Professional Documents
Culture Documents
GENDER IN DIGITAL
TECHNOLOGIES AND
CULTURES
Jennifer Coates and Laura Haapio-Kirk
Digital technology affords new modes of engaging with gender, often in ways that challenge
extant inequalities through simulation and transformation. Yet digital iterations of gender do
not make a radical break with pre-existing lived experiences and practices and can even support
the development of conservative or exclusionary gender ideologies rather than proliferation of
difference. Furthermore, the major research activity around Japanese digital cultures to date has
tended to cleave to disciplinary boundaries without a great degree of cross-reference, and so key
approaches and definitions central to the study of digital technologies and cultures vary across
different fields. This problem is exacerbated by the ubiquity of digital technologies in various
aspects of Japanese life.
For the purposes of this chapter, we will define the digital as “all that which can be ulti-
mately reduced to binary code but which produces a further proliferation of particularity and
difference” (Horst and Miller 2013, 3). To date, scholarship on Japanese digital technologies and
cultures has clustered around the fields of art history, anthropology, media studies, film studies,
communications, and cultural studies. Digital popular culture products, including online games,
computer games, streamed television and film content, and other entertainments, have been the
focus of much scholarship, though the dominant approach tends towards textual analysis, posi-
tioning these studies closer to classic media studies than research on digital technologies in Japan.
As a number of chapters in this volume assess media texts with a significant digital component,
we will focus more closely on the gendered impacts and implications of digital technologies in
contemporary Japan.
Anthropologists and digital film researchers specializing in documentary genres have recently
stressed the relevance of digital media for health and medical issues. In relation to Japan, digital
media texts and scholarship on digital media and digital devices have tended to focus on the
health challenges of a super-aging society and health issues related to the aftermath of the triple
disaster in Fukushima in March 2011. The case study presented in the second part of this chap-
ter demonstrates this interdisciplinary approach to studying digital technologies and cultures
in Japan. First, however, we will introduce some of the key areas, disciplines, and topics around
which scholarship on Japanese digital technologies and cultures has been developing. It is our
hope that the overviews to follow, as well as the pioneering case study, will inspire researchers
to develop interdisciplinary approaches for further study of Japanese digital cultures, particularly
in relation to gender.
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consider the human body in public space from the perspective of how people use buildings and
their technologies, as well as who can occupy what kinds of space and how. These questions are
of course deeply gendered. For example, Igarashi Megumi, the artist better known as Rokude-
nashiko (literally, “good-for-nothing girl”) has clashed repeatedly with Japanese obscenity law
over her silicone moulds, casts, and 3D printed replica of her own genitals (McLelland 2018).
From tiny key chain ornaments to a full-size canoe, Rokudenashiko has produced numerous
molds and sculptures shaped like her vulva, challenging viewers and lawmakers alike to define
where and how the female body can be depicted in public spaces such as trains, schools, rivers,
and other locations outside the art gallery.
On 8 May 2016, the Tokyo District Court handed down a mixed verdict on Rokudenashiko’s
artistic activism, following her arrest in July 2014, and trial for obscenity. A 400,000-yen fine was
imposed for distributing 3D printer data over the Internet, but Rokudenashiko was acquitted
on charges of “displaying obscene materials publicly” (McKnight 2017, 251). Rokudenashiko’s
3D printed replica of her vulva ironically uses digital technologies to critique popular media and
pornographic representations of the female body marred by another kind of digital interference,
in the form of the pixilation (bokashi) that covers the genital areas of both men and women in
erotic and pornographic photographic images produced and sold in Japan (Hambleton 2016, 5).
In this way, her irreverent digital-born art uses the master’s tools to attempt the dismantling of
the master’s house, if those tools are understood as digital technologies of representation and the
house is understood as a sphere of gendered representational practices perpetuating a sense of
shame around sex organs and the normalization of restrictive and often heteronormative depic-
tions of human bodies. Digital-born art has been at the forefront of much recent art activism
that protests the treatment and control of human bodies in designed living spaces such as cities,
workplaces, and legal frameworks.
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between anthropology, design, and architecture that interrogates the role of gender in the digital
technologies and cultures of Japan today.
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Jennifer Coates and Laura Haapio-Kirk
explore “the changing nature of romantic relationships and gender roles in Japanese society”
(2018, 99). While director Hashino Katsura explores the “universal themes” of love and mar-
riage in the story,Whaley argues that the protagonist is designed to challenge standard ideas, and
ideals, of masculinity, moving across a spectrum of possible image, identity, and behaviours that
encompasses the salaryman and the opposing “herbivore man” (2018, 102).While it may be rare,
as Whaley argues, to see such consideration of the changing nature of gender and the family in
a “mass-market commercial video game” (2018, 103), scholarly consideration of such narratives
is enlightening and even refreshing in a field that can tend towards a focus on the darker side of
digital media content. Like similar innovations in digital film, these examples reveal the value
of digital technologies and worlds for solving the very concrete and material problems that we
face offline as well as on.
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Gender in digital technologies and cultures
Digital filmmaking allows filmmakers to bring these stories more directly to a wide audience,
often circumventing classic studio system era production and distribution models.While this trend is
supported by newly emerging digital devices that significantly reduce the costs and physical difficul-
ties of filmmaking, it has not been the only catalyst for greater representation of women filmmakers.
Rather, the independent documentary sector has been noted for its higher number of women from
the 1930s. As Hikari Hori has shown, militarism and the development of the “culture film” (bunka
eiga) in 1930s and 1940s Japan created a rare opportunity for women directors and editors to find
work in the Japanese film industry. After the war, however, women were discouraged from taking up
these roles in the postwar studio system (Hori 2018, 138). The development of digital filmmaking
devices and digital streaming sites is increasing the representation of women on both sides of the
camera, but digital technologies rarely drive social change entirely in and of themselves. Public atti-
tudes and governmental initiatives play a large part in increasing the effectiveness of digital technolo-
gies, as the case study presented in the second part of this chapter demonstrates.
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often returning to the workforce after raising children, many of the study’s participants found
that the majority of their colleagues were significantly younger than themselves, and they would
use respectful distancing language at work, which reminded them of the age gap. However, on
work LINE groups, these boundaries were overcome through the use of LINE stickers, which
expressed meaning without the user having to type words. For example, one research participant
described their use of the app in this way.
I think that LINE stickers are quite useful when speaking to various generations.
Because stickers make communication more approachable, warmer. You can use it
across all ages. It’s not that LINE makes us feel younger but more that it makes us not
even think about our age.
By not having to conform to traditional modes of formal language, the selection of a particular
LINE sticker to express a phrase or a sentiment became a kind of leveller, bypassing otherwise
required modes of conduct and “warming up” otherwise cool relationships.While these women
consider the affective nature of LINE stickers to be important for their relationships, to the
extent that they are willing to pay for particular sets of stickers, Stark and Crawford (2015) cri-
tique this commodification of affective labour and also note the valuable data which companies
can gather from the use of such affective markers.
Women in the UCL study purchased LINE stickers of their favourite cartoon characters
and sometimes found sets with their own names embedded within them. The women instantly
knew which friend had sent a message because of the style of the sticker: some people chose
cute ones, whereas others opted for more comedic styles, depending on which they felt aligned
most with their personality and tastes. In this way, LINE stickers appeared to be a way to express
personality and extend more of oneself into the digital sphere. This personalization of LINE
mirrored the way that the exterior of the phone was often decorated, especially by women.
Phone charms, cases, and real stickers were applied according to the owner’s tastes. This habit
of aesthetic personalization of the smartphone was a continuation of how people treated their
garakei, yet participants in the UCL study noted increased closeness and attachment to their
smartphones since they felt that they had greater control over how they could craft the phone’s
interior to match their personality. One woman explained:
I feel more towards the smartphone. I want to have it near me always. I feel shy about
showing people my apps. It’s kind of like a bookshelf, it shows my personality. You
would only put the covers of the books you want to show in the front too. The smart-
phone is who I am.
Mid-life can by a trying time for Japanese women, when they increasingly take on the respon-
sibility of care for elderly parents, often at the same time as returning to work and experienc-
ing shifting relationships with spouses and children (see Takeda 2004; Oshio 2014; Lock 1993).
One participant shared her feelings about this change: “It’s really hard and sad to see your own
mother and father deteriorate, especially if they get dementia. It’s like a tunnel without an end-
ing.” As one ages, the ability to draw on the comfort of friends through trying times, such as
experiencing sickness or caring for elderly parents, becomes increasingly important. In particu-
lar, messaging allowed many research participants to feel supported.
If I have a particularly hard day with my mother, smartphones can give me a quick
window to reach out to my friends and get sympathy. That aspect of being able to
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reach out to someone right at that second when you need them is a great thing about
smartphones, and receiving stickers that tell me “It’s okay!!” is great.
The smartphone is integral to lightening the load of being a middle-aged woman in Japan and
the responsibilities this represents. Female-to-female peer support fulfilled a need for empathy,
which was sometimes perceived as lacking from male partners. One study participant noted that:
I think the way women and men think are different. The support my husband gives
me is different from my girlfriends because women to women, they know what to
say and the things you want to hear. I feel more understood when speaking with my
friends. Men are more logical. I am not seeking for, you know, an answer. I just want
someone to listen to me.
The term kodokushi (solitary death) has become a recognised social issue in rapidly ageing Japan
(Nozawa 2015), where elderly people are increasingly living alone with infrequent social con-
tact. In this context, middle-aged participants in the UCL study, especially women, expressed
the feeling that the smartphone was integral to reducing loneliness when looking towards the
future when they themselves will be elderly and may have limited social support and restricted
mobility. Conversely, the study found indications of a rejection of the smartphone among older
men, often for reasons of cost and practicality. Many middle-aged and older male participants
said that their garakei served them well enough, often explaining that they had all their work
contacts on their garakei and therefore switching would be troublesome. For men approaching
or just post-retirement, maintaining this connection to their working lives through the garakei
was especially important. In rural Kochi, men would typically see friends and acquaintances
at a local bar (izakaya), and they would use their mobile phone minimally to arrange such
meetings. In the cases where male participants did own smartphones, they would often protest
that they did not know how to use them or that they only used their smartphone for playing
games, keeping their garakei for making calls because it was cheaper. While smartphones con-
tinue to reduce in price, monthly data bills are still costly in Japan, so for men who often do
not feel as strong a need to be socially connected through the smartphone, the garakei remains
a popular choice.
Finally, the UCL study reveals how the digital world influences recent flows of migration
from urban to rural Japan, which also appears to be a gendered process. Over the past eight
years, since the March 2011 earthquake, the Internet has been a major source of news at a time
when mistrust of government information was widespread. Ohashi et al. (2017) note how Twit-
ter became a vital source of up-to-date and trusted information in the post-3.11 context. One
woman who made the move to rural Kochi from Tokyo explained: “I would follow news about
the disaster coming from foreign sources, such as from France, because they would tell us more
about what is actually happening than our own news channels.” Another mother who moved to
rural Kochi with her two young children explained that she had been inspired by the blog of a
woman who had recently made the move:
When the earthquake happened I picked up both of my children, one under each
arm. I was so scared, and I felt so helpless. I knew then that I did not want to stay in
the city where I was dependent on others for everything, and where my food could
come from contaminated land. I was inspired by reading blogs by other women who
had moved with their families to the countryside and could grow their own food and
be more self-sufficient.
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Blogs and social media provided a glimpse into another possible life for these women and
their families, and as such they held great potential to contribute towards processes of rural
repopulation and regeneration.
Conclusion
While digital technologies and cultures continue their fast-paced development, an overview
of the field remains challenging and a conclusion even more so. This chapter has attempted to
bring together diverse areas of scholarship on digital technologies and cultures in Japan, identify-
ing areas of commonality across disciplinary boundaries. We have focused more on digital tech-
nologies than the content of digital media texts, in part due to the comprehensive scholarship
in media studies, communications studies, film studies, and anthropology that provides in-depth
contents analysis of games, television, film, and animated entertainments. Instead we aimed to
demonstrate the interconnected nature of the digital and physical aspects of life in Japan today,
insisting on remaining aware of historical contexts in order to understand the promising yet
relatively limited degree to which technological innovation has so far been converted into con-
crete social change in gender roles, norms, and expectations.
While digital technologies and cultures will be central to future developments in gender
in Japanese culture, we must remain aware of the elements of digital cultures that reflect, or
even actively entrench, gender inequalities and gendered labour. While female digital technol-
ogy users are relied on by others to maintain family and social bonds through smartphones,
for example, or while women use apps to seek emotional support from other women while
shouldering the burden of caring duties, we must ask whether digital technologies are really
changing gender roles to any great degree. What would it mean to hand such women’s work
over to a female-shaped robot or hologram? As we argued in the early stages of this chapter,
digital iterations of gender do not make a radical break with pre-existing lived experiences and
practices. The challenge for scholars is to remain aware of these constraints and push for greater
understanding of the many roles and potentials of digital technologies and cultures, currently
studied behind disciplinary boundaries. An interdisciplinary approach in a global context like
that of the UCL study will allow for a nuanced understanding of the possibilities and constraints
presented by digital technologies and cultures in Japan today.
Related chapters
9 Attitudes to Marriage and Childbearing
11 Intimacy in and Beyond the Family
18 Gender, Labour, and Migration in Japan
27 Performing Gender: Cosplay and Otaku Cultures and Spaces
32 Gender and Visual Culture
33 Gender, Media, and Misogyny in Japan
34 Representing Girls in Cinema
35 Gendered Desires: Pornography and Consumption
References
Chino, K. (1996) “Gender in Japanese Art,” Aesthetics 7 49–68.
Coates, J. (2018) “Mediating Memory: Shōjo and War Memory in Classical Japanese Cinema,” Cultural
Studies 32 (1) 105–125.
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