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Anime as Representation

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Anime Aesthetics
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Abstract

As we have attempted to demonstrate in the previous chapter, the avenue by which we understand anime as art is, perhaps somewhat counter-intuitively, not through craft, or even technique. Naturally, there has been no attempt to deny that technical, or technological, elements in the creative process will have some capacity to constrain or shape artistic expression. But so far as “art proper” itself is concerned, the focus of our consideration should be the imaginative dimension of both the creative process and the viewers’ engagement, and it is by keeping the focus on this that we avoid mistaking the essence of the art in the externalities of the process, rather than where it properly resides. As Collingwood himself acknowledges at the end of the chapter on art and craft, it is the desire to ground aesthetics with the “real” or the “tangible” that drives the attention to these quantifiable and identifiable elements in creative practice, but we would do well to avoid reifying this dimension (Collingwood, 1938: 40–41).

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Notes

  1. Both Brian Massumi and Steven Shaviro stand out as having explored the significance of affect in its broadest aspect, Massumi focusing on the integratedness of affect in relation to cognition and feeling (see Massumi, Brian, Parables for the Virtual: Movement, Affect, Sensation , Durham, NC: Duke University Press, 2002), while Shaviro has accentuated the corporeal dimension (see Shaviro, Steven, The Cinematic Body, Minneapolis: University of Minnesota Press, 1993). The possibility of bridging these concerns and integrating them within the compass of Collingwood’s theory of imagination is explored in detail in Chapter 6.

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© 2015 Alistair D. Swale

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Swale, A.D. (2015). Anime as Representation. In: Anime Aesthetics. Palgrave Macmillan, London. https://doi.org/10.1057/9781137463357_4

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