouTubers.

These discourses include writings on aesthetic concepts such as

moe and kawaii, on otaku and their relationships with fictional

characters, on the dominance of the figure of the high-school girl in

Japanese media and her significance, on gender in Japan, as well as

postmodern theory such as Jean Baudrillard.

1.4 Context and History

Looking around the recent Japanese pop-culture landscape

one can sense resonances with the VTuber phenomenon in many

places, from idols, anime and mascot characters to virtual singers

and the cutting-edge Japanese robotics industry.

However, the trend sharing most in common with VTubers

must be the ‘virtual idol’ trend, detailed in Black (2008). The trend

began in 1996 when an idol talent agency, HoriPro, attempted to

overcome the problems inherent to human idols, who age or

become embroiled in scandals, by commissioning a computer

graphics company called Visual Science Laboratory to create the

world’s first virtual idol, Kyoko Date. Kyoko managed to release a

music CD, appear in a soap opera and appear on a radio talk show

before her career fizzled out, but not before inspiring the creation

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of a string of other virtual idols, beginning in Japan and spreading

to other countries such as Korea, Hong Kong, Germany, France

and the UK, although only one, Yuki Terai, apparently had much

long-lasting success. Black draws a comparison with traditional

idol ‘creation’, noting that while human idols must be trained at

considerable cost in order to move them closer to an ideal they can

only ever approximate, the ‘key to the desirability of virtual idols’

is their freedom from the constraints of biology which bind human

idols, meaning they can be constructed and reconstructed to

perfectly match consumer tastes without the problem of ageing.

The only element that remained tied to human biology was the

voice used to sing their tracks or take part in interviews (Black

2008, p.38). For most VTubers, too, the human voice remains the

most direct remnant of human biology, yet now this has become a

choice, as certain VTubers such as Norakyatto hide their real voice

using artificial speech-recognition software to generate a synthetic

voice. Looking at software such as Yamaha’s Vocaloid, Black

predicted that synthetic speech would soon become possible and

that when it did virtual idols would ‘cut the last cord of biological

dependency’ (Ibid), but the fact that most VTubers still choose to

rely on the human voice perhaps shows that, for now, there remains

an appeal in the human voice that is still out of the reach of

technological imitation.

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Hatsune Miku and the ‘Vocaloid’ phenomenon also share

much in common with VTubers. ‘Vocaloid’ is a piece of voice-

synthesis software, created in 2004, designed to create a digital

approximation of a real singer using voice banks created from a

real singer’s voice. However, now the term also refers to the now

hugely popular mascot characters created to represent and promote

the purchasable voice banks for the program. These have now

essentially become another form of virtual idol, appearing on stage

in hologram form, dancing elaborately programmed choreography

and ‘singing’ their most popular songs accompanied by live

backing bands, to huge crowds of fans waving glow sticks (Lam

2016, p.1107).

What is most remarkable about the Vocaloid phenomenon,

however, is the huge role fans play in both the production of

meaning for these characters, as well as their role in producing the

very songs and dances they perform. Users of the software are

encouraged to compose their own original songs to be ‘sung’ by the

mascot characters, and to share these online. As the characters

assigned to each voice bank each started off more-or-less as a blank

slate, with only a character design illustration to inform fans of

their personality, users who ‘compose their original Vocaloid

music sung by Miku’ ‘continuously impose their own values and

perceptions on the virtual character’ (Ibid, p.1111), gradually

building up a more defined image of each character through fan-art,

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original songs, and music videos either animated by hand or else

created using software called Miku Miku Dance (MMD) to animate

3D models of the idols.

Vocaloids share with VTubers a similar willing suspension

of disbelief on the part of the audience. I had the opportunity to see

Hatsune Miku perform as a hologram at the Miku Expo in London

in December 2018, and regardless of the fact that there would be no

real ‘presence’ on stage singing the set-list aside from a projected

hologram, my fellow attendees were just as excited to see this

hologram perform in person as they would be to see any huge

singer perform. So much so that a fellow audience member told

me, with only a small trace of irony, that she was ‘so excited to see

the REAL Miku.’ Fans tend to be willing to indulge in the fantasy

and take these virtual characters on their own terms.

2. AESTHETICS

2.1 The Figure of the High-School Girl in Post-War Japan

Despite the nature of virtual avatars, which in theory allow

near-unlimited range of expression in the kind of virtual body one

could ‘inhabit’, the overwhelming majority of VTuber avatars seem

to cluster around a central theme – the young girl, often around

high-school age. This is by no means limited to the case of

VTubers. The figure of the high-school girl is ubiquitous in

Japanese media, from manga and anime such as Sailor Moon to

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chat-shows, documentaries, educational programs and swimsuit

modelling (Kinsella 2002, p.225-8).

An explanation of the rise of the figure of the high-school

girl in post-war Japan can be gleaned from Sharon Kinsella’s essay

on their school uniforms, ‘What’s behind the fetishism of Japanese

School Uniforms?’ For Kinsella, the uniformed figure is

symbolically potent, tied up with Japanese subjectivity and Meiji-

period modernisation, as well as forming a ‘key symbol, and anti-

symbol, of the political system and the education system’ (Kinsella

2002, p.219).

The Meiji government recognised the necessity of ‘citizen-

making’, or the creation of the Japanese subject, for modernisation,

and it accomplished this primarily through the two arms of

elementary schools and the conscript army, producing the Rescript

of Soldiers and Sailors and the Imperial Rescript of Education in

1885 and 1891 respectively. Schoolchildren were ‘seen largely as

soldiers, sailors and airmen’, particularly during the Pacific War,

and their uniforms reflected this: boys’ uniforms were based on the

late nineteenth-century Japanese army uniform, while girls’

uniforms, which became known as ‘sailor suits’ (sērāfuku), were

based on nineteenth-century English navy uniforms (Ibid, p.217-8).

The government lost one of its arms of citizen-making with

the dismantling of the Japanese Imperial Army and Navy following

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the end of the Pacific War, but as a result the school system came

to be viewed with increased political importance, and while those

who fought in the army were demobbed, schoolchildren continued

to be closely managed by governmental institutions. Reflecting

this, society, which had been viewed as a kokutai (Imperial ‘family

state’) came to be viewed as a gakureki shakai (‘educationalist

society’). For Kinsella, official school uniforms, which continued

to resemble the pre-war military-style school uniform even after the

war, turned schoolchildren into ‘living symbols of the pre-war

Japanese political system’, and ‘schoolchildren in uniform’

sometimes appeared to be the ‘only real national subjects

(kokumin) or full citizens of Japan (Ibid, p.218).

Perhaps influenced in part by the potency of the uniform as

a symbol of Japanese subjectivity, figures in military uniform in

contemporary Japanese culture are apparently ‘linked to stories

with extremely strong characters’. These characters are often

‘heroic, tragic, passionate’ or ‘uncontainable’, and experience ‘the

most extreme neuroses and anxieties’ as well as ‘dysfunctionality,

disconnection, despair, or desire, which symbolize the political

tensions and complications of modernity in Japan’, as well as

‘[appearing] to represent the very core and complex of

contemporary subjectivity’ (Ibid, p.219). On the other hand, the

wholesome image of uniformed schoolchildren in post-war

advertising may also have led to their heavy presence in erotic and

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pornographic media that inverts their ‘officially chaste’ or

‘innocent’ character (Ibid).

Indeed, the sexual fetishism surrounding schoolgirls

appears to have intensified from the 1980s onward. The 1980s saw

the emergence of ‘Lolita complex’ pornography and Science

Fiction, which held the figure of the little girl in school uniform as

its ‘central object of desire’. Consuming this Lolita complex media

was an audience of adult male otaku, obsessive fans immersed in

various hobby subcultures including manga and anime, who also

formed a ‘large secondary audience for manga, animation, and

pop-idols ostensibly produced for children’, such as Sailor Moon,

which was first published in 1992 (Ibid, p.224-5).

Additionally, scandals surrounding the deviant behaviour of

schoolgirls in the mass media, beginning with shocking news in

1993 that ‘bloomer sailor’ (burusērā) shops were buying school

uniforms, ‘used knickers, and gobs of […] saliva’ from schoolgirls

and selling them to men with a fetish for schoolgirls. In 1994 an

even more shocking scandal of amateur prostitution by schoolgirls,

euphemistically referred to as ‘assisted dating’ (enjo kōsai) broke

in the national media, sparking an ‘intense interest’ in high-school

girls by the culture business sector, starting a ‘high-school girl

boom’ in the mid-1990s, and schoolgirls appeared in ‘serious news

reports, documentary programs, educational programs, wide shows,

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and chat shows’, featuring heavily in all kinds of media (Ibid,

p.227).

It is the symbolic potency of the uniformed figure and the

intense sexual interest surrounding it, as well as moral outrage, that

have led to its domination of many spheres of Japanese media, both

mainstream and underground. This figure continues to be

prominent in media today, as can be seen with the abundance of

VTuber avatars modelled on high-school girls.

2.2 Moe and Kawaii

The domination of this aesthetic theme of young girl

characters is of course hardly limited to VTuber avatars in Japan,

and there is also a huge market for anime, manga and goods

featuring these characters designed to appeal to an otaku audience.

These characters have come to be referred to as moe kyara. The

term moe is a central aesthetic theme of current media targeted at

otaku, but is somewhat problematic to define, so I will here give a

more detailed discussion of the term.

The term moe is ‘a neologism used to describe a euphoric

response to fantasy characters or representations of them’

(Galbraith 2009), and the word itself derives from the verb moeru

(萌える) meaning ‘to bud or sprout’, and it is also homophonous

with the verb ‘to burn’. The word in its current meaning first

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appeared in the 1990s in an online discussion about ‘young, cute

and innocent anime girls’ and ‘a burning passion for them’ on the

online bulletin board 2chan (Macias and Machiyama, cited in

Galbraith 2009). The word is also used by fujoshi, female fans of a

genre of manga centred on male gay romance called yaoi to

describe responses to the characters appearing in such manga, and

while most academic writing focuses on male otaku, this is not a

phenomenon limited only to men. Moe refers to a response to

fantasy characters rather than a ‘specific style, character type or

relational pattern,’ however following Japan’s high economic

growth from the 1960s through to the 80s and an accompanying

rise in consumption of anime, manga and character merchandise

among youths, characters came to be designed specifically to elicit

a moe response in the consumer. This is an example of moe kyara

(Galbraith 2009).

In the view of manga scholar Itou Gou, anime, manga and

video game characters became so appealing following the end of

the 80s that they were desired by fans even in the absence of stories

or narratives to ‘contain’ them. Ito refers to this type of character,

independent of any narrative, as kyara, as opposed to kyarakutā

which must be embedded within stories. This is reflected in the

huge popularity of dōjinshi, or derivative fanzines based on

existing manga, anime or videogames which place existing

characters in new, sometimes pornographic, situations and

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relationships (Ibid). To philosopher Azuma Hiroki, otaku seem to

value these derivative works just as much as the original works,

‘[consuming] both original and parody with equal vigor’ (Azuma

2009, p.25-6), and Azuma is reminded of Jean Baudrillard’s

prediction that in postmodern society ‘the distinction between

original products and commodities and their copies weakens, while

an interim form called the simulacrum, which is neither original

nor copy, becomes dominant’ (Baudrillard, cited in Azuma 2009,

p.26). Even manga and anime producers have been known to take

part in creating their own pseudo-derivative works, with the creator

of Sailor Moon selling products at Comiket (a large market for

dōjinshi) and the company that produces the anime Neon Genesis

Evangelion producing spin-off software and the like (Azuma 2009,

p.26).

In Galbraith’s view, this tendency towards consuming

characters independently from any authentic narrative represents a

move away from consuming narratives in order to create meaning,

towards a fragmentary ‘database consumption’ [dētabēsu shōhi], to

use Azuma’s (2008) term, in order to create ‘affect’. This ‘database

consumption’ implies a breakdown of narratives where characters

designed to elicit a moe response become an ‘amalgamation of

codes from the moe database’ combining and recombining various

moe traits such as ‘a maid outfit, cat ears (nekomimi), giant saucer

eyes, a saccharine voice and so on’ (Azuma, cited in Galbraith

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2009). As Azuma points out, otaku are aware that these

characteristics can be appealing within themselves, and an otaku

search engine ‘TINAMI’ launched in 1996 features an actual

searchable database that classifies illustrations from different sites

according to their ‘moe-elements’. For example, users can search

for illustrations of characters with ‘cat ears’, ‘glasses’, ‘maid

costumes’ or ‘angel’ characters (Azuma 2009, p.42-4).

Azuma sees this current state of database consumption as

the result of a slow shift. This shift started in the 1970s, when

Japanese otaku ‘lost the grand narrative’ in the shift to a

postmodern consumer society, before learning to ‘fabricate the lost

grand narrative’ by piecing together trivia about fictional worlds to

create meaning in a process called ‘narrative consumption’ (Ibid,

p.54). In the 1990s, consumers became unconcerned with the

underlying message or meaning of works as a whole, instead

becoming fixated on fragmentary elements of a work such as its

characters or settings, fostering a heightened empathy towards

these fragments in and of themselves (Ibid, p.36). Azuma argues

that otaku have become aware that even the characters of a work

‘are just simulacra, consisting only of moe-elements’ and as such

they have learned to ‘simply desire the database’ of these moe-

elements, consuming ‘the database of otaku culture as a whole’.

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This is ‘database consumption’ (Ibid, p.54-5), and indicates a wider

shift in concern, particularly among otaku, away from the

underlying meaning of works and towards a more direct affective

and empathetic relationship towards fragmentary aspects of works.

It is clear from this description that there is a significant

overlap between moe and another well-known Japanese aesthetic

consideration, kawaii. Indeed, the comment section of any VTuber

with a cute female avatar will invariably be full of comments of

praise often consisting simply of the word kawaii, or else

expressing the same sentiment in a few more words. In her article

‘Cuties in Japan’, Sharon Kinsella traces the rise of kawaii in its

modern meaning from a trend for cute handwriting and childlike

fashion in the early 1970s to its domination of popular culture in

the 80s and 90s through ‘fancy goods’, infantile cartoon characters

and affected girlish behaviour (Kinsella 1995, p.222-228). The

word kawaii is usually translated simply as ‘cute’, but according to

Kinsella it basically means ‘childlike’, and celebrates the ‘sweet,

adorable, innocent, pure, simple, genuine, gentle, vulnerable, weak

and inexperienced’ (Ibid, p.220).

Kawaii derives from a term mainly meaning ‘shy’ or

‘embarrassed’ but also with nuances of ‘pathetic’, ‘vulnerable’,

‘loveable’ and ‘small’, and according to Kinsella these secondary

nuances of vulnerability and pitifulness remain important to kawaii

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in its modern meaning. Indeed, ‘toddlers, baby animals, and frail

old ladies’ are the ‘natural models for cute’, and cute characters

like Sanrio’s Hello Kitty ‘have stubbly arms, no fingers, no

mouths, huge heads, massive eyes – which can hide no private

thoughts from the viewer – nothing between their legs’, giving an

impression of helplessness and vulnerability (Ibid, p.236). There

was also a fashion among young people for ‘using baby-talk, acting

childish and wearing virginal childish clothes’, and women who

acted in this way were referred to as burikko. Burikko derives from

the words furi (pretence, pretending) and ko, which in some cases

means ‘child’, and because of this Kinsella has misinterpreted the

literal meaning of the word as meaning ‘fake child’, which leans in

to her interpretation of kawaii as something childish. However, ko

can also mean a young woman or when preceded by ‘っ’ - as it is

in burikko (ぶりっ子) - as a suffix meaning something close to

‘someone who does…’, as in the case of words like urekko

(‘popular figure’ lit. someone who sells well) or parikko (Parisian),

where there is clearly no meaning of ‘child.’ I believe burikko’s

literal meaning derives from this latter sense, meaning ‘pretender’

or ‘someone who acts in an affected manner’ rather than ‘fake

child’ as Kinsella believes.

The design of most VTuber avatars draws heavily from the

style of typical manga and anime and seems to incorporate

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elements of both moe and kawaii. They typically have the ‘massive

eyes’ and small mouth and nose as described by Kinsella, and also

tend to act like a more extreme version of the burikko, acting

embarrassed, airheaded or shy and relying on heavily exaggerated

cute gestures and extremely high-pitched or childlike voices to

endear themselves to viewers. This kind of behaviour would likely

seem unnatural and forced in the case of a real woman but seems to

perhaps be more acceptable when paired with the obviously-

fantastical anime-style appearance of the avatars, as exaggeration is

to be expected in the realms of manga and anime.

It is easy to see how the aesthetics of VTubers are

influenced by moe. This under-emphasis of narrative in favour of

almost a sole focus on character can also be seen elsewhere, with

the growing popularity of anime and manga series typified by

series such as Lucky Star and K-On!, which both centre around the

interactions of four girls in various situations with little in the way

of narrative development, however Vtubers seem to me to represent

the logical conclusion of the emphasis of character over narrative.

The content produced by many VTubers typically consists almost

entirely of fragmentary ten-or-so-minute-long segments of the

character playing and commenting over a videogame, chatting

about some topic, or some other activity presumably chosen mainly

to provide opportunities to elicit moe. The fact these characters

exist in a narrative vacuum is to me amusingly underlined by the

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fact that Kizuna Ai’s videos literally take place within a white void.

Black argues that kawaii ‘[seeks to create]…an impression of pure

exteriority’ (Black 2008, p.46), and this can be thought of in terms

of Azuma’s theory of database consumption as part of the same

shift towards fragmentary elements of a work that inspire affect, as

well as towards a weakened concern with narrative or underlying

meaning. This cultural environment helps to explain the total lack

of narrative or meaning, and intense focus on kawaii and moe

affective elements, in VTuber content.

Kawaii and moe are far from politically neutral aesthetic

values, and have often been criticised by feminists, particularly due

to the over-abundance of such imagery in mainstream and

government-sponsored texts and media.

Laura Miller (2011) has criticised the way that Cool Japan,

a government-run soft power initiative aiming to globally market

Japanese pop-culture, has often promoted ‘cute’ imagery mainly

produced and curated by male elites in Japan. For example, in 2009

the Ministry of Foreign Affairs ‘appointed three women to serve as

“Trend Communicators of Japanese Pop Culture”’ who became

known as ‘the “Ambassadors of Cute” (kawaii taishi)’. They were

required to ‘wear the uniforms of fashion niches or subcultures that

were carefully chosen as exemplary of acceptable youth’ which

were ‘the Schoolgirl, the Lolita, and the Harajuku teen’. However,

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Miller criticises the way that ‘the selection, media production, and

strategic deployment of the Ambassadors of Cute were primarily in

the hands of middle-aged men’, and she argues that ‘Cool Japan’s

otaku ethos rarely includes representations of the women and girls

who fail to conform to the narrow model of cute femininity’ and in

fact exclude such representations deliberately. To Miller, Cool

Japan ‘reifies and officially promotes male geek culture’ by

promoting a ‘cute femininity’ that ‘essentializes and eroticizes girls

and women, putting them into service for the state in a

contemporary version of geisha commodification […] and past

nationalistic uses of the moga or “modern girl”’ (Miller 2011, p.19-

20).

This is far from the only time Japan has officially promoted

convenient or marketable types of Japanese femininity, and in fact

virtual YouTuber Kizuna Ai seems to have become the newest

‘Ambassador of Cute’ for the Cool Japan initiative. On the 2nd of

March 2018, Kizuna Ai was appointed by the Japan National

Tourism Organization (JNTO) as the ‘ambassador for [the “Come

to Japan”] tourism campaign’ (Japan National Tourism

Organization 2018), and she has produced videos as part of the

campaign promoting tourism to Japan. Ai was also chosen by the

NHK, Japan’s national public broadcasting organisation, to ‘appear

on an NHK show about recent Japanese winners of the Nobel

prize’ (St. Michel 2018), in which she interviewed the scientists.

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However, this sparked debate on social media criticising such

official use of moe kyara and kawaii imagery, which some believe

serves to sexualise and infantilise women. In an article for Bunshun

Online, Yasuda Minetoshi provides a quote from a tweet from

lawyer Keiko Oota criticising the NHK’s use of an illustration of

Kizuna Ai in a banner advertising the segment, saying ‘women’s

bodies are frequently depicted in an exaggeratedly sexual manner

and used in “eyecatches”, but of all places I want the NHK to stop

doing this’ (Keiko Ota, cited in Yasuda 2018, my translation).

2.3 The Kawaii Body

As will be seen in a later discussion of kawaii mūbu (kawaii

move) among male VTubers using female avatars, similarly to

other performances of gender in Kabuki or the Takarazuka Revue

(an all-female theatre that began in 1914 in which women play both

male and female parts (Robertson 1998, p.26)), kawaii can be

produced by reproducing set movements and signs coded as such.

However, the bodies that perform these set movements can also

serve to heighten the kawaii effect. This is especially clear when it

is not the human body but a constructed or simulated body

performing these set movements, or kata, (as discussed before with

moe kyara) and these constructed bodies can be seen to be more

desirable than the human body in some cases.

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To Black (2008), the kawaii body is ‘also clearly a re-

imagining of the human body’, distorting and stylising the human

form to ‘[distil] the essence of its appeal’. Kawaii characters based

on animals or inanimate objects, such as Hello Kitty, are typically

anthropomorphised so as to elicit the ‘emotional engagement due to

humans’, and more recently moe kyara designed as

anthropomorphic cute-girl versions of various inanimate objects

from World War II tanks (Girls Und Panzer) and Microsoft’s

Windows 7 operating system (Nanami Madobe) to the cells of the

human body (Cells at Work!) have been created in order to elicit a

moe response from their otaku audience. Cute bodies, then, do not

simply ‘take on the qualities of a human body’, but must be

constructed so as to ‘[exhibit] qualities which are considered to be

cute’ (Black 2008, p.39).

It has been argued that these cute bodies find such

popularity in Japan because they represent ‘passivity, vulnerability,

and a lack of threat’, perhaps reflecting Japan’s view of gender

ideals or its power relations, or else a Japanese sensitivity to

‘confrontation and aggressive social interactions’ (Ibid, p.39).

However, Black also sees the aspects of the human body that are

removed or left out in the construction of cute bodies as telling of

wider anxieties in Japan about the human anatomy itself (Ibid,

p.39-40). Kinsella’s description of the anatomy of kawaii

characters points out their lack of ‘bodily orifices (e.g. mouths)’,

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‘[muteness]’ and ‘[non-sexuality]’ (Kinsella 1995, p.226), which

Black interprets as an attempt to ‘exorcize’ all ‘evidence of certain

biological processes’. Lacking any orifices, nothing can enter or

leave these kawaii bodies, and ‘the organs of the distant contact

senses’ such as the eyes and ears ‘are magnified and distended’

while those associated with the ‘close contact senses’ such as the

nose, mouth and fingers, are ‘reduced or removed’.

Anthropological work conducted in Japan (Ohnuki-Tierney, cited

in Black 2008, p.40) has suggested evidence of a ‘belief that germs

and uncleanliness are generated by bodies and are concentrated

where bodies have been’ and so in Black’s interpretation these

kawaii bodies allay such bodily anxieties through their hygienic

bodies which are pure exterior, devoid of any messy interior

biological elements such as blood or guts (Black 2008, p.40).

However, Kinsella sees undertones of violence in the way

these kawaii bodies must be distorted. In her view, kawaii

characters are often ‘designed to be physically frail’ or ‘physically

handicapped’ (Kinsella 1995, p.236) in their attempt to inspire the

sense of vulnerability and pity so essential to kawaii, and the

‘maternal and solicitous’ gaze with which we view the cute thing is

actually ‘a transformative gaze that will stop at nothing to appease

its hunger for expressing pity and big heartedness, even at the

expense of mutilating the object of its affections’ (Harris, cited in

Kinsella 1995, p.236).

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In this way, it is possible that the simulated bodies such as

those seen with virtual idols, VTubers, characters in anime and

manga, as well as with humanoid robots, draw some of their appeal

from the supposedly more ‘hygienic’ nature of their constructed,

surface-level, and kawaii bodies. This is one way in which

simulated bodies are sometimes desired for their own qualities

independently to their referents.

3. GENDER

3.1 Babiniku Ojisan

Although most of the larger and more professionally-

produced VTubers are voiced and controlled by professional

female seiyū [voice actors], among hobbyists it is not uncommon

for men to control and voice female avatars, with the most well-

known example being Nekomasu, who is widely credited with

inspiring individuals to pursue VTubing as a hobby.

Cute female avatars dominate the VTube scene to such an

extent that the word bācharu bishōjo juniku (バーチャル美少女受

肉), abbreviated to babiniku (バ美肉), has appeared to describe the

act of being ‘incarnated’ [zyuniku] as a cute female avatar within

the realm of VTubing or VRChat. Further, when it is a man who is

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operating one of these female avatars, he is referred to as a

babiniku ojisan (バ美肉おじさん) (NicoNicoPedia 2018).

While Nekomasu juxtaposes his obviously-male voice with

his female avatar in order to create a novel contrast, many of these

hobbyists use voice-changing or synthetic voice-generation

software, sometimes in conjunction with voice-training books or

courses (Ibid), in order to provide their avatar with a more fitting

voice.

Given these seeming attempts to make their avatars more

authentically feminine, one might assume that these creators are

trying to disguise the fact that they are male. However, by using

words like babiniku ojisan in the titles or descriptions of their

videos or by discussing aspects of the babiniku process within their

videos such as their successes or failures with different voice-

changing techniques, many of these creators are either open about

this point or actively draw attention to it almost as a selling point.

Indeed, a blog post discussing the appeal of babiniku ojisan

gives a list of what the author, who is an active babiniku ojisan

whose female avatar is called Sōna Baramiya, considers to be their

main qualities. Most interesting of the list’s five points are: 1) the

quality of the 3D model is usually high because it is often

professional illustrators who have the skills to become babiniku

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ojisan, and furthermore they have the skills to supply their own

erotic dōjinshi of their characters. 2) They possess a ‘calculated

cuteness’ [azatokawaisa] that is possible precisely because they are

men, and so know what their (straight) male audience will find

appealing. 3) It is entertaining to watch them becoming more

feminine as they continue creating content – a tweet quoted in the

blog post mentions finding it cute when they noticed one babiniku

ojisan, ‘Magurona-chan’, changing their laugh from hahahaha to

the more feminine-sounding ehehehe (Sōna no VTuber Mokuroku

2018).

In interviews and tweets, Nekomasu occasionally touches

on the appeal or his reasons for wanting to become his little fox-girl

avatar. When asked why he created and came to ‘become’ his

avatar in an interview with Panora, his response suggests that he

considers wanting to ‘become’ his avatar as nothing more than a

natural extension of finding it cute, saying that ‘firstly, girls with

animal ears are extremely cute. […] I made [the avatar] because I

find them cute, but if you were to dig down and ask why I find

them cute I couldn’t answer. I feel like it’s probably because my

DNA is arranged to recognise them as something cute. So I’m

drawn to girls with animal ears, and I want to create them, and I

want to become one’ (Minoru 2018b).

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Nekomasu is also a frequent user of the VR-based chatroom

‘VRChat’, and when asked why men want to ‘become’ their young

girl avatars he has often said that compared to when using a tall

male avatar, it is much easier to communicate with others on the

service when using a cute, short girl avatar. In another interview

with Panora (Minoru 2018c), however, the interviewer mentions

that there are some people who want to look like cute girls even in

real life (onna no ko ni naritai ‘otoko no musume’ teki-na hito mo

imasu). Nekomasu does not consider himself as one of these, but

when asked what the appeal is in becoming a girl with animal ears

(kemomimi) is, he replies that ‘conversely, if my real appearance is

in the minus numbers, then my animal ear [kemomimi] appearance

brings it back to zero. It feels like bringing it back from the minus

numbers to what it should have been in the first place’. To this the

interviewer replies, ‘so it’s like “your virtual appearance is the real

you”’, to which Nekomasu agrees, saying that when he is in

VRChat he feels more ‘comfortable’ (Ibid).

Perhaps surprisingly, coverage of this kind of usage of

virtual avatars in mainstream news media is very positive and

descriptions of it can sound almost utopian. For example, an NHK

web feature is entitled ‘Become who you want to be. VTubers open

up new possibilities!’ [naritai jibun ni naru. VTuber ga hiraku]

(Kano 2018, my translation). In the article, one subheading is titled

‘another you that transcends gender and the body’ [seisa ya shintai

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o koeta mō hitori no jibun] and touches on the benefits of avatars,

including their cross-gender usages. The article states that while

interviewing people involved with virtual YouTubers the reporter

often heard phrases like ‘you can become who you want to be’

[naritai jibun ni nareru] and ‘you can overcome all kinds of

restrictions’ [samazama na seiyaku o norikoeru koto ga dekiru],

and it notes that there are many men who use female avatars and

vice-versa, which allows them to act without being swayed by

gender [dansei ga josei no kyarakutā o tsukai, josei ga dansei no

kyarakutā o tsukau koto de, seibetsu ni torawarezu ni katsudō o

shiteiru hito mo kazuōku imasu] (Ibid). Under another subheading

titled ‘the doorway to a society in which everyone can take part’

[dare mo ga katsuyaku suru shakai e no tobira], the article quotes

Masahiko Inami, a professor at the University of Tokyo Virtual

Reality Educational Research Centre, who says that ‘VTubers exist

within our information society, constituting a new type of body that

we can call “digital cyborgs”. Using these, we can overcome

handicaps such as gender and physical disability, and we may

arrive at an age in which everyone can take part. I think that it will

go on to be used casually by many people and take root culturally’

(Ibid). From this kind of coverage, it appears that virtual avatars are

often viewed as representing an escape from the gendered

restrictions of society, as well as the inconveniences of the human

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body itself, a sentiment which echoes, perhaps, Black’s argument

that kawaii bodies serve to ease anxieties about the human body.

3.2 ‘Digital Onnagata’

The performance of female roles by men of course has a

long history in Japan, with Kabuki theatre being the most famous

example. Although the earliest Kabuki featured female actresses

performing men’s roles in addition to male actors often performing

female roles, women were banned from the stage in 1629 due to the

shogunate’s disapproval of the ‘general disorder, including

unlicensed prostitution’ associated with women in Kabuki. Boys

were brought in to replace them, but as audiences were no less

attracted to them, the onnagata, ‘adult males who specialised in

performing femininity’ emerged to replace them (Robertson 1998,

p. 51).

The theory and method for onnagata was developed in the

early Edo period by the onnagata Yoshizawa Ayame, and he partly

based his theory on the Buddhist idea of henshin (a bodily

transformation or metamorphosis, which in the Buddhist sense

described deities assuming human form in order to better spread

their teachings), believing that the male actor of a female role

should not be ‘a male acting in a role in which he becomes a

“woman”’ but a ‘male who is a “woman” acting a role’, with the

‘transformation [preceding] his assumption of the woman’s role’

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(Ibid, p.54). According to Robertson, ‘the actor was unequivocally

Woman, a model for females offstage to emulate and a sex object

for males offstage to proposition’ and onnagata could bathe at

women-only public baths (Ibid, p.55).

The female roles that these male actors performed were ‘an

amalgram of signifiers of ideal femininity’ (Ibid, p.54), with roles

based on ‘categories of the ideal Woman, each with predetermined

characteristics’, with one role, for instance, being based upon the

Onna Daigaku ‘Greater Learning for Females’, an influential 1672

primer instructing women how to behave properly, which was

written by a male Confucian scholar (Ibid). Femininity was

‘defined by dominant males’ and there was even the idea that

‘female anatomy precluded womanliness and femininity’ (Ibid,

p.58) and women were seen to be less suited for performing

femininity than men. This is somewhat reminiscent of the idea seen

in the previous chapter that babiniku ojisan are able to give more

appealing performances of femininity because, as men, they

understand what appeals to men (Sōna no VTuber Mokuroku 2018).

Daniel Black (2008) also saw a resemblance between

virtual idols and onnagata, likening the former to ‘digital

onnagata’ due to the way both appropriate ‘external features

marked as feminine’. Roland Barthes also notes that in Kabuki

theatre, ‘…woman is an idea, not a nature’ and so can be reduced

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to and reconstructed from a collection of signs coded feminine

(Barthes, cited in Black 2008, p.47). These signs take the form of

various ‘set movements and affectations’ called kata which

performers must practice (Black 2008, p.47). Black mistakenly

interprets the word onnagata as deriving from the combination of

onna [woman] and this kata (型), with the pronunciation changing

to gata due to sequential voicing, which Black argues would mean

‘kata woman’, an etymology that would emphasise the constructed

nature of the ‘woman’ that is performed (Ibid). However, according

to the Kokushi Daijiten, while onnagata is usually written with the

characters ‘woman’ and ‘shape/form’ (女形) it is thought that a

different kata (方) meaning ‘person responsible for something’

(Kokushi Daijiten 1997, 方 entry) which is used for other theatre

role titles such as wakigata or shitegata is closer to the word’s

etymology, and so the original meaning of the word is probably

closer to ‘woman role’ than ‘kata woman’ (Tobe 1997). Black’s

minor etymological mistake, however, does not undermine his

main point that the performance of an onnagata can be interpreted

as an attempt to assemble these kata in order to ‘combine the signs

of woman’ (Black 2008, p.47). As such, as Robertson argues, ‘in

Japan historically, as attested in part by Kabuki and Takarazuka,

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Candidate number: 1006986

neither femininity nor masculinity has been deemed the exclusive

province of either female or male bodies’ (Robertson 1998, p.51).

Interestingly, it seems that this idea of kata is limited

neither to the theatre nor to male performers, and it appears that in

fact all behaviour traditionally considered ‘womanly’, including the

behaviour of women in their every-day lives, is thought to be

constructed from these kata. Discussing the carefully-constructed

femininity of Japanese idols, Aoyagi explains that ‘womanliness in

the traditional sense is achieved through enacting a feminine kata

(form). It is to stylize oneself in a womanly fashion, which involves

a distinct speech style, body posture, and attitude’ (Aoyagi 2005,

p.91). From this it appears that Barthes’ understanding of women

as ‘an idea, not a nature’ (Barthes, cited in Black 2008, p.47) is

perhaps not limited only to Kabuki theatre, suggesting that this

view of ‘woman’ as something constructed rather than something

based in nature perhaps also holds within broader Japanese society.

It is of course nothing new to suggest that femininity is a construct,

but what is interesting here is that this seems to be acknowledged

by the language itself through the characterisation of the

performances of femininity of both real women and male

performers as kata which must be learned and reproduced.

This discussion of the word kata struck me as reminiscent

of language used by hobbyist VTubers and those manipulating

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virtual avatars in the virtual social spaces of VRChat. The word

‘kawaii mūbu’ (kawaii [cute] moves) has come into use especially

among men controlling female avatars and was first used on

Twitter around 2013/2014 to describe the cute gestures and

behaviours of female anime characters (Murakami 2018). Recently,

however, it has begun to be used for ‘gestures that make one’s

(especially a man’s) female avatar look cute in a VR space’ [‘(toku

ni dansei ga) VR kuūkan de josei abatā ga jibun o kawaiku miseru

shigusa’] (Ibid, p.2). For example, Norakyatto, a popular male

VTuber/live-streamer who uses a female avatar, receives many

comments of praise calling the avatar cute for reasons such as her

‘innocence as she jumps into shot from off-screen at the start of her

videos’ and the way she acts as she ‘smiles at her viewers while

making big hand and body gestures and putting her all into talking’

(Ibid, p.2, my translation). If one searches for posts containing

‘kawaii mūbu’ on Twitter, the phrase is mostly used by hobbyist

VTubers praising the skilful kawaii mūbu of other VTubers they

admire, or stating a need to practice their own moves. For instance

one tweet reads ‘ūn hoka no kata no kawaii mūbu o mite // jibun

zenzen dame dame desu ne’ [hmm, looking at other people’s kawaii

mūbu I realise I’m no good, no good.](@Ricco_G6vrc 2019), and

another reads, ‘Kawaii mūbu ni wa jisin ga arimasu, kedo

madamada shōjin ga tarinai to kanjiteiru // kawaii mūbu to ieba

ano hito! Tte iwareru kurai ni kiwametai’ [I’m confident in my

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kawaii mūbu but I still feel like I’m lacking diligence // I want to

master it to the level that people will say ‘when you think of kawaii

mūbu, you think of that person!’](@Kotokawahinata 2019). Indeed,

as early as 1997, Sherry Turkle also realised that while ‘virtual

gender-swapping is easier than doing it in real life’, virtual cross-

dressing can be ‘technically complicated’, as it requires an

understanding of ‘how gender inflects speech, manner [and] the

interpretation of experience’, even when mediated through text

rather than a moveable avatar (Turkle, 1997, p.212-3).

Language like this, focused on skill and improvement, is

typical, and the focus on practice, diligence and mastery in these

online discussions of kawaii mūbu does bear a strong resemblance

to the attitude an onnagata might have towards mastering his kata.

However, it is equally clear that the vision of ideal femininity held

by Kabuki and by these ‘digital onnagata’ is quite different. While

Kabuki performers attempt to construct a vision of an ‘ideal’

woman from an assortment of kata which imitate to some extent

the kata that might have been used by real women when they

perform femininity, the ‘kata’ they practice in the form of kawaii

mūbu are one step further removed from kata used by real women

to perform femininity in that kawaii mūbu are rather based on the

already highly-stylised behaviour of female anime characters

(Murakami 2018).

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If, as mentioned before, both women and male performers

playing them must equally learn kata to successfully perform a

‘woman’, then perhaps both performances could be considered to

lay similar claim to ‘authenticity’. Conversely, both could be seen

as similarly illusory, like the simulacra Jean Baudrillard describes

in his essay ‘Simulacra and Simulations’. If the idea of ‘woman’ in

Japan can be successfully assembled from a collection of signs

coded as such, then performances of femininity in general could

perhaps be viewed as simulations lacking an original, or

‘simulacra’, where ‘signs of the real’ are substituted ‘for the real

itself’ (Baudrillard 1994, p.2). Perhaps this general

acknowledgement of femininity as constructed can also help to

explain how, for instance, the performances of babiniku ojisan can

inspire the same authentic moe or kawaii response regardless of the

gender or appearance of the person behind the avatar. For instance,

in the case of one VTuber Norakyatto, a technical fault during a

livestream momentarily caused the motion capture footage to be

displayed instead of the avatar, showing the male operator’s face,

but in discussions of this on Twitter many of Norakyatto’s fans

continued to defend her, with one person saying that ‘people who

are shocked seeing this are as stupid as people who would be

shocked to see the mangaka [manga artist] drawing their favourite

character. Isn’t it fine for people to just like the character? The

mangaka and character are different’ (Loveridge 2018).

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In this view of kabuki and onnagata, the construction of

these ideal women from an assortment of female-coded signs

seems to be driven primarily by aesthetic concerns, however it

appears that there are also those who identify with the avatar they

construct and view it as a means to get closer to their idea of their

‘true self’, which may not match their biological body. In her essay

in Eureka, ‘Independent Virtual YouTuber “ideas of the self”: the

rebirth of the self and spiritual fraternisation’ (my translation), a

hobbyist Virtual YouTuber whose avatar is called Uka Todoki

further touches on the idea that hobbyist VTubers may be trying to

get closer to an ‘ideal self’ or another facet of their identity through

their use of a virtual avatar.

Uka is female in real life, and in her essay she recounts how

since she was young, she has used the prescribed feminine first-

person pronoun watasi to others, but a more masculine pronoun

also sometimes used by little girls, boku, in her inner dialogues,

with these two selves having a coexistent relationship with each

other ‘like twins’, with ‘the same core but different file extensions’

(Todoki 2018, p.60). She writes that while this other self was

initially little more than a difference in first-person pronoun use

when she was young, this identity eventually became more

concrete, incorporating fantastic elements and becoming an

‘immortal magic-using bishōnen [pretty young boy]’. The

emergence of Virtual YouTubers roughly coincided with this other

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self, boku, assuming such a form, as well as with her encounter

with a fantasy novel called ‘When The Gulls Cried’ about young

girls escaping the oppression of society by viewing the ‘real self

that usually doesn’t surface’ as a witch and engaging in a collective

game of make-believe in order to express their repressed selves.

Uka identified with the story, which formed part of the impetus for

her putting this boku identity, which she describes as ‘closer to

[her] true self than [her] body’, onto the stage as a Virtual

YouTuber, naming it ‘Uka’ (Ibid, p.61).

3.3 The Ethics of Female Impersonation

Issues of identity aside, while the kind of male

impersonation of women carried out by these ‘digital onnagata’

may seem like nothing more than an innocuous hobby or avenue

for personal expression, the personal can often be the political and

these performances are far from politically neutral. Indeed, in her

article ‘Minstrelized girls: male performers of Japan’s Lolita

complex’ Sharon Kinsella (2006) explored the potentially troubling

issues that arise when representations of girls and women are

almost exclusively controlled by male writers, curators and artists,

drawing parallels between the ‘cult of girlhood’ in the Japanese

mass media particularly in the 80s and 90s with racist ‘blackface’

performances in 19th century America which she argues shared a

similarly fetishistic interest in the subject of its othering gaze.

Kinsella argues that although female impersonation in Japan can be

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traced back to onnagata (men playing female roles) in Kabuki,

from the twentieth century onwards female impersonation persists

indirectly through the representations of girls and women created

by male ‘writers, directors and artists’, stating that ‘rather than

being enacted literally and theatrically on stage, most girl

impersonation has been drawn or written, and has been mediated

and reproduced through the press and lens.’ (Kinsella 2006, p.66-

8). While I believe Kinsella’s direct comparison of blackface and

male-authored depictions of women in Japanese fictional media is

misguided at best due to the enormity of the differences in power

structures between both situations, as well as differences in the

nature of both phenomena, she raises some salient points about the

relationship between the consumers of these fictional girl

characters and the consumed subjects that I will cover here.

Kinsella notes that as well as a clear sexual dimension in

the subjects of both the ‘cult of girlhood’ in Japan and in blackface,

there has been a tendency for the creators and audiences of these

warped representations to begin identifying with the subject as

well. ‘Pastoral, feeling, Southern black folk were widely believed

to bear within them the necessary antidote to an over-mechanized,

industrial America’ and ‘blackface performers who sometimes

articulated a positive identification with black Americans,

constituted the earliest practitioners of American bohemianism’

(Ibid, p.75-6). Kinsella points out that ‘bohemian cultural

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practitioners’ in contemporary Japan have found young women to

be a similar ‘source of identity and cultural cachet’, with writers

and artists who depicted girl characters finding importance in

meeting teenage girls and ‘aligning with the notion of assertive girl

power or “girl feminism”’ and avant-garde figures in contemporary

art such as Aida Makoto, Nara Yoshimoto and Murakami Takashi

visiting their own exhibitions accompanied by a schoolgirl muse,

drawing ‘autobiographical pictures of unhappy little girls’, or

taking young women under their wing as ‘girl art prodigies’,

respectively. ‘Schoolgirl sociologist-cum media personality’

Miyadai Shinji locates the source of his own identification with

girls in the ‘girlish currents within popular culture’ which impacted

the development of his identity as a child, and he chose to illustrate

this cross-identification by dressing as a ‘kogyaru’ schoolgirl in a

series of portraits of ‘eminent figures […] in the literary

establishment […] and world of cultural criticism’ printed in a low-

brow magazine (Ibid, p.76).

It may be that this kind of identification and cultural capital

derived from these girl subjects could stem from the ‘anti-

authoritarian impulse’ contained within the ‘depictions of sexual

deviance and uncontained energy projected onto girls in stories in

boy’s comics, the male press and Lolita-complex culture’, in a

similar way to how disaffected white audiences or performers

might have seen something romantic in the pastoralized racist

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depictions of black people in blackface performances (Ibid, p.76).

However, in the same way that these seeming identifications with

the othered subject seem able to coexist with fantasies of violence

and sexual objectification in blackface, Kinsella casts doubt on the

extent of this empathy discussing Lolita-complex material in

particular, stating that while some critics have attempted to argue

that male viewers of Lolita-complex pornography or other material

might empathise more with the female victim/heroine than the

‘phallic aggressor’ inflicting rape or violence against her, other

critics such as Shigematsu cast doubt on this suggesting that while

‘a male reader may identify with a girl insofar as he momentarily

“sees” from her perspective’, this ‘may not necessarily lead to a

consistent desire to be sympathetic toward her’ (Shigematsu, cited

in Kinsella 2006, p. 77).

The relationship between consumers and the subjects they

consume appears to be a complex one, where feelings of

identification seem to paradoxically coexist with an othering view

of the subject characterised by objectification, sexualisation and

violence. In Azuma’s view, this is because for otaku their

relationships with these characters can be ‘both pure and perverse’

as they have learnt to live ‘without connecting the deeply emotional

experience of a work (a small narrative) to a worldview (a grand

narrative)’, instead shifting their focus towards the constituent parts

of a character that inspire moe, or ‘moe elements’ while emptying

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narratives and characters of depth (Azuma, cited in Galbraith

2009).

Kinsella’s descriptions of these issues surrounding

‘indirect’ female impersonation through media such as manga,

anime, novels and the press have obvious implications for male

performers using female avatars to create ‘VTube’ content. These

avatars, when controlled by men, fit exactly the mould of young

‘charming’ girl characters laid out by Kinsella, and seem indeed to

represent the logical progression of the ‘cult of girlhood’ she

describes, particularly surrounding the ambivalent sense of

identification with these girl subjects. With this transition from

‘indirect’ female impersonation to direct impersonation, heightened

by technologies enabling what Kinsella might consider a kind of

‘digital blackface’ such as voice-changers and complete freedom to

alter one’s appearance through the creation of different avatars,

what new issues will be raised surrounding depictions of girls and

women? In Kinsella’s view, ‘audiences for contemporary Japanese

culture have tended to confuse visual and written material about

girls with the behaviour of female children and teenagers

themselves’ (Kinsella 2006, p.69), although this does not seem

likely in the case of babiniku ojisan who do not attempt to disguise

their real-life gender. On the other hand, too, as Turkle explored in

Life on the Screen, for the individual behind the avatar, virtual

gender-swapping may be an ‘opportunity to explore conflicts raised

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by one’s biological gender’ and ‘by enabling people to experience

what it “feels” like to be the opposite gender or have no gender at

all, the practice encourages reflection on the way ideas about

gender shape our expectations’ (Turkle 1997, p.213). These

questions will likely continue to grow in relevance as virtual reality

technology becomes commonplace and our interactions

increasingly become mediated through virtual avatars.

4. TECHNOLOGY AND SIMULATING BODIES

4.1 Simulating Femininity

The history of technology has always been closely

intertwined with that of sexuality, with the erotic either ‘driving

technological innovation’ or else ‘virtually always […] [being] one

of the first uses for a new medium’ from ‘Stone Age sculpture to

computer bulletin boards’. Indeed, representations of the human

form in fired clay predate utilitarian uses of ceramics such as pots

by fifteen thousand years (Tierney, cited in Springer 1996, p.8). It

appears that throughout history there has been an especial

fascination in depicting the female form, and with the advancement

of technology the nature of these depictions has changed, with

recent technology making possible not only representations but also

what could be called ‘simulations’ of women.

Outside of the tale of Pygmalion, the figure of the robot is

perhaps the most widely-known example of this kind of simulation

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of the human form. Daniel Black traces the fascination with these

figures which he sees as representing the ‘combination – or

interchangeability – of body and machine’ (Black 2009, p.43) back

to the eighteenth and nineteenth centuries when mechanical

automata created in Europe and Japan reflected contemporary

‘materialist accounts of the human body which saw it as, itself,

nothing more than a biological machine’ (De Panafieu, cited in

Black 2009, p.43). These objects existed only to ‘mimic the human

body’, possessing aesthetic value but no practical use, and as with

both VTubers and virtual idols, the majority of European automata

‘simulated the female body’ (Black 2009, p.43). In other words,

attempts to simulate the female body appear to have existed since

technology first made this possible, and continue today.

Panafieu suggests that the source of the popularity and

appeal of these objects was the ability of these automata to perform

a femininity ‘more carefully engineered and executed than those of

biological women’ (De Panafieu, cited in Black 2009, p.43). This

view echoes the thinking behind HoriPro’s creation of their first

virtual idol Kyoko Date, who, being ‘built to order’ according to

consumer tastes, could better embody an ideal which real idols

could only ever ‘approximate’ (Black 2009, p.38). In ‘Nihon no

Robotto to Dochaku Bunka’ [Robots and Indigenous Culture in

Japan, my translation], Miyanaga (1987) also backs up this view,

arguing that Japan’s greater acceptance of and affinity for robots

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compared to Western countries stems from Japan’s traditional view

of aesthetics, which is fundamentally different to that of Western

countries. The teaching and learning of Japanese traditional arts,

from the tea ceremony to ikebana, Kabuki and Noh, is based not on

‘mental conditioning’ [kokoro no jōkenzuke] as in the West but on

‘physical conditioning’ [shintai no jōkenzuke], where novices are

made to learn kata, or set movements, by imitating their seniors.

The ‘quintessence of Japanese tradition is working through the

stage of “imitation” and arriving at the level of “command”’ (my

translation) [nihon no dentō no okugi wa, ‘mane’ no dankai o

nukedashite, ‘jizai’ no iki ni itaru koto da], and by beginning with

the form, the education of the mind will naturally follow. Robots

are also ‘programmed to emulate humans, who are their seniors’

(Miyanaga 1987, p.8) and so are perfectly equipped to flawlessly

learn these kata. The appearance of the word kata here in relation

to robots is interesting, for as I have discussed previously women

and male performers alike must also learn kata in order to perform

femininity. Given this, it seems only natural that in Japan robots

and virtual idols would be considered able to surpass humans in

performances of femininity through their flawless reproduction of

kata, backing up Panafieu’s view.

Jennifer Robertson also points out the ‘highly formulized

and formulaic, even robotic’ behaviour expected from women in

‘typical “women’s” jobs’ in Japan such as ‘elevator girls’

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(Robertson 2018, p.99-100). The figure of the ‘elevator girl’ was

employed by the photo, video and performance artist Miwa Yanagi

to critique these gendered expectations on women in a photo series

called ‘Elevator Girls’ (Ibid, p.101) in which she hired models to

stand with a fake elevator she set up in a Kyoto art gallery for two

weeks, using ‘digital manipulation to augment the sense of

homogeneity’ (Davis 2007). Elevator girls must ‘repeat the same

rehearsed gestures over and over again, in order to please the

customers and facilitate their shopping experience’, and their job is

‘marked very much by routine and involves strict rules with regard

to dressing and appearance’, containing ‘aspects that are also

characteristic of dolls or even robots’ (Skirl, cited in Robertson

2018, p.101).

As discussed before, the signs and set movements that are

associated with femininity and coded as female are not derived

from the real behaviour of women, as shown by how it is also

necessary for women to learn and practice these feminine kata in

order to perform femininity. However, the creators of robots and

other simulated bodies often mistakenly view gendered differences

as ‘natural and universal’ (Robertson 2018, p.100), failing to see

their ‘edifice and artifice’ (Ibid, p.85), and so tend ‘uncritically to

reproduce and reinforce dominant stereotypes (or archetypes)

attached to human female and male bodies’ (Ibid, p.100).

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This is made uncomfortably clear in the case of the gynoid

(feminine humanoid robot) Actroid Repliee Q2, which was debuted

at the 2005 World Expo in Aichi prefecture. As Robertson

describes, Actroid Repliee Q2 is ‘overdeterminedly feminine’, with

a ‘high-pitched’, ‘breathy, girlish voice’, ‘shaggy brown hair’,

‘manicured nails’ and feminine clothing including a ‘black

miniskirt hemmed with white lace’, pumps ‘festooned with bows’

and a ‘white sweatshirt emblazoned with “I ♥ Hello Kitty”’. She

also ‘protectively covers her chest with her right arm’ and, ‘in a

teasingly cute high-pitched voice, warns (presumably male) visitors

to the robot expo that touching her bosom constitutes “sexual

harassment”’ (Ibid, p.111-3). This gynoid was created by the male

roboticist Hiroshi Ishiguro in collaboration with the company

Kokoro, ‘whose mission is to “build robots which can live and

coexist with us, human beings, entertaining and communicating

with us”’ (Kokoro Company, cited in Robertson 2018, p.111).

Actroid Repliee Q2 is, needless to say, a highly unrealistic,

exaggerated simulation of a woman, created to cater to the male

gaze. However, the fact that her face was not based on a single

female model but ‘a composite of the average Japanese female

visage’ (Robertson 2018, p.113) seems to suggest that the designers

were in fact attempting to create their vision of the average

Japanese woman. The ‘scientific’ nature of the compositing process

lends the gynoid’s representation of an ‘average’ Japanese woman

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a kind of spurious authority, as despite its exaggerated nature it can

be claimed to have been ‘scientifically’ created, and therefore

supposedly objective and accurate. This can be thought to

strengthen its reinforcement of normative values. This is exactly

the kind of issue Kinsella (2006) was describing in Minstrelized

girls, and the kawaii mūbu of babiniku ojisan can also be seen as

similarly ‘over-determinedly feminine’, similarly to how

Takarazuka actresses ‘inevitably reproduce hierarchical gender

typologies’ in their performances of male characters (Robertson

1998, p.59), and these likely also serve to uncritically reinforce

gendered differences in society.

4.2 Idols: between the real and the virtual

In the media, even real women are occasionally treated

almost identically to their simulated counterparts, seeming almost

to slip into the realm of the virtual or simulated themselves. This is

best illustrated by the example of Japanese idols. In Black’s (2012)

view, both real idols and virtual idols are equally situated ‘at the

intersection of the digital and the biological’ and the ‘virtual and

the material’. This is because ‘living performers and entertainers

exist for consumers primarily as commoditized digital data, or

physical or analog products which have been created out of digital

data’ while virtual idols exist digitally but draw their appeal from

their ‘ability to reference living biology by simulating certain

attributes of the living body’ (Black 2012, p.217). In other words,

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real idols exist in the physical world but rely on digital

representations to reach their audience, while virtual idols exist

only digitally but rely on reference to the real world for much of

their appeal.

Galbraith (2012) describes the conflation in recent times of

‘real and fictional images’ of idols, which ‘exposes how idols are

made up and how they are imagined’. For example, members of

AKB48 have become characters in a branded manga series, and

nearly a third of the content of a recent photo book of idol Itano

Tomomi featured a large number of manga-style illustrations of her

alongside actual photos (Galbraith 2012, p.185). A 2007 exhibition

on idols also displayed ‘portraits of anime, manga, and video game

characters’ alongside photos of real idols, ‘indicating continuity

between them as images’ (Amano, cited in Galbraith 2012, p.186),

and when mascot characters or idols appear in marketing

campaigns they are both referred to as ‘image character[s]’, (imēji

kyarakutā), highlighting the extent to which ‘fictional characters

and idols occupy the same conceptual space’ (Galbraith 2012,

p.186).

In this way, Galbraith argues, idols are reduced to a network

of ‘hypertextual’ images, which only refer to each other and not to

a reality beyond them (Ibid, p.186). Otaku, including idol otaku,

have been described as having an ‘affinity for fictional contexts’,

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and not only recognise that texts, or personalities such as idols, are

constructed, but draw part of their enjoyment of a text from this,

‘straddling all the levels of these layered contexts’ comprising a

text’s relationship to other texts or contexts (Tamaki, cited in

Galbraith 2012, p.187).

In other words, otaku are ‘attracted to the fictional contexts

of images in and of themselves’ (Galbraith 2012, p.187) and there

is even a sense that glimpsing too much of the real person behind

what is represented by the images of an idol would destroy said

idol’s appeal. Idols are demanded to be an ‘absolute existence’

(zettaiteki na sonzai) that is ‘unchanging and outside the everyday’

in order to provide a stable source of comfort or support for fans.

Although some kinds of ‘authenticity’ are valued to a certain

extent, with fans exchanging untouched ‘raw photographs’ taken

by fans (nama shashin), for instance, such images must not reveal

so much that they expose the idol as an ordinary human, as this

would ‘undermine her as an idol and absolute existence’ (Ibid,

p.197).

A similar phenomenon can be seen in ‘maid cafés’, where

usually male customers pay to spend time with women dressed as

maids who act like characters from ‘anime, manga and

computer/console games’ in order to inspire moe in visitors. The

maids in these cafés ‘adopt a “character image” which she does not

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drop in front of customers’, and it is somewhat taboo for a visitor to

ask a maid about anything more ‘real’ than their hobbies. In these

cafés, visitors neither want the maids to ‘be women’ or ‘to be real’,

and desire for the maid is ‘oriented towards the imaginary with no

equivalent in reality’. Visitors ‘desire fiction knowing that it is not

real’, where ‘intimacy with the maid is dependent on a fictional

context, but [is] nonetheless affecting and appealing’ (Galbraith

2011).

However, while too much ‘reality’ can shatter the fantasy of

a figure’s constructed or fictional public persona, it appears that a

public persona that is too constructed or too managed can also be to

the detriment of a figure’s popularity. In Black’s (2012) view, it is

for this reason that the virtual idols of the late 90s and early 2000s

ultimately failed to achieve any lasting popularity. While all

celebrity involves an ‘imaginary public face’, in the case of ‘real’

idols there is a tension between the ‘highly managed persona of the

living celebrity’ and the ‘“real” person to which this persona has

been attached, and which anchors the artificial persona in physical

reality’ (Black 2012, p.214-5), while in the case of virtual idols

‘there is no veridical self, and the public face is entirely a fictional

creation’. This limits their ‘capacity to inspire a deep fascination’

due to their ‘high level of predictability and lack of autonomy’

(Ibid, p.214-5). In Black’s view, public fascination with celebrities

is highest when this public face ‘[comes] unstuck’ from the ‘real’

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person, ‘providing a glimpse of the latter behind the former’, as

exemplified by the interest in scandals such as ‘marital infidelities’

or ‘racist or misogynist rants’ (Ibid, p.215). Ironically, Black notes

that part of HoriPro’s motivation for creating their first virtual idol

was to avoid the dangers of scandals and other such unpredictable,

yet fascinating, behaviour in their stable of idols (Black 2008,

p.38).

It is my view, however, that if VTubers represent a kind of

second coming of the virtual idol craze, a few key differences with

said virtual idols may enable them to achieve the fascination

characteristic of idols, who are able to blend both the real and

fictitious. The most important difference between VTubers and

virtual idols is that VTubers do in fact have autonomy, as their

movements and speech is supplied by a human controlling the

digital avatar in real time. In this way, there is in fact a gap between

a VTuber’s public face and ‘real’ self, even if the identity of this

self is typically intentionally obscured. The existence of a real

person behind the avatar also provides a certain authenticity or

weight to the appearances of a character such as Kizuna Ai on chat

shows, live concerts or special events, and as live interaction is

possible between the VTuber and, for instance, a chat show host or

the audience members of a live show, they are able to capture the

unpredictability and spontaneity of ‘real’ celebrities which virtual

idols were unable to recreate. An article in Nikkei Style shares my

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view, stating that ‘while having an appealing appearance,

[VTubers] can have flesh-and-blood [namami] communication with

fans, and on top of this their banter is of a very high standard. As

these “ideal idols” [risoo no aidoru] upload videos almost daily,

their fans have come to have an overwhelming affinity for them,

and have been raised into passionate fans’ (Usuda 2018, my

translation). The article notes also that this sense of closeness is

heightened by VR spaces such as VRChat where fans can

occasionally meet popular VTubers in a virtual reality social space

(Ibid).

I also find it worthy of note that Black (2008) points out the

‘high level of concern with realism’ regarding the physical

appearance of virtual idols, which ‘must not look like a fantasy

figure’, but must ‘give the impression of being a representation of a

physically real, embodied person’ (Black 2008, p.42). In contrast,

looking at the highly stylised appearances of VTubers, which

closely resemble the style of manga and anime, I am led to wonder

if the sense of ‘reality’ afforded VTubers by the presence of a real

person behind the avatar gives them the leeway to have a less

realistic appearance, whereas virtual idols, whose personas are

entirely constructed, must rely on their realistic appearance in order

to give an impression of any depth beyond the fiction. When

VTubers appear alongside real people in such settings, they have a

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‘presence’ which virtual idols, being scripted and non-interactive,

could not hope to achieve.

The very real ‘presence’ of VTubers can be seen in footage

from the chō bācharu YouTu‘BAR’ [Super Virtual YouTu‘BAR’]

booth of the Niko Niko Chōkaigi 2018 [Nico Nico Super-

Convention] event held by the Japanese web company Dwango

(Minoru 2018a, p.47). The booth featured a section set up to

resemble the counter of a bar, with barstools set in front of

transparent glass screens onto which holographic images of various

popular VTubers such as Shiro and Mirai Akari were projected in

real time, along with their live speech. Through a raffle system,

customers could win the chance to sit at the bar counter and have a

brief conversation with a holographic projection of one of their

favourite VTubers. Looking at footage available of the event on

YouTube (Chō bācharu YouTu”BAR” 2018), it is clear from their

body language that some of the audience members who were

chosen to speak with these VTubers were very nervous in the

presence of these idol-like characters. In summary, the presence of

a real person controlling these VTubers provides their live

appearances with authenticity, a sense of ‘presence’, and an

unpredictability and spontaneity that was out of reach for virtual

idols, and I believe they embody the combination of reality and

fiction that is key to the appeal of idols.

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4.3 Why simulations?

What drives people to form affective bonds with these

simulacra? Many commentators in Japan have associated the

pursuit of such relationships with a sense of loss, anxiety and

isolation in Japan following the collapse of the bubble economy

and amidst increasing consumerism. These simulated relationships

are seen to represent a way to ease these anxieties, providing

comfort and a sense of connection for those who feel alienated

from society.

Azuma (2008) views the emergence of otaku and their

indulgence in fantasy as a response to a breakdown of grand

narratives and the weakening of social cohesion, which was

‘accelerated in the 1970s, when both high-speed economic growth

and “the season of politics” ended and when Japan experienced the

Oil Shocks and the United Red Army Incident’ (Azuma 2008,

p.28). Galbraith (2011) also sees the ‘bursting of the economic

“bubble”’ and the subsequent ‘recession and rapid neoliberal

deregulation in the 1990s’ as having led to a destabilisation of the

family unit and the postwar model of intimacy. A new reality of

irregular and part-time employment instead of the previous system

of lifetime employment ‘destabilised income and the family unit

based on it’, and undermined the ‘postwar “Japan, Inc” model’ of

intimacy in Japan which was ‘framed by “nakama” (group)

relationships at home, school and work’. In Galbraith’s view, those

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who ‘cannot strategise relationships’ in this new reality ‘may

instead consume and fantasise intimacy to meet individual needs’

(Galbraith 2011).

The period following the burst of the economic bubble from

the 70s through to the 90s seems to be widely viewed as a

traumatic time characterised by anxiety the breakdown of old

norms. It was amidst this ‘economic and social dislocation’ in the

mid-1990s that the concept of iyashi [‘healing’] first attracted the

attention of the public. Iyashi is ‘less about healing in a medical

sense’ and closer to ‘something that is soothing, is comfortable, or

brings one heavenly feelings’ (Koch 2016; Ozawa-de Silva, cited in

Koch 2016). This was a time when mental illnesses such as

depression were becoming more widely recognised (Koch 2016)

and there was an ‘increased concern with forms of “existential

alienation, loneliness, and loss of meaning”’ (Ozawa-de Silva, cited

in Koch 2016). Discourse on iyashi only increased going into the

2000s when the term muen shakai (‘a society without connections’)

was coined ‘to characterize the moment of insecurity and alienation

that captured the nation’ (Allison, cited in Koch 2016).

In other words, iyashi represents relief or escape from the

‘stress, anxiety and isolation’ of modern urban environments

(Galbraith 2013). It quickly became a marketable term, spawning a

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consumer market based on the discourse surrounding the concept

(Koch 2016).

The affective bonds felt by otaku with fictional manga or

anime moe characters has also been theorised in terms of escape

from social responsibility and the stress and anxiety associated with

it in the highly consumerist society Japan had become by the

1970s. In Honda Tōru’s view, in the 1970s ‘consumption had come

to play an increasingly important role in courting in Japan’,

creating a ‘love gap’ (ren’ai kakusa) ‘roughly corresponding to the

income gap’. Honda refers to this as ‘love capitalism’ (ren’ai

shihon shugi) and argues that ‘men marginalised by this system,

especially “otaku” types investing in hobbies rather than

relationships, turned to the fictional girls (the shōjo) of manga and

anime’, as they provided a ‘pure love’ (jun’ai) free from

socioeconomic concerns (Honda, cited in Galbraith 2011; Galbraith

2011). In other words, in Honda’s view there is something about ‘a

relationship with a mediated character or material representations

of it’ that is ‘preferable to an interpersonal relationship’ (Galbraith

2009).

In Galbraith’s view, these moe characters ‘allow men to

stop performing socially sanctioned masculinity and indulge

femininity’. By ‘taking care of infantile moe characters like a

mother or indulging a desire for cute things’, the ‘moe man’ is

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‘feminized (shōjoka)’, which can ‘be very soothing (iyasareru)’ for

the escape it provides from masculinity and social responsibility,

becoming a source of iyashi (Galbraith 2009). This ‘“soothing”

aspect of leisure’, or iyashi, is something otaku ‘particularly hold in

high regard’ (Galbraith, cited in Sharp 2014).

This is another way in which simulations can be seen to be

valued not for their ability to accurately mimic reality, but rather

for the ways in which they are not like reality. In other words,

simulations are valued as simulations in and of themselves, without

reference to what is being simulated, if they are indeed simulating

something that exists at all. Affective bonds and relationships with

such simulations are ‘pure’ and ‘eternal’, even if they can ‘never

[be] realised’ (Galbraith 2011).

5. CONCLUSION

In conclusion, while simulacra and constructed or fictional

representations of women are not new, the malaise of post-bubble

Japan has slowly brought about a new relationship between

consumers and these simulacra, resulting in a heightened desire for

fragmentary elements which inspire affect, such as moe and kawaii,

and a corresponding weakening of concern with narratives.

VTubers can be seen as the newest stage in this shift, stripping

away all narrative elements in order to present a ‘pure exterior’

(Black 2008, p.46) comprised of affective elements. Because of the

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Japanese view of femininity which acknowledges femininity as

nothing more than an assemblage of signs, behaviour and

movements coded female, VTubers are able to give ‘authentic’

performances of femininity regardless of the gender of the person

operating the avatar.

These simulated bodies are sometimes thought more desirable

than ‘real’ human bodies, as shown in the case of distorted kawaii

and moe bodies that serve to maximise affect while avoiding

anxieties surrounding the real human body, and so desirable is the

fictional and constructed that even real women occasionally seem

to be pushed into the realm of the simulated, as has been seen with

idols and maid café maids, who straddle the real and simulated.

Virtual YouTubers can be viewed as the next stage in this

movement towards the consumption of simulations and fictions,

and they are presented as a kind of ‘living fiction’. These new

boundary figures have an authentic presence and can interact with

the audience that consumes them, blending the strengths of both the

real and the unreal more effectively than previous figures such as

virtual idols, maximising affective bonds with consumers.

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Candidate number: 1006986

6. APPENDIX

Appendix 1

Google Trends: searches for 'vtuber'


(Worldwide)
100
80
60
40
20
0

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