Transgendered Characterizations in early 21st Century Japanese ACG
The male principle moves and the female principle is silent.
From the source to its ends, all things came into being.”

Mint na Bokura, by Yoshizumi Wataru
20th Century Origins of Trans-issues and Characters in Japanese ACG
For as long as the notion of sex and gender existed, there is an equally ancient underlying notion of a potential of breaking such a definition. In terms of literature and social practices, we are aware of many instances of cross-gender impersonations in history, some of which cited into our popular media. In the 1970′s to 90′s, the majority of graphic depictions came in form of manga, with some of the earliest ones in the late 70′s (e.g. Rose of Versailles, Claudine…!) – and slowly evolved from historical-fantasy genres into ‘everyday life’ settings (e.g. Ppoi!, Mint na Bokura). It is important to also notice that the idea of gender-bending or cross-gender impersonations as a serious theme is limited at this stage in shoujo manga, or manga directed at a young female readership, often intentionally and distinctly separate in subject from the male counterpart shounen/seinen manga, in which gender-bending is often used in slapstick humor, and seldom used as the main theme at all (e.g. F.Compo, Kochikame).

Nega*Poji ~Don't call me Brother!~, by ACTIVE 2001.
The New Milennium – 2000 to 2003
With the continual introduction of new Windows platforms and rapidly increasing performance of PC machines, as well as the boom of the Internet enterprise, Japanese ACG media rapidly took to the computer in all its aspects – anime shows began to be processed by computers, manga drawn and coloured by image editing software, and most of all: a paradigm shift in the Japanese 18x games industry all jumping ship towards the PC platform, and the beginnings of de-emphasizing sexual activities in its works in favour of ‘presenting sexualities’ (or as Au-Yeung puts it, a new three-way struggle between nuki (“to strip”, sex and fetishes), naki (“to cry”, emotive plotlines), and Moé (no good translation, perhaps “to archetypically idolize”?).) [ibid. 1]

Trans'~僕とあたしの境界線~
Trans’ ~Boku to Atashi no Kyoukaisen (Trans’ ~The Boundary between (masc.) I and (fem.) Me), an elaborate non-18x Flash game made by Catear in 2002 is also worth mentioning, despite its limited niche. The statistics-based game gives the player a ‘first-hand’ experience of crossing the gender lines in various degrees, from crossdressing and going to stardom, occasionally pursue as a fetish, or seek HRT through official or underground means. While the script may be biased towards some directions, it is a good example of the views to LGBTQ society in Japan, and perhaps an experience to living a life as a ‘genderqueer’ person in such context. The sequel to this game (2005) is slightly different in context, and contains 18x adult content.
But certain games have experimented further into this field of gender-bending, such as CARAMEL-BOX‘s Otome wa Boku ni Koishiteru (Jan. 2005, “OtoBoku“) and Windmill‘s Happiness! (Oct. 2005). These two games’ gender-bending/trans(?) characters have created such an impact on the Internet that the term Nisemusume (Nise=fake, counterfeit; Musume=girl) was coined, and the year 2005 was named “Mizuho Year”, after the protagonist in OtoBoku.
Aside from Yubisaki Milk Tea, which abruptly stopped after Chapter 74 (due to conflicts between the publisher and the author), all of these works began serializations during this period, and are still ongoing as of the end of 2008. A significant difference in the subject matter of these works is that they face the issue of trans and intersexuality in a direct fashion, without making it a banal, slapstick humour. Not only is the truthful depiction of transgenderism difficult to the characters, but takes a toll to the mind of the writer as well.
Contemporary Industry Standards and Outlook, 2006-2008
Ever since Happiness!, the role of the transperson in ACG portrayal becomes increasingly accepted. In stark contrast to Nega*Poji, where Mahiru was ‘discovered’ and ostracized, Happiness! provided the first significant example of a self-admitted transperson (“everybody in town knows about it”), but not a single trace of discrimination was held against Jun. While society in real life has not changed greatly over the short period of five years, the environment found in popular consumer fiction and the society of the two-dimensional world has changed greatly in this respect. In another or more limited perspective, it can also be interpreted as a sign of the viewing audience simply showing an increasing acceptance to this ‘archetype’, with less and less of a hyperbolic excuse (such as magic and supernatural events) needed to cushion the issue.
However, while new works continue to seek to increase its market share by increasing or primarily involving trans or gender-bender characters into their works, the Japanese market showed signs of saturation and dismissal of newer works to be cliché. The initial fan response found in 2005 and 2006 to a similar Visual Novel-based anime H2O: Footprints in the Sand was received with much less vocality, and few popular discussion was given to newer game works that touched on trans subjects, such as AXL‘s Koisuru Otome to Shuugo no Tate -The Shield of AIGIS- (or KoiTate in short), Akatsuki Works’ Rui wa Tomo wo Yobu (RuiTomo), LittlePrincess‘ FuruFuru*FullMoon et cetera.
In terms of light novels and manga, the flurry of new works are beyond count, but the amount of works that face trans issues are few, aside from the several ongoing series previously mentioned. One manga worth mention is Half & Half, by NAHA Mao (serialized in Dessert Comics, Kodansha 2008). This work presents through the eyes of the female protagonist, explore the social and romantic life and difficulties of a pre-op transperson in a Japanese rural setting.
The current Japanese creative industry shows a high degree of maturity in utilizing the various aspects of trans/LGBTQ issues, and displays a high degree of transparency in the delivering of sensitive topics with much consideration. Due to market demand and supply saturation, it is difficult to pinpoint which direction it will go in terms of development of the next fad or trend, but the long-standing tradition among Japanese writers, comic artists, and animators’ spirit to deliver transparent messages in expressive literary and visual works will no doubt be of benefit to advancing the understanding of society to readers worldwide.
Satsuki Shizuka
2008.11.17
***
Endnotes:
[1] AU YEUNG Yu Leung. 女裝美少年ACG考 (上):起源篇 http://www.cuhkacs.org/~benng/Bo-Blog/read.php?23
Further reading: (ibid.) 日本の美少女ゲームの文化消費研究―香港をレファレンスとして― (Tokyo Univ. MA: Humanities Dept., Dec. 2005) Abstract: http://hk.geocities.com/apricotbo/
[2] “ねが☆ぽじ ~お兄ちゃんと呼ばないでっ!!”, ACTIVE, 2001.
[3] AU YEUNG Yu Leung. 女裝美少年ACG考 (下):近況篇 http://www.cuhkacs.org/~benng/Bo-Blog/read.php?22
[4] The game gives an explanation that due to the ambiguity of Japan’s attitude towards religion, it is not absolutely certain whether the school was distinctly Catholic or Protestant.
[5] SATSUKI Shizuka. Trans/Intersex Manga: A brief introduction http://pitcher.wordpress.com/2008/10/02/transintersex-manga/




on November 18, 2008 on 10:46 am
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