THE COSPLAY PHENOMENON AND ITS POSSITION IN THE CURRENT DIGITAL AGE

Journal Title: Marketing Identity - Year 2017, Vol 5, Issue 1

Abstract

The position of represented images in digital media, especially in digital games, focuses on the ideal body presentation. Cyberspace of digital media provides a possibility of free manipulating with the body in the socio-cultural reality. Inluence of digital media is also manifested in the phenomenon called cosply. Cosplay is known as an avatar imitation in the real-world sphere – for example as a characteristic costume dressing. The main aim of the paper is explanation issues such as a phenomenon cosply. To achieve the goals the author uses typical logical and conceptual practices. A presence of cosplay subculture as a tool for the real human body experimentation remains a subject of discourse analysis. First of all, the author defines corresponding terminological axis within the scope of this contribution. The following sections present a specific expressions of the cosplayers´ subculture. The author clarifies an evolution and a different ways of “cosplay presence“ with the special emphasis on the impact of represented digital images to its application in creating real human body. This impact is reflected precisely in a pertracted subculture.

Authors and Affiliations

Lenka Rusňáková

Keywords

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  • EP ID EP316622
  • DOI -
  • Views 104
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How To Cite

Lenka Rusňáková (2017). THE COSPLAY PHENOMENON AND ITS POSSITION IN THE CURRENT DIGITAL AGE. Marketing Identity, 5(1), 398-407. https://europub.co.uk/articles/-A-316622