Tatiana V. Pushkareva1 & Darya V. Agaltsova2
1Candidate of Philosophy, Associate Professor of the Department of Design and Architecture Synergy University, Moscow, Russia. ORCID: 0000-0002-9139-6121. E-mail: ap-bib@yandex.ru
2Candidate of Pedagogy, Associate Professor of English Language Training and Professional Communication Department, Financial University under the Government of the Russian Federation, Moscow, Russia. ORCID: 0000-0001-8892-2437. E-mail: darya_agaltsova@mail.ru
Volume 13, Number 3, 2021 I Full-Text PDF
DOI: 10.21659/rupkatha.v13n3.26
Abstract
Cosplay is considered as a modern mass practice of copying and public demonstration of the costume, image and behavior of famous heroes in the mass culture: heroes of movies, cartoons, comics, video games within the framework of festivals, processions, activities of clubs of the corresponding subject. The empirical material for the study was observations, publications in specialized mass media, recordings of Russian and foreign electronic broadcasts of cosplay events, interviews with Russian cosplayers. The article provides a cultural and historical analysis of cosplay, on the basis of which it is concluded that the archaic cultural forms of totemic primitive holidays, medieval carnival, and the first forms of theater are reproduced in cosplay. Traditional cultural forms in cosplay are endowed with new cultural meanings, among which are the game principal development in culture, the implementation of special mechanisms of young people socialization through individual and collective forms of identification and imitation of famous characters, creative development of screen culture characters. In cosplay, there is a partial revitalization of archaic cultural forms, such as zoo-mystery, carnival, the first forms of theater. The conclusion is made about the role of cosplay in the development of the visual language of modernity, «de-virtualization» of the mass culture images and the development of the «instinct of theatricality» in a modern person. Cosplay in Russia demonstrates a wider thematic repertoire than cosplay in the USA and Japan: it includes not only images of American films, video games, comics, Japanese manga and anime, but also images of Soviet animation, which paradoxically are capable of direct competition with modern products of mass culture and art.
Keywords: archaic, cultural forms, cultural meanings, theater, youth, game industry, subculture, mass culture, cosplay, middle culture.