Exploring The Force of The Moving Image
Exploring The Force of The Moving Image
Exploring The Force of The Moving Image
RESUMÉ
Denne artikel udforsker forskellene mellem live-action pornografi og japansk
animationsporno. Målet er at vise, hvordan det levende billedes kraft virker i
samspil med de obskure temaer og indhold i japansk animationsporno, samt
hvordan dette er med til at skabe et særligt tilskuerforhold, der er
gennemgående forskelligt fra traditionel filmpornografi. Artiklen forsøger
samtidig at give et overblik over, hvordan animationsstudier med Thomas
Lamarre og pornostudier med Linda Williams teoretisk kan bringes sammen i
målet om at forklare animationsfilmens pornografiske potentiale. Hvorfor kan
animation tilbyde en særlig pornooplevelse?
ABSTRACT
This article explores the differences between live-action pornography and
Japanese adult animation. It aims to show how the forces of the moving
image are employed in conjunction with the highly unusual content of adult
animation, thereby constituting a viewing position that differs from that of
live-action pornography. It also provides an overview of some of the
important stances in both animation studies, drawing upon Thomas Lamarre,
and porn studies, drawing upon Linda Williams, and how these fields can be
understood in relation to one another when seeking to explain the
pornographic potential of animation. Why does animation offer a particular
pornographic experience?
EMNEORD
Pornografi, animation, Japan, mediets potentiale, tilskuerforhold
KEYWORDS
Pornography, animation, Japan, medium potentiality, viewing position
Introduction
This article seeks to outline how animation harnesses the force of the moving
image when dealing with the subject of pornography and how this is done
differently than in live action. This article concentrates exclusively on
Japanese adult animations mainly because films within this genre have
gained great popularity over recent years (Ortega-Brena, 2009, 19).
Consequently, the study is located between two sub-fields of film studies
(porn studies and animation studies) and attempts to comment on both fields
independently.
1 Japanese adult animation goes by many names (e.g. hentai, ecchi, or adult anime) as it is not
a defined genre. In this article, I choose to use the term ‘adult anime’.
2 The term ‘force of the moving image’ covers the potential offered by the film medium. This
was originally presented by Thomas Lamarre, with the purpose of focusing on the
technological base of production without succumbing to technological determinism.
(Lamarre, 2009).
First, this article seeks to outline the points of departure within both porn
studies and animation studies in order to illustrate how the technological base
of production influence the creative potentials of each area respectively
(animation in general and live-action pornography). Second, Lamarre and his
concepts of anime aesthetics are introduced to provide an understanding of
the affordances realised by the particular techniques for creating movement
and image in anime. Third, a discussion of Lamarre’s notions through the
Deleuzian concept of the time-image is brought forth in order to attribute the
animation techniques of anime to a more general force of the moving image.
Fourth, the article considers some examples of conjunctions between the
animation techniques and pornographic content found in adult anime. This is
done by analysing selected scenes from the adult anime series Cool Devices
(1995). For a conclusive discussion, the article arrives at Ortega-Brena and her
concept of the double voyeur, which she regards as summing up the viewing
position imposed by the adult anime genre. This article suggests a different
viewing position offered by the genre, which can be fully explicated by
comparing the technological base of live-action pornography and adult anime
and how the force of the moving image is directed differently within to two
categories of pornography.
to true cinema or have located animation as nothing more than a specific style
within cinema. The former tendency includes such classic authors as André
Bazin (1958) and Siegfried Kracauer (1960) whereas the latter consists of many
of the modern writers, such as Noel Carroll (1996), David Bordwell (2004),
Kristin Thompson (1980), Torben Grodal (2009), and even Gilles Deleuze
(1986) to name a few. 3 A good example is Noel Carroll’s famous article
‘Defining the Moving Image’ (1996), which spends a great deal of time
explaining the difference between cinema and binoculars but does not offer
the slightest clue as to how animation might fit within his definition of the
moving image. The point would indeed be debatable and even more so
because Carroll seeks to define ‘the moving image’ and not the more
historically determined ‘cinema’.
Animation studies and porn studies may be sub-fields of film studies that
have not yet become official academic disciplines, but there is still a
considerable amount of literature concerning both subjects, which means that
one must be precise in determining a certain point of departure. In this
section, I will outline the specific theoretical framework that will be used in
the subsequent analysis and discussion.
3 It is not that none of the names listed above mention animation, e.g. Torben Grodal (2009)
explains why animation is especially appealing to children, Gilles Deleuze (1986) mentions
that animation relies on a Cartesian rather than a Euclidean geometry, and Kristin
Thompson (1980) has even delved into the question of why animation is such a petite genre
within cinema. But what they all have in common is that they treat animation as a style or
genre that adheres to the same rules and characteristics as the whole of mainstream cinema.
Anyone who has seen anime – especially the more lo-fi, cheap productions –
will have noticed that it is not animated in the same way as the typical Disney
feature animation. Stylistically, anime is often associated with images that are
more static or with only part of the image in motion, much as in the old North
American The Flintstones and Top Cat cartoons (1960;1961), where only the
characters change, while the same background is used over and over.
According to Lamarre, anime is indeed characterised by taking limited
animation4 to the extreme, which is also referred to as hyperlimited animation.5
4 The type of animation that often involves fewer than 12 frames per second.
5 Hyperlimited animation is specifically associated with Studio Gainax and director Anno
Hideaki, who most famously created the anime series Neon Genesis Evangelion (1995).
But this is not just a less expensive way of creating animation, although the
low cost is indeed a motivating factor. Something is amiss, for words like
static, lo-fi, still image, and limited seem unable to describe the evident
dynamism and soaring popularity of anime productions. A huge part of
Lamarre’s theoretical project consists of a thorough analysis of how anime
deploys the force of the moving image in a certain way, by means of both
special techniques and artistic designs.
This article will specifically be concerned with the loosely constructed and
dehierarchised image offered by the technical traditions of anime, which will
be paired with the Deleuzian time-image and discussed in greater detail in the
next section.
One must tread carefully when analysing the role of the body in adult anime.
As Joanna Bouldin (2004) has illustrated, using the film phenomenology of
Vivian Sobschack (1992), the “somatic intelligibility” of the viewing
experience can be aligned with the embodied film experience, which is why
the animated body should not be disregarded as something without corporeal
effect on the viewer. We can experience the sensation of warm lips when
watching two animated characters kiss. On the other hand, we should not
stress the unity of animation and live action created by the subjective film
experience, thus running the risk of completely subsuming animation under
the category of cinema.
“One of the key issues Deleuze points towards is that we never get
to know Antonioni’s characters from the inside. Instead, we only get
to see them in parallel with other objects of the landscape:
Buildings, streets, the stock exchange, a nuclear power station (…)
and so on. The humans here are composed as objects, as though
they were merely other objects in a world full of objects” (Rushton,
2012, 66).
Films that invoke the time-image have a less clear direction for the viewer, in
contrast to the movement-image, where the film is always moving toward a
unitary conclusion. The autonomy of the image caused by the exploded view
and the dehierarchised image is very similar to Deleuze’ notion of “a ‘camera
autonomy’ where it stops following the movement of the characters or
directing its own movement at them, to carry out constant reframings as
functions of thought” (Deleuze, 1989, 24). The way the camera serves to break
relations between screen elements in the time-image, as mentioned here by
Deleuze, can be seen as analogous to Lamarre’s adoption of the time-image
7 Michelangelo Antonioni was an Italian film director referred to by Bordwell and Thompson
as one of the great auteurs of the years following Italian Neo-realism (Bordwell, Thompson,
2010, 392).
So, within the technological perspective of this article, the openness created
by the specific camera aesthetics of the time-image in live-action cinema can
be introduced into animation as openness created by certain manipulations of
the multiplanar image, which are evident in the exploded view and
dehierarchised image. In this way, adult anime creates an image that is much
more open to the engaged viewer and simultaneously encourages him/her to
explore the world of the fiction on his/her own terms.
During the remainder of this article, I will explore how this distinction within
animation studies can be introduced into the field of porn studies and thereby
further illuminate the force of the moving image in adult anime.
Perhaps more noticeable than anything else is the fact that the narrative in the
average adult anime series often goes beyond the rigid and minimal
narratives of live-action pornography. Torben Grodal calls these minimal
narratives “spicy teasers”, which often employ stereotypical gender roles like
nurse/patient or the fabled pizza delivery guy (Grodal, 2009). In adult anime,
however, the viewer encounters a great variety of fantastic and sometimes
almost overly complex narrative settings and characters.
Episode 8 of the adult anime series Cool Devices (1995) is set in a world where
young women from earth are teleported to a planet in a strange galaxy far
away to be used for sexual experimentation. The protagonist Maya is bought
on the market by a Darth Vader-like man/robot hybrid, who wants to make
her a sex slave. She then discovers that she is in fact a legendary druid warrior
destined to save the galaxy but only if she can resist the advances of the evil
empire and its ambition to make her a sex slave.
regular anime and therefore has a tendency to adapt many of the typical
characters and settings of regular anime productions. Live-action
pornography, as Williams noted, evolved out of so-called stag films, which
originated more from a desire to show the shapes and functions of that which
is usually unseen than as an artistic mode of production (Williams, 1990, 59).
It is important to note that both adult anime and regular anime have strong
ties to Japanese culture in general. Ortega-Brena notes how the old erotic
painting tradition called Shunga can be seen as a natural forerunner to adult
anime. Furthermore, she illustrates how Shinto religion and other animistic
beliefs can be found directly within the sexual discourse of many narratives in
adult anime (Ortega-Brena, 2009, 20). There are important cultural aspects –
especially concerning religion, gender roles, and censorship – that have been
influential in shaping adult anime production, but this is outside the scope of
the present article and will not be addressed further. The technological
perspective brought forth here thus does not imply causality between the
technological base of production and the actual content. The narrative and the
mise-en-scène are not determined by how the force of the moving image is
applied, but this article argues that the content in some cases becomes
engendered and positively reinforced by the specific animation techniques
mentioned above.
These complex narratives, with their fantastic elements, do not serve as just a
frame around the subsequent pornography; they have consequences for the
mise-en-scène of the explicit sex scenes. In Episode 8 of Cool Devices, Maya
never has intercourse outright but is instead repeatedly tied up and
penetrated by mechanical tubes, which serve as a surrogate penis. According
to Williams, this “dehumanizing” of the male actor is not at all unusual in
pornography, as the male actor functions as a surrogate for the male
audience. One might say that this surrogate male actor is taken to the extreme
in adult anime.
Many – including Torben Grodal, Slavoj Žižek, and Linda Williams – have
noted the prominent role played by individual sex organs in pornography.
Žižek mentions how hard-core pornography is able to break the unity of the
body by focusing on the individual actions of body parts and thereby
constituting the autonomy of the organs. (Žižek, 2002, 152). Here, Žižek and
Williams come together in their notion of “the speaking sex.” Žižek claims
that the autonomous organ is able to speak the inexorable truth about itself, a
point with which Williams agrees, illustrating it with the ‘money shot’, which
takes a special position by showing not the subjects’ understanding of sexual
pleasure but by speaking the unquestionable, absolute truth of the bodily
action (Williams, 1990, 3). Again, the ability of the money shot to produce this
definite proof of sexual pleasure is why it has taken on such an important role
in live-action pornography. Williams treats the money shot as an important
aspect of live-action pornography’s goal of eliciting sexual pleasure, which is
why this section will explore how adult anime deals with the role of male
genitalia.
The money shot has nowhere near the same status in adult anime as it in
mainstream pornography. This makes sense considering my earlier assertion
of movement that is created and not recorded, with the result that animation
fails to produce the proof of pleasure that empowers live-action pornography.
I will now explore how other partial objects are engendered in adult anime in
such a way that they can be seen as substitutes for the money shot.
Indeed, the use of tentacles seems to be one of the most curious and recurring
elements in adult anime. We see images of women being grabbed, having
their bodies turned upside down and twisted into extraordinary positions
while massive waves of tentacles penetrate every orifice and encircle the
breasts in the manner of a genuine boa constrictor. One of the classics of adult
anime Urotsukidöji: Legend of the Overfiend (1989) employs a lot of this kind of
tentacle sex, since the story includes numerous demon characters, who are
explosively transformed into pulsating heaps of tentacles every time they get
too excited.
There is a certain quality in the tentacle play that seems to resonate well with
the flatness of the exploded view and dehierarchised image. This effect is
most obvious in scenes in which the female body is spread across the screen
and held in almost suspended animation while the tentacles explore every
inch of her. The limited animation in these cases works very well to create
images that are both dynamic and intriguing, by having characters dragged
across the screen instead of having their movements drawn. This also
corresponds with Lamarre’s notion that the inactivity of characters found in
the time-image of limited animation does not afford stasis, but rather, a new
kind of dynamism (Lamarre, 2009, 200).
In adult anime, the surrogate penis seems much more mobile and flexible
than in live-action pornography. It can be attributed to any kind of tentacle-
like object, be it a mechanical tube, an octopus, or even a snake. It can also be
a more abstract version of an actual penis, as in Episode 1 of Cool Devices,
where a man’s genitals are represented as a shining rod of pure light. This
mobility is taken to the extreme when the surrogate penis becomes attached
to the woman, not simply as a kind of artificial paraphernalia but as a
functioning penis. In a shocking twist at the end of Episode 8 of Cool Devices,
the protagonist Maya is subjected to a series of grave electroshock treatments
and out of her agony grows a penis. Maya can function as both man and
woman, all depending on what the specific situation implies. From the
perspective of traditional porn studies, this kind of doubling of the gender is
rather remarkable for heterosexual porn. Yet this is not at all uncommon in
the adult anime genre. Every time the animator needs the service of a male
actor, he/she will just have a woman sprout out a penis (a particularly
recurring element in e.g. Bible Black (2001) and Legend of the Overfiend (1989)).
The use of tentacles and attachable penises lies at the core of how adult anime
implements the time-image in pornography. The scene in which Maya grows
a penis shows the arduous procedure by exhibiting many different shots, e.g.
close-up of eyes and mouth, illustrating Mayas affective responses to the
treatment. The scene seems to resemble a perverse inversion of traditional
intercourse, where instead of being penetrated by a penis, one grows out of
her. It even concludes with the ejaculation of the penis, thus making the
indiscernibility between male and female pleasure complete. Like the
indiscernibility of positive/negative outcomes for the characters in
Antonioni’s films, we find in Cool Devices many scenes where it is not entirely
clear whether Maya is experiencing agony or pleasure. As Deleuze notes,
even the films of Antonioni that have tragic endings do not put the world as
such in a negative light; rather, it is an objectified cinema that serves to
reinstate our belief in the world (Deleuze, 1989, 204). The argument of this
article is that the forces of the exploded view and dehierarchised image serve
to lay bare the flat yet information-saturated world, where the truth of
pleasure is found not in the measurable confession of body parts but lies
within the mystique of the vibrating pools of light in the eyes of the animated
character while he/she is being dragged slowly across the screen.
In sum, Ortega-Brena stresses that the animated image is more open to the
viewer’s imaginative participation as well as that the viewer takes on the role
of a double voyeur, of watching the pornography through the eyes of the
animator watching himself/herself drawing his/her own pictures. And
therefore, according to Ortega-Brena, the watching of adult anime: “Requires
a ludic sense of humor as well as an acute sense of irony” (Ortega-Brena, 2009,
29).
I propose that the viewing position and the pornographic experience are not
so strongly determined by the double voyeur. This is not to say that there is
no self-consciousness involved in watching adult anime, only that it imposes
itself no more on the viewing experience than it does in live-action
pornography, meaning that you need not possess an acute sense of humour
and irony to have a full pornographic experience. As Žižek has noted,
pornography, unlike, say, a medical documentary involving sex organs,
openly returns the gaze to the viewer, thereby making him/her conscious of
his/her voyeuristic position (Žižek, 1997, 227). According to Žižek, there is
something fundamentally comical about pornography. The intimate sex act
brought forth completely exposed necessitates an engaged viewer in order to
avoid appearing comical (Ibid, 225). Live-action pornography might thus
demand as much humour and irony as does adult anime.
The proposal of this article is that adult anime restores our belief in the image
instead of our belief in the world and that that is what lies at the core of the
pornographic experience offered by the genre.
Activities like adult anime dress-up games 8 are being churned out by the
dozen, and even more peculiar phenomena have evolved out of this trend,
such as the city of Atami just outside of Tokyo. 9 Here, men can book a hotel
8 http://www.i-dressup.com/girls/Hatsune_Miku_in_Vocaloid.php
9 http://online.wsj.com/news/articles/SB10001424052748703632304575451414209658940
vacation with their favourite virtual anime character, who will be with them
the entire stay and simulate actions that are typical of real couples. On the 22nd
of October 2008, a man named Taichi Takashita set up an online petition for
the right to marry animated characters. What is particularly interesting about
Takashita is how he stressed the right to marry 2D characters and not a doll,
figurine, or the like (Condry, 2013, 186). This suggests an utter fascination
with images, which further points toward a very significant pornographic
experience caused by images that are nothing more than images.
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