Arts and Culture
The cultural festival "Japonismes 2018" held Paris since July 2018 has brought various Japanese performances to the Europe, among which were many "2.5D" works involving 2-dimensional (manga, anime, and game) and 3-dimensional (live acting) spaces. The emergence of hybrid media forms in Japanese anime, comics and games (ACG) contexts has served to inform and diversify contemporary scholarship in cultural industries and practices. With a special interest in the intermediary movements and effects within the intersections of 2D and 3D spaces, this panel brings together a series of case studies and theoretical approaches to the notion and application of 2.5 dimensional (2.5D) performances of Japanese popular culture. While earlier frameworks tended to consider 2.5D techniques within screen contexts (e.g. animation, games, new media art), this panel places a novel emphasis on the theatrical experiences that take place when anime, manga and video game texts are adapted for a live performance. In view of the way 2.5D theatre was derived from fan-based consumption and production, these performances present important issues for investigating and questioning inter-subjective connections within fan communities, and the structural differences between 2.5D musicals and the conventions of Broadway theatre. Hence, the collective aims of the panel are to (1) foster an appreciation of the development of 2.5D culture within Japan and its reception abroad, (2) present a framework for 2.5D theatre as a unique genre with characteristics and implications that are substantially different from other theatrical performances, (3) interpret intermedial phenomenon and its perception in 2.5D stage presentation and (4) to critically examine intermediality as a technique that transforms the ‘space’ of the text.