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Journal articles on the topic 'Animal stories (Children's / Teenage)'

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1

Rondiyah, Arifa Ainun. "Mengenal Sastra Anak Melalui Pembelajaran Bahasa Indonesia di Kelas VII dalam kurikulum 2013 Sekolah Menengah Pertama." JURNAL KRIDATAMA SAINS DAN TEKNOLOGI 4, no. 02 (November 26, 2022): 93–103. http://dx.doi.org/10.53863/kst.v4i02.539.

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Learning Indonesian is a learning that has an important role in terms of knowledge, emotions and attitudes. Learning Indonesian with material related to literary works in the form of children's literature. Children's literature is part of the 2013 curriculum in Indonesian language learning. This research method uses literature study as data collection. The results of the analysis of research on children's literature in learning Indonesian in grade VII curriculum 2013 high school, namely children's literature into reading that can stimulate children's imagination according to the end and the child's psyche. Fantasy stories are stories whose plot development uses a causal basis as a form of moral message and combines logic with things that don't make sense. A fable is a traditional story in which the character is an animal about the life of an animal which is intended as a personification of human character that contains a moral message. Witty rhymes are rhymes that aim to entertain and have value or are humorous without offending others and as a means of socializing. The role of children's literature is to become a medium for teachers to introduce good attitudes and behavior and things that are not accepted in society with the characters in fables and fantasy stories. Keywords: Indonesian language learning, children's literature, the role of children's literature
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2

Johnson, Kathleen R. "The Ambiguous Terrain of Petkeeping in Children's Realistic Animal Stories." Society & Animals 4, no. 1 (1996): 1–17. http://dx.doi.org/10.1163/156853096x00016.

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AbstractA content analysis of 48 children's realistic animal stories shows an emphasis on pets and petkeeping that can both challenge and support traditional human-animal boundaries. The genre's sympathetic portrayal of pet animals and the condemnation of theirmistreatment invite the reader to challenge such boundaries. Yet the genre's stereotypical portrayal of these animals also constrains our conceptualization of the human-animal bond. The author discusses these and other narrative elements which render this form of popular culture ambiguous terrain for negotiating an ethic of respect for nonhuman others which goes beyond most contemporary arrangements.
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Oktyabr'skaya, Ol'ga Svyatoslavovna. "The theme of family and home in Maria Yakunina's dilogy "The Eight" and "Dear Rita"." Litera, no. 10 (October 2023): 110–16. http://dx.doi.org/10.25136/2409-8698.2023.10.68779.

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The article raises the question of the principles of the relationship between adults and children in a modern children's story. In addition, the themes of home, family, and family education in the lives of teenagers are updated. The significance of this article is due to the importance of the problems posed, as well as modern and practically unexplored research material, which are the stories "The Eight" and "Dear Rita" by the modern teenage author M. Yakunina. To comprehend these aspects, the following research methods are used in the article: comparative, hermeneutic and comparative-typological methods. With the help of a systematic approach, an analytical study of the ways of socialization and self-improvement of a child in a teenage story is provided. The main result of this work is the study of different types of characters of children and adults, ways of their interaction and ways of self-realization. At the same time, the following tasks were solved: identification of key aspects of growing up and socialization of the child; analysis of the relationship between adults and children in Maria Yakunina's stories "The Eight" and "Dear Rita"; determination of the features of the development of the main storylines and the figurative system of the analyzed stories. The key topic of the article is the role of the family in the life of a teenager, the possibility of choosing a family by a child and the responsibility of both children and adults for the family as a whole and each of its members.
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Al Anshory, Abdul Muntaqim, and Ma'rifatul Munjiah. "ADAB AL-ATHFAL FI KITAB AL-QIRAÁH AL-RASYIDAH (DIRASAH FI AL-QIYAM AL-DINIYYAH)." LiNGUA: Jurnal Ilmu Bahasa dan Sastra 15, no. 2 (December 31, 2020): 123–38. http://dx.doi.org/10.18860/ling.v15i2.9161.

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This study aims to determine the form of children's literature and religious values in the book al-Qira'ah al-Rasyidah Volume 1. This research is qualitative research with a content analysis approach. The data was collected through documentation techniques. The data was further analyzed using qualitative data analysis techniques, including data reduction, data presentation, and drawing conclusions or verification. The results showed that: (1) children's literature containing religious values in the book Al-Qira'ah al-Rasyidah Volume 1 contained in 13 stories, with various forms of children's literature, namely: realism (stories of realism and animal stories), traditional literature (fable), and fantasy literature (fantasy stories), (2) religious values contained in children's literature in the book al-Qira'ah al-Rasyidah Volume 1 generally takes the form of worship and morals, namely: responsibility, loving plants, sincerity, not making animals wrong, empathizing like visiting sick people, not looking down on others, positive thinking, diligently working, using time well, honesty, not sacrificing the interests of others for personal gain, keep promises, diligent, educate children wisely, cooperative and not selfish.
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Ding, Xiao Pan, Cleo Tay, Yu Juan Chua, and Joey Kei Teng Cheng. "Can classic moral stories with anthropomorphized animal characters promote children's honesty?" Journal of Applied Developmental Psychology 85 (March 2023): 101498. http://dx.doi.org/10.1016/j.appdev.2022.101498.

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6

Varga, Donna. "Babes in the Woods: Wilderness Aesthetics in Children's Stories and Toys, 1830-1915." Society & Animals 17, no. 3 (2009): 187–205. http://dx.doi.org/10.1163/156853009x445370.

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AbstractRepresentations of nonhuman wild animals in children's stories and toys underwent dramatic transformation over the years 1830-1915. During the earlier part of that period, wild animals were presented to children as being savage and dangerous, and that it was necessary for them to be killed or brutally constrained. In the 1890s, an animalcentric discourse emerged in Nature writing, along with an animal-human symbiosis in scientific child study that highlighted childhood innocence, resulting in a valuing of wild animals based upon their similarity to humans. This article will describe the aesthetic devices of children's stories and play materials in relation to the dominant, emerging, and residual ideas about the wild communicated by adults to children through these means.
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Burn, Andrew, and Rebekah Willett. ""What exactly is a paedophile?" Children talking about Internet risk." MedienPädagogik: Zeitschrift für Theorie und Praxis der Medienbildung 5, Jahrbuch Medienpädagogik (September 12, 2017): 237–54. http://dx.doi.org/10.21240/mpaed/retro/2017.09.12.x.

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Reports tell us that the internet is opening new dangers to children, including online grooming, exposure to pornography and financial scams (Carr 2004; Gardner 2003; UK Home Office 2001; O'Connell 2003). The result has been various initiatives which attempt to teach children safe surfing habits. The UK Home Office “ThinkUKnow” campaign featured advertisements on the radio, internet and cinemas, targeting teens and preteens with the message that the person they are chatting to “may not be who you think they are”. There are indications that such campaigns have had an impact on children's awareness of “stranger danger” on the internet (Livingstone/Bober 2003). However, many organisations are still struggling with the question of how best to prevent internet-related harm to children. Children are exposed not only to advertising campaigns about stranger danger but also sensationalist stories about, for example, what happens to girls who enter chat rooms. When a teenage girl goes missing, police investigations routinely include looking at the girls' online activities, and tabloid media frequently make the connection between missing school girls and chat room activities. These connections are firmly embedded in the minds of the children we interviewed for the study we will be discussing. Alongside the very rational and prohibitive discourse coming from campaigns which warn children against any chat with strangers, sit the folkloric stories about girls meeting up and getting killed by paedophiles. The challenge to educators is to find an approach which will engage with both sets of discourses.
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8

Scheffel, Lon. "The Nature of Story." UnderCurrents: Journal of Critical Environmental Studies 1 (April 1, 1989): 21–27. http://dx.doi.org/10.25071/2292-4736/37637.

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As oral and written record reflects, throughout history humankind has vacillated between acknowledging its kinship with the natural world and denying it. A great deal of human culture has consisted of stories concerning animals, though modern literature has relegated animals, as a subject of imaginative writing, to children's fiction. One would be hard pressed to name many great works of the past two centuries which include animals as the focus of the narrative. The old animal stories, however, took place in a time and realm when humans and animals were able to communicate and thesenarratives constituted the mainstay of oral storytelling. This kind of story is an element of the "Golden Age" theme and refers to a time when the world was a harmonious place where people were happy, blessed and "without evil in their hearts." These stories of an ancient and oral character spoke of our place alongside the other animals.
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Alfirdaus, Moh Mujib, Arif Rofiq, and Bramantijo Bramantijo. "Pelatihan Seni Peran Pada Naskah Anak “Sawunggaling Punya Cita-Cita” Karya Arif Rofiq Untuk Meningkatkan Kreativitas Siswa SD Muhammadiyah 4 Pucang Surabaya." Gayatri : Jurnal Pengabdian Seni dan Budaya 1, no. 2 (October 31, 2023): 82–91. http://dx.doi.org/10.20111/gayatri.v1i2.32.

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This community service aims to improve the abilities of Muhammadiyah 4 Pucang Elementary School students in Surabaya in processing artistic creativity through acting. The material provided is studying and imitating characters in children's story texts who have local history competence and are socio-cultural. The learning model is role-playing based on children's games or role-playing by inviting students to imitate cute animal movements, traditional games, and character dialogues in children's story scripts that have local content and aspects of populist history. The basic reason for carrying out this activity is the lack of knowledge and experience of students in cultivating creativity through knowledge of children's script stories that are local to regional culture. The hope is to provide space for creativity to every student while at the same time strengthening the existence of regional arts and culture in children as the next generation of the nation. The steps are taken by providing role training to the characters through concentration, emotional memory, dramatic behavior, character building, observation, and rhythm. The result of this training is a form of children's drama performance. This Community Service activity through acting training on a children's script entitled Sawunggaling Has Ideals by Muhammadiyah Elementary School students is to foster creativity and interest in art in children through children's drama performances that have local historical and socio-cultural values.
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Rud, Anthony G., and Alan M. Beck. "Send us your Favorite Pet Stories: Moral and Developmental Dimensions of Children's Entries in a Newspaper Contest." Anthrozoös 12, no. 2 (June 1999): 115–20. http://dx.doi.org/10.2752/089279399787000291.

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11

Harpawati, Tatik, and Ranang Agung Sugiharto. "ALIH WAHANA RELIEF CERITA BINATANG DI CANDI SOJIWAN KE DALAM FILM ANIMASI SEBAGAI PENDIDIKAN BUDI PEKERTI BAGI ANAK." Acintya Jurnal Penelitian Seni Budaya 12, no. 2 (May 7, 2021): 212–25. http://dx.doi.org/10.33153/acy.v12i2.3585.

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ABSTRACTThis research is to create an animation as a vehicle for relief from animal stories, especially goats and elephants in Sojiwan Temple to be applied as character education for children. The animation model based on the reliefs of animal stories at Sojiwan Temple is useful for reviving story reliefs that are not recognized by children as local wisdom of the nation's culture. By transforming animal story reliefs into animation, it is hoped that the message of character education can be disseminated to the younger generation.Methods of creation and presentation: (1) exploration of ideas and ideas for creating animated creations based on relief of animal stories; (2) designing a model to find an animation design with a transfer approach; and (3) presenting the results of creating animated characters to facilitate the delivery of character education messages for children to strengthen the character of the younger generation. The results of this study indicate that 1) the reliefs of Sojiwan Temple are mostly in the form of potential animals to be used as references for animation creations and are loaded with good moral values for children's education; 2) the design of the animated characters of Gaga and Bingo, which originates from the form of an elephant and a goat, looks its uniqueness. Keywords: vehicle transfer, animal relief, animation, character, Sojiwan. ABSTRAK Penelitian ini untuk menciptakan animasi sebagai alih wahana dari relief cerita binatang khususnya kambing dan gajah di Candi Sojiwan untuk diterapkan sebagai pendidikan budi pekerti bagi anak. Model animasi berbasis relief cerita binatang di Candi Sojiwan bermanfaat untuk menghidupkan kembali relief cerita yang sudah tidak dikenali oleh anak-anak sebagai kearifan lokal budaya bangsa. Dengan mengalihwahanakan relief cerita binatang ke dalam bentuk animasi maka pesan pendidikan budi pekerti diharapkan dapat didesiminasikan kepada generasi muda.Metode penciptaan dan penyajian: (1) eksplorasi ide dan gagasan untuk penciptaan kreasi animasi berbasis relief cerita binatang; (2) perancangan model untuk menemukan desain animasi dengan pendekatan alihwahana; dan (3) penyajian hasil penciptaan karakter animasi guna mempermudah penyampaian pesan pendidikan budi pekerti bagi anak untuk memperkuat karakter generasi muda. Hasil penelitian ini menunjukkan bahwa 1) relief Candi Sojiwan yang mayoritas berbentuk binatang potensial untuk dijadikan referensi bagi kreasi animasi dan sarat dengan nilai moral yang bagus untuk edukasi anak-anak; 2) desain karakter animasi tokoh Gaga dan Bingo yang bersumber dari bentuk gajah dan kambing tampak kekhasannya. Kata kunci: alih wahana, relief binatang, animasi, budi pekerti, Sojiwan.
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Giddings, Seth. "Why Look at Toy Animals?" Cultural Politics 20, no. 1 (March 1, 2024): 60–74. http://dx.doi.org/10.1215/17432197-10969214.

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Abstract This article addresses the toy as a neglected cultural and technical object. The toy is neither tool nor ritual object, and its animation in children's imaginative play suggests alternative perspectives on the history and lived experience of material and technological artifacts. The concept of protopolitics is advanced to explore the implications for the cultural politics of the ambiguous articulation of power relationships in play. The article takes the long history of the toy animal as a case study, drawing attention to its creaturely, artificial facets that go beyond, or more accurately precede, familiar cultural-political binaries of authentic and inauthentic, depth and surface, knowledge and illusion, truth and lies, belief and fetishism, human and nonhuman, natural and synthetic. These other facets include dynamics of the technics of imagination, and their ambivalent articulation of relationships of control, training, care, violence, and love—a protopolitics evident in imaginative play. And, in postnatural media culture, the toy animal has migrated to digital habitats, offering an alternative animal perspective on questions of artificial intelligence. The child's toy and media environment is playfully zoomorphic, populated with artificial animals, from toys and stories to virtual pets and video-game characters, a new simulacral and postnatural trajectory in the descendance of the artificial animal and its playful and play-like behaviors.
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Анисимова, Е. В. "THE GENRE OF SCHOOL STORY IN THE WORK OF VICTORIA LEBEDEVA AND ALEXANDER TURKHANOV." Актуальные вопросы современной филологии и журналистики, no. 2(53) (July 8, 2024): 30–34. http://dx.doi.org/10.36622/2587-9510.2024.53.2.004.

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В статье отмечается, что на современном этапе развития детской и подростковой литературы наблюдается популяризация и трансформация жанра школьной повести, приводятся мнения исследователей о причинах востребованности этого жанра. Для выявления специфики бытования школьной повести в творчестве В.Ю. Лебедевой и А.Г. Турханова (на примере повестей «Голос Бога Обатала» и «Абонент не доступен») указываются основополагающие составляющие жанра: обязательное присутствие топоса школы, специфика хронотопа и системы персонажей, характер ключевых эпизодов школьной жизни. В анализируемых произведениях выявляются типичные для школьного коллектива «архетипы» героев, а также отмечается, что система персонажей выстраивается по принципу антонимических пар: отличник / двоечник, зубрила / хулиган и т.д. Особое внимание уделяется фактам трансформации характеров и поведения персонажей в современных школьных повестях относительно классических примеров этого жанра. Важно, что герои современных произведений несколько старше своих «предшественников». В связи с этим в обоих повестях, послуживших материалом исследования, актуализируется тема первой любви, создаётся ситуация любовного треугольника, а также обнаруживаются конфликтные ситуации, типичные для межличностного взаимодействия подростков как в коллективе сверстников, так и в модели ребенок – взрослый. Интересно, что в анализируемых повестях диалог юного героя со взрослыми выстраивается «через поколение» и часто базируется на романтической системе ценностей. Специфика возраста главных героев произведений обусловила и значимость мотива дороги, который реализуется как в прямом, так и в метафорическом значениях. В результате исследования автор приходит к выводу, что обе повести, несмотря на незначительные трансформации системы персонажей и событийного ряда, а также «осовременивание» обстоятельств, сохраняют жанроопределяющие черты школьной повести. The article notes that at the present stage of development of children's and teenage literature, there is a popularization and transformation of the school story genre, the opinions of researchers on the reasons for the demand for this genre are given. To identify the specifics of the existence of the school story in the work of V.Yu. Lebedeva and A.G. Turkhanov (on the example of the stories "The voice of God Obatala" and "The subscriber is not available"), the fundamental components of the genre are indicated: the obligatory presence of the topos of the school, the specificity of the chronotope and system of characters, the nature of the key episodes of school life. In the analyzed works, the “archetypes” of heroes typical of the school team are revealed, and it is also noted that the system of characters is built according to the principle of antonymic pairs: an excellent student / a loser, a scribbler / a bully, etc. Particular attention is paid to the facts of the transformation of characters and the behavior of characters in modern school stories in relation to the classic examples of this genre. It is important that the heroes of modern works are somewhat older than their "predecessors". In this regard, in both stories, which served as the material for the study, the theme of first love is actualized, a situation of a love triangle is created, and conflict situations are revealed that are typical for interpersonal interaction of adolescents both in a group of peers and in the child-adult model. Interestingly, in the analyzed stories, the dialogue of the young hero with adults is built "through a generation" and is often based on a romantic system of values. The specificity of the age of the main characters of the works also led to the importance of the motif of the road, which is realized in both direct and metaphorical meanings. As a result of the study, the author concludes that both stories, despite minor transformations in the system of characters and event series, as well as the "modernization" of circumstances, retain the genre-defining features of the school story.
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Corr, Charles A. "Pet Loss in Death-Related Literature for Children." OMEGA - Journal of Death and Dying 48, no. 4 (June 2004): 399–414. http://dx.doi.org/10.2190/hxqy-du5d-yc39-xkj9.

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The death of a pet—or, as some prefer to call it, a companion animal—is a frequent subject in death-related literature for children. Pets are important to children for many reasons; for example, they serve as friends, playmates, and sources of unconditional love. In addition, pets help teach children about the responsibilities that are involved in caring for another living creature. Also, because the life cycles of most animals that become pets are much shorter than those of the humans who care for them, pets often teach children important lessons about loss, death, grief, and coping. For all of these reasons, when I began writing about death-related literature for children my attention was soon drawn to books within that general category that told stories about the death of a pet. In this article, my purpose is to describe and examine a selected sample of 20 books for children whose principal subject or story line is concerned with pet loss. Full bibliographical information for each of these books appears in the list of “Children's Literature” at the end of this article.
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Makeeva, Vladislava Igorevna. "Greek demons who murdered children." Genesis: исторические исследования, no. 7 (July 2021): 54–68. http://dx.doi.org/10.25136/2409-868x.2021.7.36131.

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This article describes the Ancient Greek mythological characters who were attributed with murdering children: Lamia (Λάμια), Mormo (μορμώ) and Gello (γελλώ).The ssuperstitions associated with these demons remain in Greece to this day, although their images have undergone certain transformation. The object of this research is the mythological representations of the Ancient Greeks, while the subject is demons who murdered children. The goal of this article is to determine the role of children's horror stories in life of the Ancient Greek society. The author reviews the facts testifying to the existence of characters as Lamia, Mormo, Gello and Empusa in the Greek and Roman texts, as well gives characteristics to their images based on the comparative analysis. The conducted analysis reveals the common traits of the demons who murdered children: frightening appearance, combination of human and animal traits, ability to transform, identification with Hecate, as well as the story of the failed motherhood underlying the history of emergence of the demon. The key functions of these mythological characters consisted in explanation of the sudden infant and maternal mortality typical to the ancient times, as well as teaching children and adults a lesson. The first could be frightened with such stories, and the latter had to learn from the tale that demonstrates the harm of reckless following the temptations or refusal of fulfilling the prescribed social roles, socially acceptable behavior.
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Wardani, Wisnu, and Rita Susanti. "Kanzenchouaku yang Tercermin dalam Mukashi Banashi." Pujangga 8, no. 2 (December 17, 2022): 210. http://dx.doi.org/10.47313/pujangga.v8i2.1993.

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<p align="center"><strong>ABSTRAK</strong></p><p>Penelitian<em> </em>ini membahas tentang <em>kanzenchoaku</em> dalam<em> Mukashi Banashi</em> ‘kumpulan cerita’ yang digambarkan pada cerita<em> Oyayubihime, Yuuzuru, </em>dan<em> Shitakirisuzume</em>. <em>Kanzenchouaku</em> dianggap sebagai ideologi yang mengandung nilai moral yang sering kali diangkat menjadi sebuah tema pada cerita anak Jepang. Nilai moral yang diangkat berkaitan dengan suatu perilaku kebaikan akan dibalas dengan kebaikan, dan perilaku yang tidak baik akan mendatangkan hal yang tidak baik pada individu tersebut. Penelitian ini bertujuan mendiskripsikan gambaran <em>kanzenchoaku</em> melalui pelaku cerita pada cerita<em> Oyayubihime</em><em>, </em><em>Yuuzuru, </em>dan<em> Shitakirisuzume</em> dalam <em>Mukashi Banash</em><em>i</em>. Metode penelitian yang digunakan adalah metode deskriptif analisis dan teori struktural dari Nurgiyantoro. Hasil penelitian menunjukkan bahwa pelaku cerita yang telah melakukan kebaikan menolong seekor binatang, mendapatkan balasan kebaikan dari binatang yang pernah ditolongnya. Sebaliknya, pelaku cerita yang telah melakukan perilaku tidak baik, sepert ingkar janji, berbuat kejam, sewenang-wenang, menerima balasan yang tidak baik atas perbuatannya tersebut.</p><p> </p><p><strong>Kata kunci</strong>: <strong>cerita anak, <em>k</em></strong><strong><em>anzenchouaku</em></strong><strong>,<em> </em></strong><strong><em>mukashi banashi</em></strong></p><p><em> </em></p><p><em> </em></p><p align="center"><strong><em>ABSTRACT</em></strong></p><p><em> </em></p><p><em>This study discusses kanzenchoaku which are described in the Oyayubihime, Yuuzuru, and Shitakirisuzume in Mukashi Banashi's 'collection of stories’. Kanzenchouaku is considered as ideology that contains moral values which usually appear as a theme in Japanese children's stories. It often relates to good behavior will be rewarded with kindness, and bad behavior will bring bad things to the individual who conduct the action. This study aims to describe the depiction of kanzenchoaku through the characters in the Oyayubihime, Yuuzuru, and Shitakirisuzume in Mukashi Banashi stories. The research method used is descriptive analysis method and Nurgiyantoro’s structural theory. The results of the study show that the characters of the story who have done good to help an animal, get kindness in return from the animal they have helped. On the other hand, those who have committed bad behavior, such as breaking promises, being cruel, or being arbitrary, will have punishment for their actions.</em></p><p><em> </em></p><p><strong><em>Keyword</em></strong><em>s: <strong>children's story, kanzenchouaku, mukashi banashi</strong></em></p><p><em> </em></p><p><em> </em></p>
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MUSAROFAH, MUSAROFAH. "MENINGKATKAN IQ PAUD MELALUI BACA LITERASI DAN BERMAIN PERAN DI RA.AL-MUNAWAROH TELAGA MURNI." EDUKIDS : Jurnal Inovasi Pendidikan Anak Usia Dini 3, no. 2 (August 2, 2023): 54–63. http://dx.doi.org/10.51878/edukids.v3i2.2385.

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Reading and writing literacy needs to be taught from an early age to increase their IQ, by playing roles it can foster joy, broad knowledge and insight into language. A qualitative descriptive approach for research that aims to collect data through interviews, documentation and observation. The purpose of reading literacy besides increasing early childhood in language is also training children's speech, listening to the roles that are being played such as imitating animal sounds and role characters. But it can also increase the IQ of early childhood. The results of literacy reading research applied in PAUD children aged 4-6 years were carried out at RA. Al-Munawaroh Telaga Murni has improved his language skills. Thus the child is able to speak with the new words and terms he hears, knows the symbols of the alphabet, words and pictures can be arranged by the child, the dotted lines can also be connected with the alphabet, fairy tales or stories heard by the child can be retold by the child by The voices of the characters in stories or fairy tales are imitated so that the child can see the differences in the voices of each character. ABSTRAKBaca tulis literasi perlu diajarkan sejak usia dini untuk meningkatkan IQ nya, dengan bermain peran dapat menumbuhkan keceriaan, pengetahuan yang luas dan wawasan berbahasa. Pendekatan deskriptif kualitatif guna penelitian yang bertujuan mengumpulkan data melalui interview, dokumentasi serta observasi. Tujuan baca literasi disamping meningkatkan anak usia dini dalam berbahasa juga melatih bicara anak, menyimak peran yang sedang dimainkan seperti menirukan suara binatang dan tokoh peran. Tetapi juga dapat meningkatkan IQ terhadap anak usia dini. Hasil penelitian baca literasi yang diterapkan di PAUD usia anak 4-6 tahun dilakukan di RA. Al-Munawaroh Telaga Murni sudah meningkat kemampuan bahasanya. Dengan demikian anak mampu berbahasa dengan kata-kata dan istilah baru yang didengarnya, mengenal simbol abjad, kata dan gambar dapat dirangkai oleh anak, juga bisa garis putus-putusnya disambungkan dengan abjad, dongeng atau cerita yang didengar oleh anak dapat diceritakan ulang oleh anak dengan suara tokoh-tokoh dalam cerita atau dongeng ditirukannya sehingga terlihat oleh anak perbedaan suara masing-masing tokoh tersebut.
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ABDULAH, DUDUNG. "NILAI MORAL DALAM TOKOH CERITA BUAYA LEARISA KAYELI: KAJIAN SASTRA ANAK [Moral Value in Character of Learisa Kayeli's Crocodile Story: A Study of Children's Literature]." TOTOBUANG 9, no. 2 (December 22, 2021): 315–29. http://dx.doi.org/10.26499/ttbng.v9i2.327.

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This study aims to discover the moral value in character of Learisa Kayeli's Crocodile story written and developed by Asrif. Literary studies talking about children's literature through Maluku folklore are still not found in scientific journals. Therefore, the theory used in this study is the children’s literature theory of Burhan Nurgiyantoro. The research method used descriptive method of content analysis. This study describes the qualifications and disclosure of the character from the story as an introduction in interpreting the moral values. This story was chosen because (1) it has never been examined using children's literature theory; (2) the important characters are played by animal characters and result in more readers’ imagination compared to stories with human characters; (3) this story is intended for children especially for the fourth, fifth, and sixth graders; (4) it has a complete storyline; and (5) it is printed Maluku folklore written in Indonesian and went through digitalization process. This study concludes that there are seven moral values conveyed by the author in character of Learisa Kayeli's Crocodile story, namely: (1) do not be afraid to defend the truth or to quell tyranny even though life is at stake in order to create a harmonious and peaceful life; (2) appreciate the one who has contributed in (saving) your life in order to establish eternal brotherhood until the end of life; (3) do not disturb the peace of other people's lives so that your lives remain fortune; (4) never give up in trying to do something so that your dreams can be achieved; (5) make good friends with others so that you may be accepted by anyone and anywhere including in any new environment; (6) be patient in solving any obstacles in life so you can cherish other people; and (7) be wise to the surrounding environment in order to create a healthy natural balance so that it can provide benefits for mankind. Kajian ini bertujuan menelusuri nilai moral dalam tokoh cerita rakyat Maluku berjudul Buaya Learisa Kayeli yang ditulis dan dikembangkan oleh Asrif. Kajian sastra yang mengangkat tentang sastra anak melalui cerita rakyat Maluku masih belum ditemukan dalam karya ilmiah. Teori yang digunakan dalam kajian ini adalah teori sastra anak. Metode penelitian yang digunakan adalah metode deskriptif analisis. Kajian ini mendeskripsikan kualifikasi dan pengungkapan watak tokoh cerita sebagai pengantar dalam menafsirkan nilai moral yang terkandung di dalamnya. Cerita ini dipilih karena (1) belum pernah dikaji melalui kajian sastra anak; (2) para tokoh penting diperankan oleh karakter binatang sehingga nilai fantasinya lebih tinggi daripada cerita dengan tokoh manusia; (3) cerita ini diperuntukkan bagi anak-anak terutama kelas 4, 5, dan 6; (4) memiliki cerita yang utuh; dan (5) merupakan cerita rakyat Maluku yang sudah dibukukan dan sudah berbahasa Indonesia bahkan sudah mengalami proses digitalisasi. Hasil kajian menunjukkan bahwa ada tujuh nilai moral yang disampaikan pengarang dalam tokoh cerita Buaya Learisa Kayeli, yaitu (1) janganlah takut membela kebenaran/menumpas kezaliman meskipun nyawa menjadi taruhannya supaya tercipta kehidupan yang harmonis dan tenteram; (2) hargailah orang yang telah berjasa dalam (menyelamatkan) hidupmu supaya terjalin persaudaraan yang abadi sampai akhir hayat; (3) janganlah suka mengganggu ketenangan hidup orang lain supaya tidak bernasib buruk di kemudian hari; (4) jangan pernah menyerah dalam berusaha supaya impianmu bisa tercapai; (5) berperangailah dengan baik terhadap orang lain supaya kamu bisa diterima oleh siapa pun dan di mana pun termasuk di lingkungan baru sekali pun; (6) bersabarlah dalam menghadapi rintangan kehidupan supaya buah dari kesabaran itu bisa bermanfaat bagi orang lain; dan (7) bersikap bijaklah terhadap lingkungan sekitar supaya tercipta keseimbangan alam yang sehat sehingga bisa memberikan keuntungan bagi umat manusia.
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Zhou, Zheng, and Wan-chi Wong. "Young Children's Understanding of Restorative Justice." Frontiers in Psychology 12 (September 28, 2021). http://dx.doi.org/10.3389/fpsyg.2021.715279.

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The present study investigated how young children understand the sophisticated concept of restorative justice in unintentional moral transgressions. A sex-balanced sample of 5-year-old (M = 5.67, SD = 0.34, 49.3% girls) and 8-year-old (M = 7.86, SD = 0.29, 46.0% girls) Chinese children (N = 193) participated in the study. In designing the materials, we distilled the multidimensional meanings of restorative justice into two stories, one addressing the theme of property violation and the other physical harm; both stories were set in an animal community. We then engaged the children in joint reading and an interview, during which they showed preference for the given treatments for the transgressor (two restorative treatments vs. two retributive treatments) and ranked two further sets of restorative vs. retributive treatments at the community level. The results indicated that most children favored restorative treatments over retributive treatments for a transgressor, and the 8-year-olds viewed psychological restoration more favorably and behavioral punishment less favorably than the 5-year-olds. The children also tended to endorse restorative treatments at the community level, revealing an understanding of the needs, and obligations of all parties concerned. Notably, more 8- than 5-year-olds showed a consistency in restorative orientation at this level. Interpreting our data through the lens of the Representational Redescription model, we attained a more refined account of young children's levels of understanding regarding restorative justice. These results provide insights for the early cultivation of restorative justice among young children, which is a cornerstone for its successful practice in any society.
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Kwaymullina, Blaze, Brooke Collins-Gearing, Ambelin Kwaymullina, and Tracie Pushman. "Growing Up the Future: Children's Stories and Aboriginal Ecology." M/C Journal 15, no. 3 (May 3, 2012). http://dx.doi.org/10.5204/mcj.487.

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We are looking for a tongue that speaks with reverence for life, searching for an ecology of mind. Without it, we have no home, have no place of our own within the creation. It is not only the vocabulary of science that we desire. We also want a language of that different yield. A yield rich as the harvests of the earth, a yield that returns us to our own sacredness, to a self-love and respect that will carry out to others (Hogan 122). Through storytelling the world is created and recreated: in the values and worldviews stories offer, in the patterns of thinking and knowing that listening and reading place in our spirits and minds, in the stories we tell and live. We walk in the ripples our old people left behind and we follow them up, just as our children and the generations after us will walk in shapes and patterns we make with our lives. Our delicate world is poised on a precipice with increasing species extinction and loss of habitat, deforestation, displacement of animal and human communities, changing weather patterns, and polluted waterways. How do we manage the environmental and cultural issues of our complex global world? How do we come together to look after each other and the world around us? Often there is a sense that science will save us, that if we keep “progressing” at a fast enough rate we can escape the consequences of our actions. However, science alone, no matter how sophisticated, cannot alter the fundamental truths of action and reaction in Country: that if you take too much, something, somewhere, will go without. As Guungu Yimithirr man Roy McIvor writes: Dad often spoke about being aware of the consequences of our actions. He used different stories as teaching tools, but the idea was the same. Like a boomerang, your bad actions will come back to hurt you (89). In the end, it will not be technological innovation alone that will alter the course we have set out for ourselves. Rather, it will be human beings embracing a different way of relating to the environment than the current dominant paradigm that sees people take too much, too often. With this is mind, we would like to consider the integral role children’s literature plays in sustaining knowledge patterns of Country and ecology for the future. In the context of children’s literature and ecology the idea of sustaining environmental and cultural awareness is shared via the written word—how it is used, presented, and read, particularly with ideas of the child reader in mind. Our children will be the ones who struggle with the ripples we leave in our wake and they will be the ones who count the cost of our decisions as they in turn make decisions for the generations that will follow them. If we teach the right values then the behaviour of our children will reflect those ideas. In the Aboriginal way it’s about getting the story right, so that they can learn the right ways to be in Country, to be a human being, and to look after the world they inherit. As Deborah Bird Rose states, Country is a “nourishing terrain; a place that gives and receives life” (Rose Country 7). This paper will examine two Aboriginal children’s stories that teach about a living, holistic, interrelated world and the responsibilities of human beings to look after it. Specifically, the authors will examine Joshua and the Two Crabs by Joshua Button and Dingo’s Tree by Gladys and Jill Milroy. Both stories are published by Aboriginal publisher Magabala Books and represent a genre of Aboriginal writing about Country and how to take care of it. They form part of the “language of that different yield” (Hogan 122) that Indigenous writer Linda Hogan advocates, a language that emerges from an ecology of the mind that locates human beings as an interconnected part of the patterns of the earth. The first text discussion focuses on the sharing of implicit meaning via textual form—that is, the lay out of the story, its peritext, and illustrations. The second textual discussion centres explicitly on content and meaning. Both textual analyses aim to open up a dialogue between Aboriginal ecology and children’s literature to provide inter-subjective approaches for Aboriginal and non-Aboriginal readers/listeners. Aboriginal Story Ecology In Aboriginal philosophy the universe is the creative expression of Dreaming Ancestors who created the world—the land, plants, animals, stars and elements—and then settled into the creation they had made: …white people also call this the Dreaming. The Tjukurpa tells how the landscape, animals, plants, and people were made and what they mean for one another. The Tjukurpa is in everything. It is in the rocks, in the trees, even in the mice, mingkiri (Baker xii). Through their actions they formed the pattern of reality that finds its expression in human beings and in everything around us—the stars, earth, rivers, trees, rocks, and forms of life that make up the world. Aboriginal knowledge systems understand the patterns of life and our relationships to them through the structure of story. Dreaming stories—stories about the creation of the world and how the fundamental Laws were handed down to the people—have special significance. However, the stories we make with our lives and experiences are also important—stories about funny things that happened and our relationships with our families and loved ones. These stories are also a part of Country because there is nothing that does not emerge and return to the land, nothing that is not part of the pattern that the Dreaming Ancestors made: The Story is the Land, and the Land is the Story. The Story holds the people, and the people live inside the Story. The Story lives inside the people also. It goes all ways to hold the land (Turner 45). The imprint of creation, the structure of the relationships that make up the world, is held in story. Thus, in Aboriginal logic the patterns of nature, the patterns of stories, and the patterns of language, society, and culture are reflections and expressions of the pattern of creation woven by the Dreaming Ancestors. As Yunipingu writes: …For us society and nature are not separate. We have Yirritja and Dhuwa, and these categories contain elements which are both natural and social. Also, of course, they have elements which Europeans call supernatural or metaphysical (9). Through stories we come to know not just the world but who we are and the proper ways of relating to the ecology’s around us. As we learn stories the pattern of learning grows inside of us, in our ways of thinking, doing, and being. They provide the framework for our spirit and mind to develop so we come to know and be in the world in a proper or straight way—to enhance the pattern of life, not to destroy it. This is an Aboriginal “Story Ecology” where stories serve as maps that teach us who we are and our role in the world. Yuin Elder Max Harrison (2009) observes the three truths on passing on traditional knowledge: See the land…the beautyHear the land….the storyFeel the land…the spirit (no pg). To sustain Country is to sustain the self. To tell, share, and know story is to know the environment and to sustain the environment. As Kathy Deveraux writes ‘it’s like the spider: a lot of things tie in together, so when you ask one thing, you get a whole big history’ (qtd in Rose, Country 7). Aboriginal story promotes ecological practice by enlivening the reader’s empathy toward the environment and nurturing a sense of union between what is within us and what is outside of us. The imagery and text of Aboriginal story often achieves this umbilical in two defining ways. The first is through the positioning of the age, setting, or backdrop. The second is born from the relationships animated between these vitally active surrounds and the characters contained therein. Makere Stewart-Harrawira states that: All human experiences and all forms of knowledge contributed to the overall understandings and interpretations. The important task was to find the proper pattern of interpretation. Hence it can be said that indigenous peoples have traditionally regarded knowledge as something that must be stood in its entire context. The traditional principles of traditional knowledge [...] remain fixed and provide the framework within which new experiences and situations are understood and given meaning. As such, these principles are the means by which cultural knowledge becomes remade and given meaning in our time. Another principle is that every individual element of the natural world, each individual rock and stone, each individual animal and plant, every body of land and of water, has its own unique life force (155). Examples of these features of Aboriginal story ecology can be seen in our analysis of the following two stories Joshua and the Two Crabs and Dingo’s Tree. Joshua and the Two Crabs In Joshua and the Two Crabs by Joshua Button, published by Magabala Books in 2008, the narrative, illustrations, and peritext all combine to enable alternative eco-cultural understandings and values. Joshua Button is a young Indigenous author from saltwater country, as is the protagonist in the text. Joshua, the character, observes the movements of country and its inhabitants and Joshua, the author and illustrator, expresses these meanings via words, colours, and illustrations. In particular, the text represents relationships with, and within, Crab Creek. The peritext offers information about Crab Creek—a tidal creek in the mangroves of Roebuck Bay in north-west Western Australia. “The area abounds with wildlife, including migratory birds, fruit bats, crabs and shellfish. It is a place for local people to spend the day fishing off the beach for a ‘pan-sized’ feed of salmon, queenfish, silver bream or trevally. Catching and cooking mud crabs is one of Joshua’s favourite things to do” (no pg). Story, place, and child are now formally positioned as the centre of the narrative and their relationship strengthened by the colours used to represent country and movement. The narrative focuses on Joshua’s family trip to Crab Creek and his interactions with the land, the water, and the animals. His story reveals a meeting of land and sea, a reading of land and sea, and a listening to land and sea. Country and its inhabitants are revealed as having multiple relationships. From the moment his mob arrives, the narrative emphasizes listening to and reading country: Joshua’s Mum moves faster when she reads the movement of the tides and when Joshua ventures into the mangroves he listens to the “Plop! Plop! Plop! Of the air rising up through the mud” (Button, no pg.). With his bucket and spear Joshua’s movements through country are observed and considered by the creatures around him; wader birds carefully watch him and Joshua engages in a dialogue with two big mud crabs that remind the boy that he has also been perceived by Country, which is itself sentient. Animals and country speak and observe—the tide moves, the sand is hot, mudskippers skip, and crabs escape and hide. Joshua’s relationship with the mud crabs is dependent on the boy and the crabs seeing each other and communicating: “‘I can see you two!’ ‘Well, we can see you too,’ said the crabs” (Button, no pg). The narrative provides a beautifully simplistic example of different perspectives and positions for the intended child reader. Both Joshua and the crabs’ perspectives are given space to be acknowledged and understood: one character is searching, another character is escaping. When Joshua finally catches the crabs he carefully brings them back to camp and the entire family have a good feed of them and the golden trevally Joshua’s Mum caught. “Afterwards they sat watching the tide empty out of the bay. Long-legged wader birds picked their way across the silvery mudflats. It had been a good day” (Button, no pg). The story offers a colourful, fun, and cyclical way of seeing country from a perspective that centres the relationship between family, food, and land. It presents this relationship and the implicit meaning of observing and living in country via traditional textual elements such as the written word, colour illustrations, and movement from left to right, but in doing so, the text becomes a form of sustaining relationship with country as well, not just for Joshua but also for the intended child reader. Dingo’s Tree Dingo’s Tree by Jill and Gladys Milroy is a much longer story than Joshua and the Two Crabs and also deals with more serious themes. The story is about Dingo who drew his own rain tree on a rock because the other animals didn’t share their shade with him. The tree then becomes real and grows beyond the limit of the sky and keeps Dingo’s waterhole full through the drought season. The others come to rely on Dingo’s waterhole and feel bad for not sharing with him and teasing him about his tree. As the water dries up, one single special raindrop is found on a little tree and Dingo decides to spare the drop even when all the waterholes become dry. Dingo feels that something is wrong when he sees that the raindrop is slowly growing larger. To survive, Dingo and his friend Wombat teach Little Tree to walk to water. He becomes known as Walking Tree and they are soon joined by all of the others in the land. On their way to the mountain to find water they see the river and half the mountain replaced by mining, and Walking Tree soon becomes overburdened with the weight of the others. The birds decide to carry him—his branches full of friends—and they succeed for a short time only to grow tired. Soon they are all falling toward their impending death until Dingo chooses to use the last raindrop, now much larger, and their fall is broken and a new waterhole is made. However, it is only enough for Walking Tree to live forever and because he is the last tree, the others (but one baby crow) go to the Heavens awaiting their return at the end of humankinds reign on the land. In the story of the Dingo’s Tree the adventure begins in “unspoiled country” with its inventory of cast members who, in real life, naturally inhabit the area. All are shown to be adjusting recurrently within the known cycles of drought and abundance, suggested by the authors in the line “the drought came”, then a subtle reference to patterns of migration as the season is introduced and the cast move to more reliable waterholes. Establishing the story in this space encourages the young reader to identify the natural landscape as “normal”, and part of that normality are the cycles that create and degenerate growth. It is the antagonist that is responsible for the creation of unnatural change. Mining becomes the assassin of country with men as poachers "carting away great loads of rock and earth in huge machines" (Milroy and Milroy 39). This scene is of great importance, although it is only allocated a single page, because it shows where the artery of country has been severed. Its effects have been cleverly woven into the storyline beforehand in several ways. The line “the drought stayed” illustrates a seasonal defiance. In turn, Dingo becomes aware of this imbalance: "for a while Dingo lived happily in his cave but lately he’d begun to worry about the country, something wasn’t right" (Milroy and Milroy 1). Dingo reads the signs of the country. His attention to the life cycles of the land are brought to the attention of the reader teaching children about the important role of observation in caring for country. In addition to this, a warning is given to Crow by the Rain Tree through a vision of a future landscape devastated and dying: "It is what your country will become…The mining is cutting too deep for the scars to heal. Once destroyed the mountains can’t grow again and give birth to the rivers that they send to the sea…"(Milroy and Milroy 20). Contained in this passage is a direct environmental truth, but the beauty of the passage lies in the language chosen by the authors. The phrase “cutting too deep for the scars to heal” links a human experience to an environmental one, as does the phrase “give birth to the rivers”. A child is able to recognise the physical pain of a cut and a child is also able to recognise that birth belongs to the Mother. The use of this language forges a powerful connection in the mind of the reader between the self and the Earth - the child and the Mother. Country feels pain, the mountains and rivers activate their own membership in life’s cycles, and even the far off Moon participates in thought and conversation, all of which awaken a consciousness within the reader toward the animate spirit of the natural world, parenting a considerate relationship to land. It is this animate relationship with the land that it is at the heart of the story. It is the mountain that sends the rivers to the sea, rather than the abstract force of gravity. If the authors were to omit this living relationship between the mountains, the rivers, and the sea, the readers understanding would be contained to simple geophysical processes with their life force reduced to an impersonal science, if thought of at all. Instead, the mountain chooses to send the rivers to the sea because it is the right way, so natural processes become exposed as conscious participants in story rather than being portrayed as passive or inanimate objects and this not only deepens the impact of their destruction later in the plot, it also deepens the connection between the reader and the land. Writing the Future Joshua and the Two Crabs and Dingo’s Tree offer two different Aboriginal stories with underlying commonalities: they both position relationships, Country, and people into an integrated web and provide a moral framework for sustaining the relationships around us. Children’s picture books and narratives are foundational initiations for many Australian child readers in their ecological education—whether overtly or covertly. How a society, a character, a narrative, represents, treats, and perceives the land influences how the reader encounters the landscape. We argue that Indigenous Australian children’s literature, written, illustrated, produced, and disseminated largely by Indigenous knowledges, offers counter-point views and stories about the land and accompanying interrelated relationships that provide the reader with a space to re-consider, re-inhabit, or transform their own ecological positioning. References Baker, Lynn. Mingkirri: A Natural History of Ulu-ru by the Mu-titjulu Community. Canberra: IAD Press, 1996. Button, Joshua. Joshua and the Two Crabs. Broome: Magabala Books, 2008. Harrison, Max. My Peoples Dreaming. Sydney: Finch Publishing, 2009. Hogan, Linda. “A Different Yield.” Reclaiming Indigenous Voice and Vision. Ed. Marie Battise. Toronto: UBC Press, 2000. 115 – 23. McIvor, Roy. Cockatoo: My Life in Cape York. Broome: Magabala Books, 2010. Milroy, Gladys and Jill Milroy. Dingo’s Tree. Broome: Magabala Books, 2012. Rose, Deborah Bird. Country of the Heart: An Indigenous Australian Homeland. Canberra: Aboriginal Studies Press, 2002. ——-. “Pattern, Connection, Desire: In Honour of Gregory Bateson”. Australian Humanities Review, 35 (2005). 14th June 2012, ‹http://wwwlib.latrobe.cdu.au/A1IR/archive!lssue-June 2005/rose.html›. Stewart-Harawira, Makere. “Cultural Studies, Indigenous Knowledge and Pedagogies of Hope.” Policy Futures in Education 3.2 (2005):153-63. Turner, Margaret. Iwenhe Tyerrtye: What It Means to Be an Aboriginal Person. Alice Springs: IAD Press, 2010. Yunupingu, Mandawuy. Voices from the Land. Canberra: Australian Broadcasting Corporation, 1994.
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De Vos, Gail. "News and Announcements." Deakin Review of Children's Literature 5, no. 2 (October 25, 2015). http://dx.doi.org/10.20361/g2qk5x.

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Autumn is not only a gloriously colourful time of the year, it is a time when a plethora of children’s book related events and awards take place. Just see what is happening in the next few months:IBBY: “Silent Books: Final Destination Lampedusa” travelling exhibit In response to the international refugee crisis that began last year, the Italian arm of the International Board on Books for Young People has launched a travelling picture-book exhibit to support the first children’s library on the island of Lampedusa, Italy where many African and Middle Eastern refugees are landing. After stops in Italy, Mexico, and Austria, the exhibit is currently touring Canada. It premiered in Edmonton at the Stanley A. Milner Library in August. Next are three Vancouver locations: UBC Irving Barber Learning Centre (Oct. 1 to 23), Vancouver Public Library central branch (Oct. 8 to 18), and the Italian Cultural Centre (Oct. 10 to 22). Then the North York Central Library in Toronto from Nov. 2 to Dec 11. Recognizing Lampedusa island’s cultural diversity, the exhibit comprises exclusively wordless picture books from 23 countries, including three from Canada:“Hocus Pocus” by Sylvie Desrosiers & Rémy Simard’s (Kids Can Press), “Ben’s Big Dig” by Daniel Wakeman and Dirk van Stralen’s(Orca Book Publishers)“Ben’s Bunny Trouble” also by Wakeman and van Stralen (Orca Book Publishers). Other books are drawn from an honour list selected by a jury of experts from the 2015 Bologna Children’s Book Fair including Ajubel’s “Robinson Crusoe” (Spain), Ara Jo’s “The Rocket Boy”(Korea), and Madalena Matoso’s “Todos Fazemos Tudo” (Switzerland), among others. The full catalogue can be viewed online.TD Canadian Children’s Book Week.Next year’s TD Canadian Children’s Book Week will take place from May 7-14, 2016. Thirty Canadian children’s authors, illustrators and storytellers will be touring across Canada visiting schools, libraries, bookstores and community centres. Visit the TD Book Week site (www.bookweek.ca) to find out who will be touring in your area and the types of readings and workshops they will be giving. If your school or library is interested in hosting a Book Week visitor, you can apply online starting in mid-October.Shakespeare Selfie CBC Books will once again be running the Shakespeare Selfie writing challenge in April 2016. Shakespeare took selfies all the time but instead of a camera, he used a quill. And instead of calling them "selfies," they were called "soliloquies."The challenge: Write a modern-day soliloquy or monologue by a Shakespearean character based on a prominent news, pop culture or current affairs event from the last year (April 2015-April 2016). It can be in iambic pentameter or modern syntax with a word count from 200 to 400 words. There are two age categories: Grades 7-9 and 10-12. Details at: http://www.cbc.ca/books/2015/10/the-2016-shakespeare-selfie-writing-challenge-for-students.html Awards:The winners of this year’s Canadian Jewish Literary Awards, celebrating Jewish literature and culture in Canada, have been announced. Amongst the nine awards is one for Youth Literature which was awarded to Suri Rosen for “Playing with Matches” (ECW Press). See all the award winners here: http://www.cjlawards.ca/.The Canadian Children's Book Centre administers several awards including the TD Canadian Children’s Literature Award, the Marilyn Baillie Picture Book Award, the Monica Hughes Award for Science Fiction and Fantasy and the Norma Fleck Award for Canadian Children’s Non-Fiction. This year’s winners will be announced on November 18, 2015. http://www.bookcentre.ca/awardThe Fitzhenry Family Foundation has revealed the winners of its Lane Anderson Awards for the best Canadian science books published in the previous year. Selections are made based on a title’s pertinence to science in today’s world and the author’s ability to relate scientific issues to everyday life. Prolific Halifax kids’ science writer L.E. Carmichael was awarded the YA prize for “Fuzzy Forensics: DNA Fingerprinting Gets Wild” (Ashby-BP Publishing), about using forensic science to fight crimes against animals. Uxbridge, Ontario–based environmental journalist Stephen Leahy received the adult prize for “Your Water Footprint” (Firefly Books), which examines human usage of the valuable natural resource. http://laneandersonaward.ca/The Edmonton Public Library has named Sigmund Brouwer (author and Rock & Roll Literacy Show host) as the winner (by public vote) of Alberta Reader’s Choice Award. Sigmund’s “Thief of Glory” (WaterBrook Press) is about a young boy trying to take care of his family in the aftermath of the 1942 Japanese Imperialist invasion of the Southeast Pacific. The prize awards $10,000 to an Alberta-based author of a work of excellent fiction or narrative non-fiction. http://www.epl.ca/alberta-readers-choiceHarperCollins Canada, the Cooke Agency, and the University of British Columbia have announced the shortlist of the annual HarperCollins Publishers/UBC Prize for Best New Fiction awarded to students and alumni of UBC’s creative writing program, and offers the winner literary representation by the Cooke Agency and a publishing contract with HarperCollins Canada.“Between the Wind and Us” by Iranian-Canadian writer Nazanine Hozar, the story of a young abandoned girl set during the political unrest of 1953–1979 Iran.“Learning to Breathe” by B.C.-based Janice Lynn Mather, a young adult novel about a Caribbean teenager’s struggle to establish herself in a new city and home life.“At The Top of the Wall, Alight” by Sudbury, Ontario, author Natalie Morrill, which follows a Viennese Jew separated from his family during the Second World War. An early version of this novel was previously nominated for the award.Novelist and University of Guelph writing professor, Thomas King, and L.A.-based author, graphic novelist, and musician, Cecil Castellucci, have been named winners of this year’s Sunburst Awards for excellence in Canadian literature of the fantastic. Castellucci won in the YA category for “Tin Star” (Roaring Brook/Raincoast), the first novel in a planned series about a teenager who struggles to survive parent-less in a space station where she is the only human, and which played scene to a brutal assault that haunts her memory. King won in the adult category for his novel “The Back of the Turtle” (HarperCollins Canada), for which he also received a Copper Cylinder Award from the Sunburst Society last week. The book follows a First Nations scientist who finds himself torn after he’s sent to clean up the ecological mess his company has left on the reserve his family grew up on.Be sure to save October 28th on your calendar for the GG book awards announcement. Of course, “GG” stands for Governor-General. The short lists can be viewed here:http://ggbooks.ca/books/. There are categories in both English and French for both children’s text and illustration books.Online ResourcesPodcast: Yegs and Bacon: Episode 22: the full audio from our recent Indigenous Representation in Popular Culture panel. In the audio, you’ll be hearing from (in order of first vocal appearance) Brandon, who introduces the panelists, James Leask, Richard Van Camp, Kelly Mellings, and Patti Laboucane-Benson. Recorded on Monday, September 28th, 2015. http://variantedmonton.com/category/yegs-and-bacon/European Picture Book Collection: The EPBC was designed to help pupils to find out more about their European neighbours through reading the visual narratives of carefully chosen picture books. Here you can find out about how the project began, the theoretical papers that have been presented on European children's literature, and how the materials were initially used in schools. http://www.ncrcl.ac.uk/epbc/EN/index.aspMore next time around,Yours in stories, Gail de VosGail de Vos is an adjunct professor who teaches courses on Canadian children's literature, young adult literature, and comic books & graphic novels at the School of Library and Information Studies (SLIS) at the University of Alberta. She is the author of nine books on storytelling and folklore. Gail is also a professional storyteller who has taught the storytelling course at SLIS for over two decades.
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Quirk, Linda. "Voices from the Wild: An Animal Sensagoria by D. Bouchard." Deakin Review of Children's Literature 5, no. 3 (January 29, 2016). http://dx.doi.org/10.20361/g2j30n.

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Bouchard, David. Voices from the Wild: An Animal Sensagoria. Paintings by Ron Parker. Markham, ON: Fitzhenry & Whiteside, 2013. Print.This gorgeous book brings together two extraordinarily-talented individuals. David Bouchard is a former teacher, a former president of the Metis Nation of Greater Victoria, a recipient of the Order of Canada, and the author of many books. His popular books use poetry, prose, and visual elements to explore Aboriginal and Métis culture and traditions in both French and English. Ron Parker is one of Canada’s best wildlife artists. His career took off in the 1990s when his realistic portraits of animals in their natural habitats stood alongside those of Robert Bateman and helped to create a very hot market for signed limited edition prints. The publisher is to be applauded for thinking of bringing together Parker’s glorious paintings and Bouchard’s inspiring poetry. It was a wonderful idea, but, unfortunately, it was not well executed. It is most unfortunate that Parker’s beautiful images were not packaged in a fresher and more contemporary book design, one that would appeal to today’s young people. The author says that he “wrote this book with young people in mind” and certainly he has organized his poetry into a familiar scheme for a children’s book—sections which explore the five senses (sight, hearing, touch, smell, and taste)—but unfortunately, the scheme is too childish for young adults while the poetry is too sophisticated for small children. There is great value and power in this poetry, in which the reader is asked to see the world through the senses and perspectives of numerous animals, but, just who is the intended audience?As it is, this volume does a disservice to both the author and the artist. The design may be appealing to parents or teachers of a certain age—who may feel a nostalgic affection for its familiar, if outdated, style, and who will be undaunted by the poetry—but the publisher has made a mistake in marketing this title as a children’s book. As it is, this book stands outside of normal publishing categories. Although too small to be classified as a coffee table book, both the design and the content seem more aligned with that category than any other. Although there is a great deal to applaud here, I cannot recommend this as a children’s book.Not recommended: one star out of fourReviewer: Linda QuirkLinda taught courses in Multicultural Canadian Literature, Women's Writing, and Children's Literature at Queen's University (Kingston) and at Seneca College (Toronto) before moving to Edmonton to become the Assistant Special Collections Librarian at the Bruce Peel Special Collections Library at the University of Alberta. Her favourite children's book to teach is Hana's Suitcase, not only because Hana's story is so compelling, but because the format of this non-fiction book teaches students of all ages about historical investigation and reveals that it is possible to recover the stories of those who have been forgotten by history.
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S, Arunakumari. "ECO-CRITICISM: HUMAN AND PHYSICAL WORLD RELATIONSHIP IN GULLIVER'S TRAVELS." PARIPEX INDIAN JOURNAL OF RESEARCH, June 15, 2021, 70–73. http://dx.doi.org/10.36106/paripex/6908516.

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This research paper studies a relationship between literature and the physical world is known as eco-criticism. In English Literature Eco criticism refers to specific types of texts.The word "Eco-criticism" depicts the images of nature, forests, animals, birds, seasons, rivers, cities, and flowers. In addition to novels, eco-criticism contains drama, poetry, travel books,cartoons,fables, short stories,movies, songs,games,children's stories and this is an Old English literature concept that's still trendy today,from Beowulf to the present writer.Animals have existed from the beginning of history. That means animals were depicted in literature since the start of history.When Christianity was introduced to the world, the Holy Bible says God created birds, animals first, at last man, it is called natural theology, and also nature is divine. Critics said,for western people's experience on earth is different from other people on the earth,Westerners believed in "Nature's uncountable sounds... have been deafening." The contrast, which is promoted by social anthropology of animism, highlights an element in contemporary society at large connection towards the physical world which is also gradually becoming a central focus when it comes to the environment."The natural world is a social and cultural category." In animistic traditions, those few who believe that perhaps the natural environment is inspirited, not only human beings, and also for life of animals, trees, and even "inert" entities like stones. Rivers and seas are seen as articulate and sometimes intelligible beings, capable of communicating and interacting with humankind for good and bad.There is also the language of animals,air,horses,lions,seas,trees,in the novel of Gulliver's Travels and in this novel animal world also have politics, rules of their society, they won't allow outsiders, and have own food, medicine, the different body structure of animals,these are the things we can see in Jonathan Swift's Gulliver Travels in all four books.
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Hawley, Erin. "Re-imagining Horror in Children's Animated Film." M/C Journal 18, no. 6 (March 7, 2016). http://dx.doi.org/10.5204/mcj.1033.

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Introduction It is very common for children’s films to adapt, rework, or otherwise re-imagine existing cultural material. Such re-imaginings are potential candidates for fidelity criticism: a mode of analysis whereby an adaptation is judged according to its degree of faithfulness to the source text. Indeed, it is interesting that while fidelity criticism is now considered outdated and problematic by adaptation theorists (see Stam; Leitch; and Whelehan) the issue of fidelity has tended to linger in the discussions that form around material adapted for children. In particular, it is often assumed that the re-imagining of cultural material for children will involve a process of “dumbing down” that strips the original text of its complexity so that it is more easily consumed by young audiences (see Semenza; Kellogg; Hastings; and Napolitano). This is especially the case when children’s films draw from texts—or genres—that are specifically associated with an adult readership. This paper explores such an interplay between children’s and adult’s culture with reference to the re-imagining of the horror genre in children’s animated film. Recent years have seen an inrush of animated films that play with horror tropes, conventions, and characters. These include Frankenweenie (2012), ParaNorman (2012), Hotel Transylvania (2012), Igor (2008), Monsters Inc. (2001), Monster House (2006), and Monsters vs Aliens (2009). Often diminishingly referred to as “kiddie horror” or “goth lite”, this re-imagining of the horror genre is connected to broader shifts in children’s culture, literature, and media. Anna Jackson, Karen Coats, and Roderick McGillis, for instance, have written about the mainstreaming of the Gothic in children’s literature after centuries of “suppression” (2); a glance at the titles in a children’s book store, they tell us, may suggest that “fear or the pretence of fear has become a dominant mode of enjoyment in literature for young people” (1). At the same time, as Lisa Hopkins has pointed out, media products with dark, supernatural, or Gothic elements are increasingly being marketed to children, either directly or through product tie-ins such as toys or branded food items (116-17). The re-imagining of horror for children demands our attention for a number of reasons. First, it raises questions about the commercialisation and repackaging of material that has traditionally been considered “high culture”, particularly when the films in question are seen to pilfer from sites of the literary Gothic such as Mary Shelley’s Frankenstein (1818) or Bram Stoker’s Dracula (1897). The classic horror films of the 1930s such as James Whale’s Frankenstein (1931) also have their own canonical status within the genre, and are objects of reverence for horror fans and film scholars alike. Moreover, aficionados of the genre have been known to object vehemently to any perceived simplification or dumbing down of horror conventions in order to address a non-horror audience. As Lisa Bode has demonstrated, such objections were articulated in many reviews of the film Twilight, in which the repackaging and simplifying of vampire mythology was seen to pander to a female, teenage or “tween” audience (710-11). Second, the re-imagining of horror for children raises questions about whether the genre is an appropriate source of pleasure and entertainment for young audiences. Horror has traditionally been understood as problematic and damaging even for adult viewers: Mark Jancovich, for instance, writes of the long-standing assumption that horror “is moronic, sick and worrying; that any person who derives pleasure from the genre is moronic, sick and potentially dangerous” and that both the genre and its fans are “deviant” (18). Consequently, discussions about the relationship between children and horror have tended to emphasise regulation, restriction, censorship, effect, and “the dangers of imitative violence” (Buckingham 95). As Paul Wells observes, there is a “consistent concern […] that horror films are harmful to children, but clearly these films are not made for children, and the responsibility for who views them lies with adult authority figures who determine how and when horror films are seen” (24). Previous academic work on the child as horror viewer has tended to focus on children as consumers of horror material designed for adults. Joanne Cantor’s extensive work in this area has indicated that fright reactions to horror media are commonly reported and can be long-lived (Cantor; and Cantor and Oliver). Elsewhere, the work of Sarah Smith (45-76) and David Buckingham (95-138) has indicated that children, like adults, can gain certain pleasures from the genre; it has also indicated that children can be quite media savvy when viewing horror, and can operate effectively as self-censors. However, little work has yet been conducted on whether (and how) the horror genre might be transformed for child viewers. With this in mind, I explore here the re-imagining of horror in two children’s animated films: Frankenweenie and ParaNorman. I will consider the way horror tropes, narratives, conventions, and characters have been reshaped in each film with a child’s perspective in mind. This, I argue, does not make them simplified texts or unsuitable objects of pleasure for adults; instead, the films demonstrate that the act of re-imagining horror for children calls into question long-held assumptions about pleasure, taste, and the boundaries between “adult” and “child”. Frankenweenie and ParaNorman: Rewriting the Myth of Childhood Innocence Frankenweenie is a stop-motion animation written by John August and directed by Tim Burton, based on a live-action short film made by Burton in 1984. As its name suggests, Frankenweenie re-imagines Shelley’s Frankenstein by transforming the relationship between creator and monster into that between child and pet. Burton’s Victor Frankenstein is a young boy living in a small American town, a creative loner who enjoys making monster movies. When his beloved dog Sparky is killed in a car accident, young Victor—like his predecessor in Shelley’s novel—is driven by the awfulness of this encounter with death to discover the “mysteries of creation” (Shelley 38): he digs up Sparky’s body, drags the corpse back to the family home, and reanimates him in the attic. This coming-to-life sequence is both a re-imagining of the famous animation scene in Whale’s film Frankenstein and a tender expression of the love between a boy and his dog. The re-imagined creation scene therefore becomes a site of negotiation between adult and child audiences: adult viewers familiar with Whale’s adaptation and its sense of electric spectacle are invited to rethink this scene from a child’s perspective, while child viewers are given access to a key moment from the horror canon. While this blurring of the lines between child and adult is a common theme in Burton’s work—many of his films exist in a liminal space where a certain childlike sensibility mingles with a more adult-centric dark humour—Frankenweenie is unique in that it actively re-imagines as “childlike” a film and/or work of literature that was previously populated by adult characters and associated with adult audiences. ParaNorman is the second major film from the animation studio Laika Entertainment. Following in the footsteps of the earlier Laika film Coraline (2009)—and paving the way for the studio’s 2014 release, Boxtrolls—ParaNorman features stop-motion animation, twisted storylines, and the exploration of dark themes and spaces by child characters. The film tells the story of Norman, an eleven year old boy who can see and communicate with the dead. This gift marks him as an outcast in the small town of Blithe Hollow, which has built its identity on the historic trial and hanging of an “evil” child witch. Norman must grapple with the town’s troubled past and calm the spirit of the vengeful witch; along the way, he and an odd assortment of children battle zombies and townsfolk alike, the latter appearing more monstrous than the former as the film progresses. Although ParaNorman does not position itself as an adaptation of a specific horror text, as does Frankenweenie, it shares with Burton’s film a playful intertextuality whereby references are constantly made to iconic films in the horror genre (including Halloween [1978], Friday the 13th [1980], and Day of the Dead [1985]). Both films were released in 2012 to critical acclaim. Interestingly, though, film critics seemed to disagree over who these texts were actually “for.” Some reviewers described the films as children’s texts, and warned that adults would likely find them “tame and compromised” (Scott), “toothless” (McCarthy) or “sentimental” (Bradshaw). These comments carry connotations of simplification: the suggestion is that the conventions and tropes of the horror genre have been weakened (or even contaminated) by the association with child audiences, and that consequently adults cannot (or should not) take pleasure in the films. Other reviewers of ParaNorman and Frankenweenie suggested that adults were more likely to enjoy the films than children (O’Connell; Berardinelli; and Wolgamott). Often, this suggestion came together with a warning about scary or dark content: the films were deemed to be too frightening for young children, and this exclusion of the child audience allowed the reviewer to acknowledge his or her own enjoyment of and investment in the film (and the potential enjoyment of other adult viewers). Lou Lumenick, for instance, peppers his review of ParaNorman with language that indicates his own pleasure (“probably the year’s most visually dazzling movie so far”; the climax is “too good to spoil”; the humour is “deliciously twisted”), while warning that children as old as eight should not be taken to see the film. Similarly, Christy Lemire warns that certain elements of Frankenweenie are scary and that “this is not really a movie for little kids”; she goes on to add that this scariness “is precisely what makes ‘Frankenweenie’ such a consistent wonder to watch for the rest of us” (emphasis added). In both these cases a line is drawn between child and adult viewers, and arguably it is the film’s straying into the illicit area of horror from the confines of a children’s text that renders it an object of pleasure for the adult viewer. The thrill of being scared is also interpreted here as a specifically adult pleasure. This need on the part of critics to establish boundaries between child and adult viewerships is interesting given that the films themselves strive to incorporate children (as characters and as viewers) into the horror space. In particular, both films work hard to dismantle the myths of childhood innocence—and associated ideas about pleasure and taste—that have previously seen children excluded from the culture of the horror film. Both the young protagonists, for instance, are depicted as media-literate consumers or makers of horror material. Victor is initially seen exhibiting one of his home-made monster movies to his bemused parents, and we first encounter Norman watching a zombie film with his (dead) grandmother; clearly a consummate horror viewer, Norman decodes the film for Grandma, explaining that the zombie is eating the woman’s head because, “that’s what they do.” In this way, the myth of childhood innocence is rewritten: the child’s mature engagement with the horror genre gives him agency, which is linked to his active position in the narrative (both Norman and Victor literally save their towns from destruction); the parents, meanwhile, are reduced to babbling stereotypes who worry that their sons will “turn out weird” (Frankenweenie) or wonder why they “can’t be like other kids” (ParaNorman). The films also rewrite the myth of childhood innocence by depicting Victor and Norman as children with dark, difficult lives. Importantly, each boy has encountered death and, for each, his parents have failed to effectively guide him through the experience. In Frankenweenie Victor is grief-stricken when Sparky dies, yet his parents can offer little more than platitudes to quell the pain of loss. “When you lose someone you love they never really leave you,” Victor’s mother intones, “they just move into a special place in your heart,” to which Victor replies “I don’t want him in my heart—I want him here with me!” The death of Norman’s grandmother is similarly dismissed by his mother in ParaNorman. “I know you and Grandma were very close,” she says, “but we all have to move on. Grandma’s in a better place now.” Norman objects: “No she’s not, she’s in the living room!” In both scenes, the literal-minded but intelligent child seems to understand death, loss, and grief while the parents are unable to speak about these “mature” concepts in a meaningful way. The films are also reminders that a child’s first experience of death can come very young, and often occurs via the loss of an elderly relative or a beloved pet. Death, Play, and the Monster In both films, therefore, the audience is invited to think about death. Consequently, there is a sense in each film that while the violent and sexual content of most horror texts has been stripped away, the dark centre of the horror genre remains. As Paul Wells reminds us, horror “is predominantly concerned with the fear of death, the multiple ways in which it can occur, and the untimely nature of its occurrence” (10). Certainly, the horror texts which Frankenweenie and ParaNorman re-imagine are specifically concerned with death and mortality. The various adaptations of Frankenstein that are referenced in Frankenweenie and the zombie films to which ParaNorman pays homage all deploy “the monster” as a figure who defies easy categorisation as living or dead. The othering of this figure in the traditional horror narrative allows him/her/it to both subvert and confirm cultural ideas about life, death, and human status: for monsters, as Elaine Graham notes, have long been deployed in popular culture as figures who “mark the fault-lines” and also “signal the fragility” of boundary structures, including the boundary between human and not human, and that between life and death (12). Frankenweenie’s Sparky, as an iteration of the Frankenstein monster, clearly fits this description: he is neither living nor dead, and his monstrosity emerges not from any act of violence or from physical deformity (he remains, throughout the film, a cute and lovable dog, albeit with bolts fixed to his neck) but from his boundary-crossing status. However, while most versions of the Frankenstein monster are deliberately positioned to confront ideas about the human/machine boundary and to perform notions of the posthuman, such concerns are sidelined in Frankenweenie. Instead, the emphasis is on concerns that are likely to resonate with children: Sparky is a reminder of the human preoccupation with death, loss, and the question of why (or whether, or when) we should abide by the laws of nature. Arguably, this indicates a re-imagining of the Frankenstein tale not only for child audiences but from a child’s perspective. In ParaNorman, similarly, the zombie–often read as an articulation of adult anxieties about war, apocalypse, terrorism, and the deterioration of social order (Platts 551-55)—is re-used and re-imagined in a childlike way. From a child’s perspective, the zombie may represent the horrific truth of mortality and/or the troublesome desire to live forever that emerges once this truth has been confronted. More specifically, the notion of dealing meaningfully with the past and of honouring rather than silencing the dead is a strong thematic undercurrent in ParaNorman, and in this sense the zombies are important figures who dramatise the connections between past and present. While this past/present connection is explored on many levels in ParaNorman—including the level of a town grappling with its dark history—it is Norman and his grandmother who take centre stage: the boundary-crossing figure of the zombie is re-realised here in terms of a negotiation with a presence that is now absent (the elderly relative who has died but is still remembered). Indeed, the zombies in this film are an implicit rebuke to Norman’s mother and her command that Norman “move on” after his grandmother’s death. The dead are still present, this film playfully reminds us, and therefore “moving on” is an overly simplistic and somewhat disrespectful response (especially when imposed on children by adult authority figures.) If the horror narrative is built around the notion that “normality is threatened by the Monster”, as Robin Wood has famously suggested, ParaNorman and Frankenweenie re-imagine this narrative of subversion from a child’s perspective (31). Both films open up a space within which the child is permitted to negotiate with the destabilising figure of the monster; the normality that is “threatened” here is the adult notion of the finality of death and, relatedly, the assumption that death is not a suitable subject for children to think or talk about. Breaking down such understandings, Frankenweenie and ParaNorman strive not so much to play with death (a phrase that implies a certain callousness, a problematic disregard for human life) but to explore death through the darkness of play. This is beautifully imaged in a scene from ParaNorman in which Norman and his friend Neil play with the ghost of Neil’s recently deceased dog. “We’re going to play with a dead dog in the garden,” Neil enthusiastically announces to his brother, “and we’re not even going to have to dig him up first!” Somewhat similarly, film critic Richard Corliss notes in his review of Frankenweenie that the film’s “message to the young” is that “children should play with dead things.” Through this intersection between “death” and “play”, both films propose a particularly child-like (although not necessarily child-ish) way of negotiating horror’s dark territory. Conclusion Animated film has always been an ambiguous space in terms of age, pleasure, and viewership. As film critic Margaret Pomeranz has observed, “there is this perception that if it’s an animated film then you can take the little littlies” (Pomeranz and Stratton). Animation itself is often a signifier of safety, fun, nostalgia, and childishness; it is a means of addressing families and young audiences. Yet at the same time, the fantastic and transformative aspects of animation can be powerful tools for telling stories that are dark, surprising, or somehow subversive. It is therefore interesting that the trend towards re-imagining horror for children that this paper has identified is unfolding within the animated space. It is beyond the scope of this paper to fully consider what animation as a medium brings to this re-imagining process. However, it is worth noting that the distinctive stop-motion style used in both films works to position them as alternatives to Disney products (for although Frankenweenie was released under the Disney banner, it is visually distinct from most of Disney’s animated ventures). The majority of Disney films are adaptations or re-imaginings of some sort, yet these re-imaginings look to fairytales or children’s literature for their source material. In contrast, as this paper has demonstrated, Frankenweenie and ParaNorman open up a space for boundary play: they give children access to tropes, narratives, and characters that are specifically associated with adult viewers, and they invite adults to see these tropes, narratives, and characters from a child’s perspective. Ultimately, it is difficult to determine the success of this re-imagining process: what, indeed, does a successful re-imagining of horror for children look like, and who might be permitted to take pleasure from it? Arguably, ParaNorman and Frankenweenie have succeeded in reshaping the genre without simplifying it, deploying tropes and characters from classic horror texts in a meaningful way within the complex space of children’s animated film. References Berardinelli, James. “Frankenweenie (Review).” Reelviews, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.reelviews.net/php_review_template.php?identifier=2530›. Bode, Lisa. “Transitional Tastes: Teen Girls and Genre in the Critical Reception of Twilight.” Continuum: Journal of Media & Cultural Studies 24.5 (2010): 707-19. Bradshaw, Peter. “Frankenweenie: First Look Review.” The Guardian, 11 Oct. 2012. 6 Aug. 2014 ‹http://www.theguardian.com/film/2012/oct/10/frankenweenie-review-london-film-festival-tim-burton›. Buckingham, David. Moving Images: Understanding Children’s Emotional Responses to Television. Manchester and New York: Manchester University Press, 1996. Cantor, Joanne. “‘I’ll Never Have a Clown in My House’ – Why Movie Horror Lives On.” Poetics Today 25.2 (2004): 283-304. Cantor, Joanne, and Mary Beth Oliver. “Developmental Differences in Responses to Horror”. The Horror Film. Ed. Stephen Prince. New Brunswick, NJ: Rutgers UP, 2004. 224-41. Corliss, Richard. “‘Frankenweenie’ Movie Review: A Re-Animated Delight”. Time, 4 Oct. 2012. 6 Aug. 2014 ‹http://entertainment.time.com/2012/10/04/tim-burtons-frankenweenie-a-re-animated-delight/›. Frankenweenie. Directed by Tim Burton. Walt Disney Pictures, 2012. Graham, Elaine L. Representations of the Post/Human: Monsters, Aliens and Others in Popular Culture. Manchester: Manchester UP, 2002. Hastings, A. Waller. “Moral Simplification in Disney’s The Little Mermaid.” The Lion and the Unicorn 17.1 (1993): 83-92. Hopkins, Lisa. Screening the Gothic. Austin: U of Texas P, 2005. Jackson, Anna, Karen Coats, and Roderick McGillis. “Introduction.” The Gothic in Children’s Literature: Haunting the Borders. Eds. Anna Jackson, Karen Coats, and Roderick McGillis. New York: Routledge, 2008. 1-14. Jancovich, Mark. “General Introduction.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 1-19. Kellogg, Judith L. “The Dynamics of Dumbing: The Case of Merlin.” The Lion and the Unicorn 17.1 (1993): 57-72. Leitch, Thomas. “Twelve Fallacies in Contemporary Adaptation Theory.” Criticism 45.2 (2003): 149-71. Lemire, Christy. “‘Frankenweenie’ Review: Tim Burton Reminds Us Why We Love Him.” The Huffington Post, 2 Oct. 2012. 6 Aug. 2014 ‹http://www.huffingtonpost.com/2012/10/03/frankenweenie-review-tim-burton_n_1935142.html›. Lumenick, Lou. “So Good, It’s Scary (ParaNorman Review)”. New York Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://nypost.com/2012/08/17/so-good-its-scary/›. McCarthy, Todd. “Frankenweenie: Film Review.” The Hollywood Reporter, 20 Sep. 2012. 6 Aug. 2014 ‹http://www.hollywoodreporter.com/movie/frankenweenie/review/372720›. Napolitano, Marc. “Disneyfying Dickens: Oliver & Company and The Muppet Christmas Carol as Dickensian Musicals.” Studies in Popular Culture 32.1 (2009): 79-102. O’Connell, Sean. “Middle School and Zombies? Awwwkward!” Washington Post, 17 Aug. 2012. 3 Jun. 2015 ‹http://www.washingtonpost.com/gog/movies/paranorman,1208210.html›. ParaNorman. Directed by Chris Butler and Sam Fell. Focus Features/Laika Entertainment, 2012. Platts, Todd K. “Locating Zombies in the Sociology of Popular Culture”. Sociology Compass 7 (2013): 547-60. Pomeranz, Margaret, and David Stratton. “Igor (Review).” At the Movies, 14 Dec. 2008. 6 Aug. 2014 ‹http://www.abc.net.au/atthemovies/txt/s2426109.htm›. Scott, A.O. “It’s Aliiiive! And Wagging Its Tail: ‘Frankenweenie’, Tim Burton’s Homage to Horror Classics.” New York Times, 4 Oct. 2012. 6 Aug. 2014 ‹http://www.nytimes.com/2012/10/05/movies/frankenweenie-tim-burtons-homage-to-horror-classics.html›. Semenza, Gregory M. Colón. “Teens, Shakespeare, and the Dumbing Down Cliché: The Case of The Animated Tales.” Shakespeare Bulletin 26.2 (2008): 37-68. Shelley, Mary. Frankenstein, or, The Modern Prometheus. Hertfordshire: Wordsworth Editions, 1993 [1818]. Smith, Sarah J. Children, Cinema and Censorship: From Dracula to the Dead End Kids. London: I.B. Tauris, 2005. Stam, Robert. “Introduction: The Theory and Practice of Adaptation.” Literature and Film: A Guide to the Theory and Practice of Film Adaptation. Eds. Robert Stam and Alessandra Raengo. Oxford: Blackwell, 2005. 1-52. Wells, Paul. The Horror Genre: From Beelzebub to Blair Witch. London: Wallflower, 2000. Whelehan, Imelda. “Adaptations: the Contemporary Dilemmas.” Adaptations: From Text to Screen, Screen to Text. Eds. Deborah Cartmell and Imelda Whelehan. London: Routledge, 1999. 3-19. Wolgamott, L. Kent. “‘Frankenweenie’ A Box-Office Bomb, But Superior Film.” Lincoln Journal Star, 10 Oct. 2012. 18 Aug. 2014 ‹http://journalstar.com/entertainment/movies/l-kent-wolgamott-frankenweenie-a-box-office-bomb-but-superior/article_42409e82-89b9-5794-8082-7b5de3d469e2.html›. Wood, Robin. “The American Nightmare: Horror in the 70s.” Horror: The Film Reader. Ed. Mark Jancovich. London: Routledge, 2002. 25-32.
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25

Staite, Sophia. "Kamen Rider." M/C Journal 24, no. 5 (October 5, 2021). http://dx.doi.org/10.5204/mcj.2834.

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2021 is the fiftieth anniversary year for Japanese live-action superhero franchise Kamen Rider. For half a century, heroes bearing the name Kamen Rider have battled rubber suited monsters and defended the smiles of children. Unlike many superheroes, however, the Kamen Riders are grotesque heroes, usually drawing their powers from the same source as the villains they battle. Grotesque human-machine-animal hybrids, they differ from their opponents only in the kindness of their hearts and the strength of their spirits. Although the Kamen Rider franchise includes a variety of texts including manga, novels, movies, and stage musicals, the central text is the Sunday morning children’s television program. This article focusses exclusively on the television series. Each season of the television program is comprised of around fifty twenty-five-minute episodes, and each season features an entirely new cast, title, and premise. Kamen Rider was originally created at a time of economic downturn and social unrest, and the unease of the zeitgeist is reflected in the figure of the no longer human hero. A little over thirty years later Japan was again facing a variety of crises and intense debate over what, if any, role it should play in the wars in Afghanistan and Iraq. The 2002 television season, Kamen Rider Ryūki, tackles difficult questions about what justice, heroism, and monstrosity mean, through the medium of a children’s martial arts and live action special effects hero television program. This article explores the blurred boundaries between monster and hero in Kamen Rider, in the context of social attitudes toward children. The First Kamen Rider The inaugural Kamen Rider (protagonist of the 1971 television season), Hongo Takeshi, is a university student who gains superpowers after being abducted and experimented on by Shocker, a terrorist organisation founded by Nazis. Their medical experiments are part of a plan to produce an army capable of world domination. Takeshi’s body was modified with grasshopper DNA and cybernetic enhancements, but he was able to escape before the mind control portion of the operation. Although he appears human, Takeshi transforms via a special belt into Kamen (masked) Rider in order to fight. His face is obscured by an insectoid helmet with red compound eyes and antennae. The transformation scene is a highlight of every episode, and the transformation belt is the most important of the (many) tie-in toys. The primary audience of Kamen Rider is children between two and seven, and as a media-mix (Steinberg) franchise the sale of toys and branded products to the primary audience is vital. Anne Allison (105) identifies the transformation and blending or crossing of bodily borders it entails as the “money shot” children anticipate and enjoy. There is also a substantial tertiary audience, however, which includes older children and adults. During the early 1970s, when the first few seasons of Kamen Rider were broadcast, ‘employment trains’ were transporting Japanese teenagers (immediately following their graduation from middle school) from rural areas to the large cities, where they worked in factories and construction far from their families (Alt 54). Kamen Rider’s creator, Ishinomori Shōtarō, had debuted as a manga artist while still in school himself, and his works were particularly popular among this disenfranchised demographic. The figure of a young man taken and changed against his will and left to forge his own path in the aftermath may have been particularly resonant with these teenagers. Kamen Rider’s creator, Ishinomori Shōtarō, was a member of the yakeato (burnt ruins) generation, who were children during the Second World War and experienced the fire- and nuclear bombings of Japan and grew up amidst the burned-out ruins. Roman Rosenbaum (Redacting 97-98) argues that this generation (or perhaps more accurately, micro-generation), “later subconsciously released the bent-up trauma of their early childhood experiences throughout their adult lives in their body of work”. Ishinomori was not alone in this experience, of course; other members of the early Kamen Rider creative team were also motivated by childhood trauma. Hirayama Tōru, who helped Ishinomori bring the Rider concept to television as a producer, was sixteen when his hometown of Nagoya was firebombed. He and other schoolboys were dispatched to dispose of the bodies of civilians who had died while trying to escape the flames only to die in the river (Oda and Muraeda 41-2). Members of the yakeato generation were prominent in anti-war activism during the 1970s, opposing Japan’s entanglement in the Vietnam War (Rosenbaum Generation 284). Violence and the meaning of justice were urgent issues for this generation. This first season of Kamen Rider, along with many of the subsequent seasons, is classifiable as a horror text, with numerous Gothic elements (Staite). Many of the monsters Takeshi battles are “designed to elicit a specific reaction: that of abject horror” (Kim 28). While some of the prosthetic suits are quite silly-looking by contemporary standards, many remain compellingly disturbing in their fusion of animal-human-machine. Although he proceeds up the chain of command to eventually battle the leaders of Shocker, Takeshi is always aware when battling other victims of Shocker experimentation that the only difference between himself and them is that he was able to escape before losing his will. He, like them, is no longer entirely human, and has become as grotesque as the unfortunate monsters he must defeat. As Miura Shion (180) puts it (translation mine), “Kamen Rider was originally an entity created by evil. The reality is that the enemy in front of you and you are actually the same. The fate of Kamen Rider is to fight while struggling with this”. Noting that Kamen Rider was created during a time of social, economic, and political upheaval in Japan, Hirofumi Katsuno (37-38) links the rise of the ambiguous hero to the decline of the ‘grand narrative’ of modernity and the belief in the kind of absolute justice represented by more traditional superheroes. Kamen Rider instead inhabits “an ambiguous space between human and nonhuman, good and evil” (Katsuno 44). In the early years of the franchise the ambiguity remained largely centred on the figure of the hero. Members of the opposing Shocker organisation – who were responsible for the rise of the first two Kamen Riders – are unambiguously evil and unsympathetic. For ordinary people who have been subjected to mind control and experimentation there is compassion, but in terms of the central conflict there is no question that destroying Shocker is correct and moral. The villains battled by Kamen Riders remained predominantly fascists and cultists bent on world domination until the late 1980s, with the primary antagonist of 1987 season Kamen Rider Black the protagonist’s beloved brother. The following season, Kamen Rider Black RX, had environmental themes. The villains trying to take over the world in this season are doing so because their own planet has become too polluted to sustain life. They argue, somewhat persuasively, that since humans are on the path to global environmental destruction they are justified in taking over the planet before it is ruined. This gradual shift toward more sympathetic monsters became explicit in 2002 with Kamen Rider Ryūki’s ambivalent response to the Bush administration’s so-called War on Terror. Justice Is a Thing with Teeth and Claws Kamen Rider Ryūki (hereafter Ryūki) was in the planning stages when the 9/11 terrorist attacks occurred, destroying the twin towers. TV Asahi, the station that airs Kamen Rider, immediately sent a directive to producer Shirakura Shinichiro stating that “now more than ever we must teach children about justice” (Salas). Seemingly uncomfortable with the implications of this idea of “justice” in light of the Bush administration's subsequent actions, Shirakura says: in that mood I wondered if I could repeat the sort of hero story we had made so far, where the ‘good person’ beats the ‘bad person’ that appears one after another and finally hits the headquarters of evil. It is very dangerous to plant the mentality of the Cold War era in children at this time. ‘Ryuuki’ was created in the hope that children will have an eye for what justice means. (Cited in Uno 261-2, translation mine) Since its creation in the 1970s, Kamen Rider had been forging a new path for Japanese heroes in opposition to what Jonathan Abel identifies as an external attitude to justice in the hero programs of the 1950s and 1960s. In these programs, he argues, justice was represented as something imposed into Japan from outside (by alien superheroes, for example, or the Allied Occupation forces). American superheroes and their various approaches to questions of justice and vigilantism were also well known in Japan, as Timothy Peters has highlighted. In its depiction of a hero so closely resembling the monsters he battles, Kamen Rider rejected notions of an absolute distinction between the categories of hero and monster. As Katsuno (46) argues, “in this postmodern, liquid society, superheroes lack a unified, self-evident justice, but must navigate multiple conceptions of justice … . As embodiments of relativized justice, these grotesque heroes were the seeds for what have become enduring trends in Japanese popular culture”. 2002 season Ryūki takes the idea of relativised justice to its extreme, questioning the very existence of a ‘justice’ that exists independently from the people it impacts. It is impossible to summarise the plot of Ryūki both briefly and accurately; this attempt prioritises the former over the latter. Ryūki features thirteen Kamen Riders in a battle royale, competing for the granting of a single wish. The Riders gain their powers through forming a contract with a mirror monster, who they must feed by defeating other Riders or less powerful mirror monsters (who are themselves feeding on helpless humans). If a Rider is defeated and can no longer feed his contract monster, the creature will consume them. Mirror monsters are so called because they come from mirror world, a parallel dimension connected to ours by reflective surfaces including mirrors and, significantly, gleaming skyscrapers. The battle is controlled by antagonist Kanzaki Shiro, who is trying to save the life of his younger sister Yui. Protagonist Kido Shinji tries to stop the Riders from fighting one another, which delays Shiro’s plans and leads to Yui’s death. Shiro repeatedly loops time to restart the battle and save Yui, but Shinji disrupts each new timeline. There are multiple alternate endings to the story, including both televisual and print versions. Because the endings each involve uncovering the reason Shiro has created the battle as part of their resolution of the story, there are also multiple explanations for why and how the battle began. In some versions the origin of the mirror monsters lies in Shiro and Yui’s childhood experience of abuse at the hands of their parents, while in another Shinji inadvertently sets events in motion after breaking a childhood promise to Yui. Which origin, ending, or time-loop is ‘true’ is never resolved. Viewers were invited to vote on the ending of the television special by telephone; alternate endings had been prepared with the winning option inserted at the end of the broadcast (Uno 271). This moral ambiguity and confusion over what is ‘true’ is an intentional critique of simplistic ideas about justice. In Ryūki each of the Riders participates in the battle because they believe that their wish is important enough to justify the means employed to obtain it. The program problematises the idea that there is an objective division between good and evil by focusing on the subjective righteousness of the individual characters’ motivations, including the irony of Shinji’s battles for the sake of stopping the war. Although these feel like quite adult themes, Shirakura couches them firmly within his interpretation of teaching children about justice, explaining that children sometimes envision themselves as the heroes and think they might also be justice. There is also the idea that people often don’t accept themselves as being wrong, because in one’s mind ‘I am myself, so I’m not wrong’ is the prevailing thought process. These thoughts lead to selfish patterns because kids might not see themselves as themselves but as the heroes. (Salas) Uno Tsunehiro (263-4) argues that there is in fact no villain and no justice in Ryūki, simply competing desires. Ryūki does not make judgements about which desires are more or less worthy, he writes, but displays all of the Riders’ motivations equally, just like Google search results of products displayed on Amazon. Just like Capitalism, Uno (263-4) suggests, Ryūki treats every story (justice / evil) equally as a desire (as a product). The mirror monsters are quite frightening; using a combination of Godzilla-style rubber suits and CGI they are all based on animals including spiders, crabs, and cobras, combined with cyborg elements such as guns embedded in various body parts. However, their behaviour is straightforwardly animalistic. They are hungry; they kill to feed. The truly monstrous characters in Ryūki are clearly the Kamen Riders themselves, who use the mirror monsters to lend power to human motivations that are far more complex and twisted. Although many of the Riders have sympathetic motivations such as saving the life of a loved one, Kamen Rider Ōja simply enjoys violence. Uno points out that this character is essentially the same as The Joker in 2008’s The Dark Knight; like The Joker, Ōja tells a variety of stories explaining the origins of his psychopathy in past traumas only to mock the credulity of those so eager to believe these explanations (Uno 274). Crucially, Ōja is still a Kamen Rider, and appears alongside more sympathetic Kamen Riders in ensemble-cast films and games. The line between hero and monster has become blurred beyond comprehension. Monsters for Children, Children as Monsters Shirakura’s comment about the danger of children uncritically viewing their own actions as being just draws attention to an important shift taking place at the turn of the millennium. Monsters were no longer something to protect children from, but increasingly children themselves were becoming viewed as potentially monstrous. Five years before Ryūki’s release Japan had been rocked by the discovery that the murderer of two elementary school children was a fourteen-year-old child dubbed ‘Youth A’, who had described his behaviour as a game, taunting the police and media before his capture (Arai 370-1). Although violent crimes perpetrated by children are always shocking, what stands out from this particular incident is the response from other school children. Youth A had sent a manifesto to a local newspaper lambasting the education system that had created him. In a survey conducted by the Ministry of Education more than fifty percent of the students surveyed sympathised and identified with at Youth A (cited in Arai 371). Lindsay Nelson (4) notes the prevalence of child-monsters in Japanese horror films in the late 1990s and early 2000s, writing that “the many monstrous children of contemporary Japanese cinema stand at a crossroads of Japan’s past, present, and future, crying out for compassion even as they drag those around them into death” (Nelson 13). There is of course a world of difference between depictions of monstrous children in adult media, and depictions of monsters in children’s media. I do not mean to conflate or confuse the two. Both kinds of monsters are, however, influenced and in turn influence wider social discourses and anxieties. Kamen Rider is also a text characterised by dual address, a narrative mode which addresses both adults and children simultaneously (in contradistinction to double address, in which the adults talk over the heads of children in an exclusionary way (Wall). Although Kamen Rider Ryūki featured adult actors (teenagers began to appear in leading roles with increasing frequency from the mid-2000s), it foreshadows the shifting of social attitudes toward children through intertextual references to the film Battle Royale (2000), also distributed by Kamen Rider’s producer Toei. Battle Royale centres on a school class who have (without their prior knowledge) been selected by lottery to participate in a ‘survival game’ on an isolated island. They must kill one another until only one survives; they have all been fitted with explosive collars, and any child refusing to participate will have their collar remotely detonated, killing them. Director Fukasaku Kinji comments that he felt a connection to the thematic linking of violence and children in Battle Royale because of his own experiences as a member of the yakeato generation. He had worked in a munitions factory during the war that was frequently targeted by bombs, and he describes hiding under and later having to dispose of the bodies of his friends (Rose). The story is a biting commentary of the relationship between economic collapse, school-based violence, and failures of governance. In Andrea Arai’s (368) analysis, “the tropes of battle, survival, and the figure of the schoolchild, reflect and refract social anxieties about the Japanese future in an era of globalisation and neoliberal reform, and the enduring historical conundrums of Japan’s twentieth-century past”. The battle between Kamen Riders in Ryūki is also a battle royale; although the core audience of very young children would probably not have made the intertextual link to the film (or the 1999 novel the film was based on), the association would have been strengthened for older viewers by the use of "those who don't fight won't survive!" as a catchphrase for Kamen Rider Ryūki. Conclusion In the early 1970s, Kamen Rider stood out as a text rejecting externally imposed, objective ideas of justice enforced by unassailable virtue, in favour of a grotesque hero struggling to find a path to justice through a metaphorical forest of misadventure and victimisation. The first Kamen Rider was a grotesque, damaged hero who fought monsters to whom he was more alike than different. In the early 2000s this blurring of the heroic and monstrous was taken even further, questioning the very concepts of justice and monstrosity. Much as the original season of Kamen Rider responded to economic and social upheavals with its reassessment of the role and figure of the hero, Kamen Rider Ryūki draws attention to fears of and for its child audience in response to both domestic economic disaster and global events. In Kamen Rider Ryūki the trope of an unwitting victim being turned into a Kamen Rider through biomechanical enhancements is discarded entirely; anyone can become a Kamen Rider simply by entering into a contract with a mirror monster. No longer grotesque because of powers beyond their control, the new generation of Kamen Riders choose grotesquery and risk their lives to obtain their desire. Anyone can become a hero, Ryūki tells its viewers, and anyone can become a monster. And, perhaps, anyone can be both at the same time. References Abel, Jonathan E. "Masked Justice: Allegories of the Superhero in Cold War Japan." Japan Forum 26.2 (2014): 187–208. Allison, Anne. Millennial Monsters: Japanese Toys and the Global Imagination. Berkeley: U of California P, 2006. Alt, Matthew. Pure Invention: How Japan Conquered the World in Eight Fantasies. Brown Book Group, 2020. Arai, Andrea. "Killing Kids: Recession and Survival in Twenty-First-Century Japan." Postcolonial Studies 6.3 (2003): 367–79. Battle Royale. Dir. Kinji Fukasaku. Toei, 2000. Katsuno, Hirofumi. "The Grotesque Hero: Depictions of Justice in Tokusatsu Superhero Television Programs." Introducing Japanese Popular Culture. Eds. Alisa Freedman and Toby Slade. Routledge, 2018. 37–47. Kim, Se Young. "Kamen Rider vs. Spider-Man and Batman." Giant Creatures in Our World: Essays on Kaiju and American Popular Culture. Eds. Camille Mustachio and Jason Barr. McFarland, 2017. Nelson, Lindsay. "Ghosts of the Past, Ghosts of the Future: Monsters, Children, and Contemporary Japanese Horror Cinema." Cinemascope 13 (2009). Oda, Katsumi, and Kenichi Muraeda. The Men Who Made Kamen Rider: 1971-2011. Kodansha, 2011. Peters, Timothy. "'Holy Trans-Jurisdictional Representations of Justice, Batman!' Globalisation, Persona and Mask in Kuwata's Batmanga and Morrison's Batman, Incorporated." Law and Justice in Japanese Popular Culture: From Crime Fighting Robots to Duelling Pocket Monsters. Eds. Ashley Pearson, Thomas Giddens, and Kieran Tranter. Taylor & Francis, 2018. Kamen Rider. Toei, 1971. Kamen Rider Black RX. Toei, 1988. Kamen Rider Ryūki. Toei, 2002. Rose, Steve. “The Kid Killers.” The Guardian 2001. Rosenbaum, Roman. “The ‘Generation of the Burnt-out Ruins’.” Japanese Studies 27.3 (2007): 281–293. ———. “Redacting Japanese History: Ishinomori Shōtarō’s Graphic Narratives.” Rewriting History in Manga: Stories for the Nation. Eds. Nissim Otmazgin and Rebecca Suter. Palgrave Macmillan US, 2016. Salas, Jorge. "Kamen Rider’s Reaction to 9/11." Tokusatsu Network 2018. 1 Oct. 2021 <https://tokusatsunetwork.com/2018/08/kamen-riders-reaction-to-9-11/>. Shion, Miura. Momoiro Towairaito. Paperback Bunko: Shinchosha, 2010. Staite, Sophia. "Playing the Bloody Rose: Deconstructing Childhood with Kamen Rider Kiva." Aeternum: The Journal of Contemporary Gothic Studies 6.1 (2019): 34–48 Steinberg, Marc. Anime's Media Mix: Franchising Toys and Characters in Japan. U of Minnesota P, 2012. The Dark Knight. Dir. Christopher Nolan. Warner Bros, 2008. Uno, Tsunehiro. The Era of Little People. Gentosha, 2015. Wall, Barbara. The Narrator's Voice: The Dilemma of Children's Fiction. Macmillan, 1991.
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Caines, Rebecca, Rachelle Viader Knowles, and Judy Anderson. "QR Codes and Traditional Beadwork: Augmented Communities Improvising Together." M/C Journal 16, no. 6 (November 7, 2013). http://dx.doi.org/10.5204/mcj.734.

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Images 1-6: Photographs by Rachelle Viader Knowles (2012)This article discusses the cross-cultural, augmented artwork Parallel Worlds, Intersecting Moments (2012) by Rachelle Viader Knowles and Judy Anderson, that premiered at the First Nations University of Canada Gallery in Regina, on 2 March 2012, as part of a group exhibition entitled Critical Faculties. The work consists of two elements: wall pieces with black and white Quick Response (QR) codes created using traditional beading and framed within red Stroud cloth; and a series of videos, accessible via scanning the beaded QR codes. The videos feature Aboriginal and non-Aboriginal people from Saskatchewan, Canada telling stories about their own personal experiences with new technologies. A QR code is a matrix barcode made up of black square modules on a white square in a grid pattern that is optically machine-readable. Performance artist and scholar Rebecca Caines was invited by the artists to participate in the work as a subject in one of the videos. She attended the opening and observed how audiences improvised and interacted with the work. Caines then went on to initiate this collaborative writing project. Like the artwork it analyzes, this writing documents a series of curated experiences and conversations. This article includes excerpts of artist statements, descriptions of artists’s process and audience observation, and new sections of collaborative critical writing, woven together to explore the different augmented elements of the artwork and the results of this augmentation. These conversations and responses explore the cross-cultural processes that led to the work’s creation, and describe the results of the technological and social disruptions and slippages that occurred in the development phase and in the gallery as observers and artists improvised with the augmentation technology, and with each other. The article includes detail on the augmented art practices of storytelling, augmented reality (AR), and traditional beading, that collided and mutated during this project, exploring the tension and opportunity inherent in the human impulse to augment. Storytelling through Augmented Art Practices: The Creation of the WorkJUDY ANDERSON: I am a Plains Cree artist from the Gordon’s First Nation, which is located in Saskatchewan, Canada. As a Professor of Indian Fine Arts at the First Nations University of Canada, I research and continue to learn about traditional art making using traditional materials creating primarily beaded pieces such as medicine bags and drum sticks. Of particular interest to me, however, is how such traditional practices manifest in contemporary Aboriginal art. In this regard I have been greatly influenced by my colleague and friend, artist Ruth Cuthand, and specifically her Trading series, which reframed my thinking about beadwork (Art Placement), and later by the work of artists like Nadia Myer, and KC Adams (Myer; KC Adams). Cuthand’s incredibly successful series taught me that beadwork does not only beautify and “augment” our world, but it has the power to bring to the forefront important issues regarding Aboriginal people. As a result, I began to work on my own ideas on how to create beadworks that spoke to both traditional and contemporary thoughts.RACHELLE VIADER KNOWLES: At the time we started developing this project, we were both working in leadership roles in our respective Departments; Judy as Coordinator of Indian Fine Arts at First Nations University, and myself as Head of Visual Arts at the University of Regina. We began discussing ways that we could create more interconnection between our faculty members and students. At the centre of both our practices was a dialogic method of back and forth negotiation and compromise. JA: Rachelle had the idea that we should bead QR codes and make videos for the upcoming First Nations and University of Regina joint faculty exhibition. Over the 2011 Christmas holiday we visited each other’s homes, beaded together, and found out about each other’s lives by telling stories of the things we’ve experienced. I felt it was very important that our QR codes were not beaded in the exact same manner; Rachelle built up hers through a series of straight lines, whereas mine was beaded with a circle around the square QR code, which reflected the importance of the circle in my Cree belief system. It was important for me to show that even though we, Aboriginal and non-Aboriginal people, have similar experiences, we often have a different approach or way of thinking about similar things. I also suggested we frame the black and white beaded QR codes with bright red Stroud cloth, a heavy wool cloth originating in the UK that has been used in North America as trade cloth since the 1680s, and has become a significant part of First Nations fabric traditions.Since we were approaching this piece as a cross-cultural one, I chose the number seven for the amount of stories we would create because it is a sacred number in my own Plains Cree spiritual teachings. As such, we brought together seven pairs of people, including ourselves. The participants were drawn from family and friends from reserves and communities around Saskatchewan, including the city of Regina, as well as colleagues and students from the two university campuses. There were a number of different age ranges and socioeconomic backgrounds represented. We came together to tell stories about our experiences with technology, a common cross-cultural experience that seemed appropriate to the work.RVK: As the process of making the beadworks unfolded however, what became apparent to me was the sheer amount of hours it takes to create a piece of “augmentation” through beading, and the deeply social nature of the activity. We also worked together on the videos for the AR part of the artwork. Each participant in the videos was asked to write a short text about some aspect of their relationship to technology and communications. We took the short stories, arranged them into pairs, and used them to write short scripts. We then invited each pair to perform the scripts together on camera in my studio. The stories were really broad ranging. My own was a reflection of the profound discomfort of finding a blog where a man I was dating was publishing the story of our relationship as it unfolded. Other stories covered the loss of no longer being able to play the computer games from teenage years, first encounters with new technologies and social networks, secret admirers, and crank calls to emergency services. The storytelling and dialogue between us as we shared our practices became an important, but unseen layer of this “dialogical” work (Kester).REBECCA CAINES: I came along to Rachelle’s studio at the university to be a participant in a video for the piece. My co-performer was a young woman called Nova Lee. We laughed and chatted and talked and sat knee-to-knee together to film our stories about technology, both of us focusing on different types of Internet relationships. We were asked to read one line of our story at a time, interweaving together our poem of experience. Afterwards I asked her where her name was from. She told me it was from a song. She found the song on YouTube on Rachelle’s computer in the studio and played it for us. Here is a sample of the lyrics: I told my daddy I'd found a girlWho meant the world to meAnd tomorrow I'd ask the Indian chiefFor the hand of Nova LeeDad's trembling lips spoke softlyAs he told me of my life twangs then he said I could never takeThis maiden for my wifeSon, the white man and Indians were fighting when you were bornAnd a brave called Yellow Sun scalped my little boySo I stole you to get even for what he'd doneThough you're a full-blooded Indian, son I love you as much as my own little fellow that's deadAnd, son, Nova Lee is your sisterAnd that's why I've always saidSon, don't go near the IndiansPlease stay awaySon, don't go near the IndiansPlease do what I say— Rex Allen. “Don’t Go Near the Indians.” 1962. Judy explained to Rachelle and I that this was a common history of displacement in Canada, people taken away, falling in love with their relatives without knowing, perhaps sensing a connection, always longing for a home (Campbell). I thought, “What a weight for this young woman to bear, this name, this history.” Other participants also learnt about each other this way through the sharing of stories. Many had come to Canada from other places, each with different cultural and colonial resonances. Through these moments of working together, new understandings formed that deeply affected the participants. In this way, layers of storytelling form the heart of this work.JA: Storytelling holds an incredibly special place in Aboriginal people’s lives; through them we learned the laws, rules, and regulations that governed our behaviour as individuals, within our family, our communities, and our nations. These stories included histories (personal and communal), sacred teachings, the way the world used to be, creation stories, medicine stories, stories regarding the seasons and animals, and stories that defined our relationship with the environment, etc. The stories we asked for not only showed that we as Aboriginal and non-Aboriginal people have the same experiences, but also work in the way that a traditional story would. For example, Rachelle’s story taught a good lesson about how it is important to learn about the individual you are dating—had she not, her whole life could have been laid out to any who may have come across that man’s blog. My story spoke to the need to look up and observe what is around you instead of being engrossed in your own little world, because you don’t know who could be lifting your information. They all showed a common interest in sharing information, and laughing at mistakes and life lessons.Augmented Storytelling and Augmented RealityRC: This work relies on the augmented reality (AR) qualities of the QR code. Pavlik and Bridges suggest AR, even through relatively limited tools like a QR code, can have a significant impact on storytelling practices: “AR enriches an individual’s experience with the real world … Stories are put in a local context and act as a supplement to a citizen’s direct experience with the world” (Pavlik and Bridges 21). Their research shows that AR technologies like QR codes brings the story to life in a three dimensional and interactive form that allows the user a level of participation impossible in traditional, analogue media. They emphasize the different viewing possible in AR storytelling as: The new media storytelling model is nonlinear. The storyteller conceptualizes the audience member not as a consumer of the story engaged in a third-person narrative, but rather as a participant engaged in a first-person narrative. The storyteller invites the participant to explore the story in a variety of ways, perhaps beginning in the middle, moving across time, or space, or by topic. (Pavlik and Bridges 22) In their case studies, Pavlik and Bridges show AR has the “potential to become a viable storytelling format with a diverse range of options that engage citizens through sight, sound, or haptic experiences… to produce participatory, immersive, and community-based stories” (Pavlik and Bridges 39). The personal stories in this artwork were remediated a number of different ways. They were written down, then separated into one-line fragments, interwoven with our partners, and re-read again and again for the camera, before being edited and processed. Marked by the artists clearly as ‘Aboriginal’ and ‘non Aboriginal’ and placed alongside works featuring traditional beading, these stories were marked and re-inscribed by complex and fragmented histories of indigenous and non-indigenous relations in Canada. This history was emphasized as the QR codes were also physically located in the First Nations University of Canada, a unique indigenous space.To view this artwork in its entirety, therefore, two camera-enabled and internet-capable mobile devices were required to be used simultaneously. Due to the way they were accessed and played back through augmented reality technologies, stories in the gallery were experienced in nonlinear fashions, started part way through, left before completion, or not in sync with the partner they were designed to work with. The audience experimented with the video content, stopping and starting it to produce new combinations of words and images. This experience was also affected by chance as the video files online were on a cycle, after a set period of time, the scan would suddenly produce a new story. These augmented stories were recreated and reshaped by participants in dialogue with the space, and with each other. Augmented Stories and Improvised CommunitiesRC: In her 1997 study of the reception of new media art in galleries, Beryl Graham surveys the types of audience interaction common to new media art practices like AR art. She “reveals patterns of use of interactive artworks including the relation of use-time to gender, aspects of intimidation, and social interaction.” In particular, she observes “a high frequency of collective use of artworks, even when the artworks are designed to be used by one person” (Graham 2). What Graham describes as “collective” and “social,” I see as a type of improvisation engaging with difference, differences between audience members, and differences between human participants and the alien nature of sophisticated, interactive technologies. Improvisation “embodies real-time creative decision-making, risk-taking, and collaboration” (Heble). In the improvisatory act, participants participate in active listening in order to work with different voices, experiences, and practices, but share a common focus in the creative endeavour. Notions such as “the unexpected” or “the mistake” are constantly reconfigured into productive material. However, as leading improvisation studies scholar Ajay Heble suggests, “improvisation must be considered not simply as a musical or creative form, but as a complex social phenomenon that mediates transcultural inter-artistic exchanges that produce new conceptions of identity, community, history, and the body” (Heble). I watched at the opening as audience members in Parallel Worlds, Intersecting Moments paired up, successfully or unsuccessfully attempted to scan the code and download the video, and physically wrapped themselves around their partner (often a stranger) in order to hear the quiet audio in the loud gallery. The audience began to help each other through the process, to improvise together. The QR code was not always a familiar or comfortable object. The audience often had to install a QR code reader application onto their own device first, and then proceed to try to get the reader to work. Underfunded university Wi-Fi connections dropped, Apple ID logins failed, devices stalled. There were sudden loud cries when somebody successfully scanned their half of the work, and then rushes and scrambles as small groups of people attempted to sync their videos to start at the same time. The louder the gallery got, the closer the pairs had to stand to each other to hear the video through the device’s tiny speakers. Many people looked over someone else’s shoulder without their knowledge. Sometimes people were too close for comfort and behavior was negotiated and adapted. Sometimes, the pairs gave up trying; sometimes they borrowed each other’s devices, sometimes their phone or tablet was incompatible. Difference created new improvisations, or introduced sudden stops or diversions in the activities taking place. The theme of the work was strengthened every time an improvised negotiation took place, every time the technology faltered or succeeded, every time a digital or physical interaction was attempted. Through the combination of augmented bead practices used in an innovative way, and augmented technology with new audiences, new types of improvisatory responses could take place.Initially I found it difficult to not simplify and stereotype the processes taking place, to read it as a metaphor of the differing access to resources and training in Aboriginal and non-Aboriginal communities, a clear example of the ways technology-use marks wealth and status. As I moved through the space, caught up in dialogic, improvisatory encounters, cross-cultural experiences broke down, but did not completely erase, these initial markers of difference. Instead, layers of interaction and information began to be placed over the Aboriginal and non-Aboriginal identities in the gallery. My own assumptions were placed under pressure as I interacted with the artists and the other participants in the space. My identity as a relative newcomer to Saskatchewan was slowly augmented by the stories and experiences I shared and heard, and the audience members shifted back and forth between being experts in the aspects of the stories and technologies that were familiar, and asking for help to translate and activate the stories and processes that were alien.Augmented Art PracticesJA: There is an old saying, “if it doesn’t move, bead it.” I think that this desire to augment with the decorative is handed down through traditional thoughts and beliefs regarding clothing. Once nomadic we did not accumulate many goods, as a result, the goods we did keep were beautified though artistic practices including quilling and eventually beadwork (painting too). And our clothing was thought of as spiritual because it did the important act of protecting us from the elements, therefore it was thought of as sacred. To beautify the clothing was to honour your spirit while at the same time it honoured the animal that had given its life to protect you (Berlo and Phillips). I think that this belief naturally grew to include any item, after all, there is nothing like an object or piece of clothing that is beaded well—no one can resist it. There is, however, a belief that humans should not try to mimic perfection, which is reserved for the Creator and in many cases a beader will deliberately put a bead out of place.RC: When new media produces unexpected results, or as Rachelle says, when pixels “go out of place”, it can be seen as a sign that humans are (deliberately or accidently) failing to use the digital technology in the way it was intended. In Parallel Worlds, Intersecting Moments the theme of cross cultural encounters and technological communication was only enhanced by these moments of displacement and slippage and the improvisatory responses that took place. The artists could not predict the degree of slippage that would occur, but from their catalogue texts and the conversations above, it is clear that collective negotiation was a desired outcome. By creating a QR code based artwork that utilized augmented art practices to create new types of storytelling, the artists allowed augmented identities to develop, slip, falter, and be reconfigured. Through the dialogic art practices of traditional beading and participatory video work, Anderson and Knowles began to build new modes of communication and knowledge sharing. I believe there could be productive relationships to be further explored between what Judy calls the First Nations “desire to bead” whilst acknowledging human fallibility; and the ways Rachelle aims to technologically-augment conversation and storytelling through contemporary AR and video practices despite, or perhaps because of the possibility of risk and disruptions when bodies and code interact. What kind of trust and reciprocity becomes possible across cultural divides when this can be acknowledged as a common human quality? How could beads and/or pixels being “out of place” expose fault lines and opportunities in these kinds of cross-cultural knowledge transfer? As Judy suggested in our conversations, such work requires active engagement from the audience in the process that does not always occur. “In those instances, does the piece fail or people fail the piece? I'm not sure.” In crossing back and forth between these different types of augmentation impulses, and by creating improvisatory, dialogic encounters in the gallery, these artists began the tentative, complex, and vital process of cultural exchange, and invited participants and audience to take this step with them and to work “across traditional and contemporary modes of production” to “use the language and process of art to speak, listen, teach and learn” (Knowles and Anderson).ReferencesAdams, K.C. “Cyborg Hybrid \'cy·borg 'hi·brid\ n.” KC Adams, n.d. 16 Nov. 2013 ‹http://www.kcadams.net/art/arttotal.html›. Allen, Rex. “Don't Go Near the Indians.” Rex Allen Sings and Tells Tales of the Golden West. Mercury, 1962. LP and CD.Anderson, Judy, and Rachelle Viader Knowles. Parallel Worlds, Intersecting Moments. First Nations University of Canada Gallery; Slate Gallery, Regina, Saskatchewan, 2012. Art Placement. “Ruth Cuthand”. Artists. Art Placement, n.d. 16 Nov. 2013 ‹http://www.artplacement.com/gallery/artists.php›.Berlo, Janet Catherine, and Ruth B. Phillips. Native North American Art. Oxford: Oxford University Press, 1998. Campbell, Maria. Stories of the Road Allowance People. Penticton, B.C.: Theytus Books, 1995. Critical Faculties. Regina: University of Regina and First Nations University of Canada, 2012. Graham, Beryl C.E. “A Study of Audience Relationships with Interactive Computer-Based Visual Artworks in Gallery Settings, through Observation, Art Practice, and Curation”. Dissertation. University of Sunderland, 1997. Heble, Ajay. “About ICASP.” Improvisation, Community, and Social Practice. University of Guelph; Social Sciences Humanities Research Council of Canada, n.d. 16 Nov. 2011 ‹http://www.improvcommunity.ca/›.Kester, Grant. Conversation Pieces: Community and Communication in Modern Art. Berkeley: University of California Press, 2004. Knowles, Rachelle Viader. Rachelle Viader Knowles, n.d. 16 Nov. 2013 ‹http://uregina.ca/rvk›.Myre, Nadia. Nadia Myre. 16 Nov. 2013 ‹http://nadiamyre.com/NadiaMyre/home.html›. Pavlik, John G., and Frank Bridges. “The Emergence of Augmented Reality (AR) as a Storytelling Medium in Journalism.” Journalism & Communication Monographs 15.4 (2013): 4-59.
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De Vos, Gail. "Awards, Announcements, and News." Deakin Review of Children's Literature 4, no. 3 (January 15, 2015). http://dx.doi.org/10.20361/g2hk52.

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New Year. In this edition of the news I am highlighting several online resources as well as conferences, tours, and exhibits of possible interest.First of all, I highly suggest you sign up at the Alberta School Library Council's new LitPicks site (aslclitpicks.ca). It is free, filled with promise, and includes only books recommended by the reviewers. The reviews are searchable by grade level and genre (e.g., animal, biographical fable, fantasy, humour, historical, horror, verse, realistic, mystery, myth) and include all formats. The reviews include curriculum connections and links to relevant resources. Library staff review titles based on engagement of story, readability, descriptive language, illustration excellence and integrity of data, and source for non-fiction titles. The target users are teachers, teacher-librarians, library techs, and others working in libraries. School library cataloguers can provide a link to the review from within the catalogue record.Another recommended resource is CanLit for Little Canadians, a blog that focuses on promoting children's and YA books by Canadian authors and illustrators. The blog postings can also be found on Facebook. (http://canlitforlittlecanadians.blogspot.ca/)First Nation Communities READ is another resource for your tool box. It is an annual reading program launched in 2003 by the First Nations public library community in Ontario and includes titles that are written and/or illustrated by (or otherwise involve the participation of) a First Nation, Métis, or Inuit creator and contain First Nation, Métis, or Inuit content produced with the support of First Nation, Métis, or Inuit advisers/consultants or First Nation, Métis, or Inuit endorsement. Julie Flett's Wild Berries - Pakwa Che Menisu, available in both English and Cree, was the First Nation Communities Read Selection for 2014-2015 and the inaugural recipient of the Periodical Marketers of Canada Aboriginal Literature Award. (http://www.sols.org/index.php/develop-your-library-staff/advice-consulting/first-nations/fn-communities-read)This resource should also be of great value for those schools and libraries participating in TD Canadian Children’s Book Week in 2015. Each May, authors, illustrators and storytellers visit communities throughout the country to share the delights of Canadian children’s books. Book Week reaches over 25,000 children and teens in schools and libraries across Canada every year. The theme for this year is Hear Our Stories: Celebrating First Nations, Métis and Inuit Literature, celebrating the remarkable variety of topics, genres and voices being published by and about members of our First Nations, Métis and Inuit (FNMI) communities in Canada. On a personal note, I will be touring as a storyteller in Quebec as part of this year’s Book Week tour.Freedom to Read Week: February 22-28, 2015. This annual event encourages Canadians to think about and reaffirm their commitment to intellectual freedom, which is guaranteed them under the Charter of Rights and Freedoms. This year’s Freedom to Read review marks the thirtieth anniversary of its publication and of Freedom to Read Week in Canada. It was first published in 1984 to explore the freedom to read in Canada and elsewhere and to inform and assist booksellers, publishers, librarians, students, educators, writers and the public. To commemorate Freedom to Read’s thirtieth anniversary, some of our writers have cast a look back over the past three decades. As usual, the review provides exercises and resources for teachers, librarians and students. This and previous issues of Freedom to Read, as well as appendices and other resources, are available at www.freedomtoread.ca.Half for you and Half for Me: Nursery Rhymes and Poems we Love. An exhibit on best-loved rhymes and poems and a celebration of the 40th anniversary of Alligator Pie held at the Osborne Collection in the Lillian H. Smith Library in Toronto until March 7, 2015.Serendipity 2015 (March 7, 2015). An exciting day exploring the fabulous world of young adult literature with Holly Black, Andrew Smith, Mariko Tamaki, Molly Idle, and Kelli Chipponeri. Costumes recommended! Swing Space Building, 2175 West Mall on the UBC campus. (http://vclr.ca/serendipity-2015/)For educators: Call for entries for the Martyn Godfrey Young Writers Award (YABS). An annual, juried contest open to all students in Alberta in grades 4 through 9. Students are invited to submit their short stories (500-1500 words) or comic book by March 31, 2015 to the YABS office, 11759 Groat Road, Edmonton, AB, T5M 3K6. Entries may also be emailed to info@yabs.ab.ca.Breaking News: The Canada Council for the Arts has revised the Governor General’s Literary Awards Children’s Literature categories (in consultation with the literary community) in the wake of controversy regarding graphic novels. The revised category titles and definitions:The new Children’s Literature – Illustrated Books category will recognize the best illustrated book for children or young adults, honouring the text and the illustrations as forming one creative work. It includes picture books and graphic novels, as well as works of fiction, literary non-fiction, and poetry where original illustrations occupy at least 30% of the book’s space.The Children’s Literature – Text category will recognize the best book for children or young adults with few (less than 30%) or no illustrations. http://www.bookcentre.ca/news/governor_general%E2%80%99s_literary_awards_revisions_children%E2%80%99s_literature_categoriesGail de Vos, an adjunct instructor, teaches courses on Canadian children's literature, Young Adult Literature and Comic Books and Graphic Novels at the School of Library and Information Studies for the University of Alberta and is the author of nine books on storytelling and folklore. She is a professional storyteller and has taught the storytelling course at SLIS for over two decades.
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Oravec, Jo Ann. "Promoting Honesty in Children, or Fostering Pathological Behaviour?" M/C Journal 26, no. 3 (June 27, 2023). http://dx.doi.org/10.5204/mcj.2944.

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Introduction Many years ago, the moral fable of Pinocchio warned children about the evils of lying (Perella). This article explores how children are learning lie-related insights from genres of currently marketed polygraph-style “spy kits”, voice stress analysis apps, and electric shock-delivering games. These artifacts are emerging despite the fact that polygraphy and other lie detection approaches are restricted in use in certain business and community contexts, in part because of their dubious scientific support. However, lie detection devices are still applied in many real-life settings, often in critically important security, customs, and employment arenas (Bunn). A commonly accepted definition of the term “lie” is “a successful or unsuccessful deliberate attempt, without forewarning, to create in another a belief which the communicator considers to be untrue” (Vrij 15), which includes the use of lies in various gaming situations. Many children’s games involve some kind of deception, and mental privacy considerations are important in many social contexts (such as “keeping a poker face”). The dystopian scenario of children learning basic honesty notions through technologically-enabled lie detection games scripted by corporate developers presents frightening prospects. These lie detection toys and games impart important moral perspectives through technological and algorithmic means (including electrical shocks and online shaming) rather than through human modelling and teaching. They normalise and lessen the seriousness of lying by reducing it into a game. In this article I focus on United States and United Kingdom toys and games, but comparable lie detection approaches have permeated other nations and cultures. Alder characterises the US as having an “obsession” with lie detection devices (1), an enthusiasm increasingly shared with other nations. Playing with the Truth: Spy Kits, Voice Stress Apps, and Shocking Liar The often-frightening image of an individual strapped to sensors and hooked up to a polygraph is often found in movies, television shows, and social media (Littlefield). I construe the notion of “lie detection” as “the use of a physiological measurement apparatus with the explicit aim of identifying when someone is lying. This typically comes with specific protocols for questioning the subject, and the output is graphically represented” (Bergers 1). Some lie detection toys utilise autonomic or unintentionally-supplied input in their analyses (such as the vocal changes related to stress); with networked toys, the data can subsequently be utilised by third parties. These aspects raise questions concerning consent as well as the validity of the results. Developers are producing related artifacts that challenge the difference between truth and lies, such as robots that “lie” by giving children responses to questions based on the children’s analysed preferences rather than standard determinations of truth and falsity (Zhu). Early lie detection games for children include the 1961 Lie Detecto from Manning Manufacturing. The technologies involved are galvanometers that required a 9-volt battery to operate, and sensors strapped to the hands of the subjects. It was reportedly designed “for junior G-men”, with suggested test questions for subjects such as "Do you like school?" Its ratings included "Could Be" and "Big Whopper" (“TIME’s New Products”). Lie detection had also been projected as fertile ground for children’s own educational research ventures. For example, in 2016 the popular magazine Scientific American outlined how young people could conduct experiments as to whether cognitive load (such as working on complex puzzles) affects the subject’s galvanic input to lie detection devices (Science Buddies). However, the Science Buddies’ description of the proposed activity did not encourage children to question the validity of the device itself. In organisational and agency settings, polygraph-style strategies are generally labour-intensive, involving experts who set up and administer tests (Bunn). These resource-intensive aspects of polygraphs may make their use in games attractive to players who want theatrical scripts to act out particular roles. An example of a lie detection toy that models the polygraph is the currently marketed Discovery Kids’ Electronic Lie Detection Portable Spy Kit, in which children go through the procedures of attaching the polygraph’s sensors to a human subject (Granich). The roles of “spy” and “detective” are familiar ones in many children’s books and movies, so the artifacts involved fit readily into children’s narratives. However, the overall societal importance of what they are modelling may still be beyond children’s grasps. Users of the comparable spy kit Project MC2 are given the following characterisation of their lie detection device, designed for individuals aged 6 and older: When someone lies, his or her body often produces small reactions from being nervous or stressed. One of those reactions is a small release of sweat. That moisture increases the skin’s electrical conductivity, or galvanic skin response, and the lie detector reads it as a fib. That's why the lie detector’s clips go on the fingers, because there are lots of sweat glands in your hands. Product includes: Lie detector, disguised as a mint box with a hidden button to force a truth or lie. Equipped with indicator light and sounds. Neon-colored wires with finger clips. (“Project MC2”) Similar sorts of lie detection approaches (though more sophisticated) are currently being used in US military operations. For example, the US Army’s Preliminary Credibility Assessment Screening Systems (PCASS) are handheld polygraphs designed for use in battle. Voice stress analysis systems for lie detection have been used for decades in business as well as medical and crime contexts. As described by Price, the US toy maker Hasbro distributes The Lie Detector Game, which “uses voice analysis to determine whether someone is lying”. In the box you’ll get a lie detector device and 64 cards with questions to answer as part of the gameplay … . If you tell the truth, or the device at least thinks you did, then you score a point. Lying loses you a point” (1). An assortment of smartphone apps with voice-stress analysis capabilities designed for lie detection are also widely available along with suggestions for their use in games (McQuarrie), providing yet another way for children to explore truth and deception in technologically-framed contexts. Lie detection devices for entertainment generally construe at least one of the participants in the toy’s or game’s operations as a “subject”. The Shocking Liar game openly entices users to construct the human game players as “victims”: The SHOCKING LIAR [sic] is a table top device that you strap your victim's hand to, delivering a small electric shock when it thinks a lie is being told… The lie detector evaluates the data and stores the information after each question giving an accumulation of data on the person being questioned. This means the more questions that you ask, the more information the lie detector has to evaluate... Place your hand onto the hand plate of the SHOCKING LIAR. If you tell the truth, you can move away from it safely and if you tell a direct lie or have given an unacceptable amount of half-truths, you will receive an electric shock. Children who use Shocking Liar are indeed led to assume that they can catch themselves or friends in dishonesty, but research justification for the Shocking Liar’s results is not available. The societal messages imparted by the toys to children (such as “this toy can determine whether you are lying”) make their impacts especially consequential. These toys and games extract from the subjects’ data various aspects of which the subjects may not have conscious control or even awareness. For instance, the pitch of the subject’s voice can be mined and subsequently given voice stress analysis, as in the previously described Hasbro game. From this “shadow” or autonomic input is developed an interpretation (however problematic) of the subjects’ mental state. The results of the analysis may eventually be processed consciously by subjects, either as polygraph readings or electrical shocks (as in Shocking Liar). The autonomic input involved is often known as “leakage” or “tells” (Ekman). Game playing with robots presents new lie detection venues. Children often react differently in robot-mediated interactions to truth and deception issues than they do with human beings (Pearson). Since the opportunities for child-robot interaction are increasing with the advent of companion robots, new contexts for lie detection games are emerging. Robots that present verbal feedback to children based on the child’s preferences over time, or that strategically withhold information, are being developed and marketed. Research on children’s responses to robots may provide clues as to how to make cognitive engineering and mental privacy invasions more acceptable. This raises serious concerns about children’s perceptions of the standings of robots as moral guides as well as gaming companions. For younger children who are just acquiring the notion of lying, the toys and games could extend the kinds of socialisation provided by their parents and guardians. As lie detection initiatives are taking on wide roles in everyday human interaction (such as educational cheating and employee credibility assessment), the integration of the approaches into children’s activities may serve to normalise the processes involved. Older children who already have some sense of what lying constitutes may find in the lie detection toys and games some insights as to how to become more effective as liars. Some parents may use these lie-detection toys in misguided attempts to determine whether their children are lying to them about something. Many toys and games are explicit in their lie detection and surveillance themes, with specific narratives relating to the societal roles of detectives and spies. Children become complicit in the societal functions of lie detection, rather than simply being subjects or audiences to them. Children’s toys and games are all about experimentation, and these lie detection artifacts are no different (Oravec 2000). Children are enabled through interactions with the toys and games to experiment with lying behavior and possibly explore certain aspects of their own mental lives as well as those of others. Children can learn how to modulate some of the external physiological signals that are often associated with lying, much in the way that individuals can alter various physiological responses with assistance of biofeedback technologies. Such efforts may be empowering in some senses but also increase the potential for confusion about truthfulness and lying. Use of the toys and games may support the emergence of psychopathic tendencies in which children exhibit antisocial and egocentric behavior along with a failure to learn about the consequences of their actions, in this case lying (Hermann). This situation is comparable to that of organisations that advertise training for how to “beat” or “outsmart” polygraphs, efforts that have often confounded law enforcement and intelligence agencies (Rosky). Playing with the Truth: Children and Honesty The constructions of lie detection events that are fostered in these toys and games generally simplify and mechanise truth-lie differences, and often present them in an unquestioning manner. Children are not encouraged to wonder whether the devices are indeed functioning as stated in the instructions and advertising materials. Failure to inform children about the toys’ intents and to request their consent about lie detection could also challenge some of them to attempt to subvert the toys’ mechanisms. However, many lie detection toys and games provide the opportunity for historically grounded lessons for children about the detection and surveillance strategies of other eras, if introduced in a critical and context-sensitive manner. The assumption that effective lie detection is possible and mental privacy is thus limited is reinforced by the framings of many of these toys and games (Oravec “Emergence”). Lying is indeed a reflection of “Theory of Mind” which enables us to imagine the minds of others, and children are given an arena for exploration on this theme. However, children also learn that their mental worlds and streams of consciousness are readily accessible by others with the use of certain technologies. Scientific justification for the use of polygraphs through the past decades has yielded problematic results, although polygraphs and many other lie detection technologies have still retained social acceptability apparently related to their cultural appeal (Paul, Fischer, and Voigt). Many voice stress apps are also not reliable according to recent research (Tyrsina). The normalisation of current and projected systems for lie detection and mental privacy incursions presents unsettling prospects for children’s development, and the designers and disseminators of toys and games need to consider these dimensions. Using technologically enhanced games, toys, or robots to detect “lies” rather than engaging more directly with other humans in a game context may have unfortunate overall outcomes. For example, the ability to practice various schemes to evade detection while lying may be an attractive aspect of these toys and games to some individuals. The kinds of input often linked with lying behaviors (or “leakage”) can include physiological changes in voice qualities that are generally not directly controllable by the speaker without specific practice; the games and toys provide such practice venues. Individuals who are able to disconnect from their autonomic expressions and lie without physical or acoustic signs can exacerbate personality issues and social pathologies. Some may become psychopaths, who lie to get their way and tend not to feel remorseful, with the games and toys potentially exacerbating genetic tendencies; others may become pathological liars, who lie regardless of whether there is specific benefit to them in doing so (Vrij). Some of these toy-related spying and detective activities can unfortunately be at the expense of others’ wellbeing, whatever their impacts on the children directly involved as players. For example, some forms of lie detection technologies incorporate the remote collection of data without notification of participants, as in the voice-analysis systems just described. Children’s curiosity about others’ thoughts and mental lives may be at the root of such initiatives, though children can also utilise them for bullying and other forms of aggressive behavior. Some research shows that early lie telling by children is often linked with self-defense as they attempt to save face, but other research couples it with anti-social action and behavioral problems (Lavoie). However, adults have been shown to have some considerable influence on children in their lie-telling conduct (Dykstra, Willoughby, and Evans), so there is hope that parents, guardians, teachers, and concerned community members can have some positive influence. Reflections and Conclusions: The “New Pinocchio”? Toys and games can indeed project comforting and nurturing imageries for children. However, they can also challenge individuals to think differently about themselves and others, and even present dystopian scenarios. For toy and game developers to promote lie detection technologies can be problematic because of the associations of lying with antisocial activity and behavioral problems as well as moral concerns. The characters that children play in roles of spies and lie detector administrators supply them with powerful narratives and impact on their mental concepts. The significance of truth-telling in children’s lives is expanding as societal attention to credibility issues increases. For example, children are often called on to present evidence during divorce proceedings and abuse-related cases, so there is a significant body of research about children’s verbal truth and deception patterns (Talwar, Lavoie, and Crossman). The data collected by some networked lie detection toys (such as voice stress analysers) can subsequently be used by third-parties for marketing purposes or direct surveillance, raising critical questions about consent (Oravec “Emergence”). Future entertainment modes may soon be developed with lie detection approaches comparable to the ones I discuss in this article, since many games rely on some form of mental privacy assumptions. Games often have some aspect of personal cognitive control at their roots, with the assumption that individuals can shield their own deliberations from other players at least to some extent. Technological capabilities for lie detection can alter the kinds of strategies involved in games. For example, if players know the quality of other players’ poker hands through technological means, games would need to be restructured substantially, with speed of response or other aspects at a premium. The current and future toy and game developments just discussed underscore the continuing need for ethical and professional vigilance on the part of researchers and developers as they choose projects to work on and technologies to bring to market. Children and young people who play with lie detection and surveillance-related artifacts are being exposed to assumptions about how their own consciousness functions and how they can best navigate in the world through truth-telling or lying. Although children once acquired insights about lying though moral fables like Pinocchio, they are now learning from corporate-developed technological toys and games. References Alder, Ken. The Lie Detectors: The History of an American Obsession. Simon and Schuster, 2007. Bergers, Lara. “Only in America? A History of Lie Detection in the Netherlands in Comparative Perspective, ca. 1910–1980.” The Netherlands: Utrecht U, 2018. <https://studenttheses.uu.nl/handle/20.500.12932/30502>. Bunn, Geoffrey C. The Truth Machine: A Social History of the Lie Detector. Johns Hopkins UP, 2012. Dykstra, Victoria, Teena Willoughby, and Angela D. Evans. "Perceptions of Dishonesty: Understanding Parents’ Reports of and Influence on Children and Adolescents’ Lie-Telling." Journal of Youth and Adolescence 49 (2020): 49–59. <https://doi.org/10.1007/s10964-019-01153-5>. Ekman, Paul. Telling Lies. New York: Norton, 1985. Granich, Mike. “17 Spy Gadgets and Spy Gear for Kids to Gift This Year.” Technolocheese, 2020. 14 Feb. 2020 <https://www.technolocheese.com/spy-gear-for-kids/>. Hermann, Henry. Dominance and Aggression in Humans and Other Animals: The Great Game of Life. Elsevier, 2017. Lavoie, Jennifer, et al. "Lie-telling as a Mode of Antisocial Action: Children’s Lies and Behavior Problems." Journal of Moral Education 47.4 (2018): 432–450. <https://doi.org/10.1080/03057240.2017.1405343>. Littlefield, Melissa. The Lying Brain: Lie Detection in Science and Science Fiction. U of Michigan P, 2011. McQuarrie, Laura. “Hasbro's Lie Detector Game Uses Voice Analysis to Pick Up on Untruths.” Trendhunter, 2019. <https://www.trendhunter.com/trends/lie-detector-game>. Oravec, Jo Ann. "Interactive Toys and Children's Education: Strategies for Educators and Parents." Childhood Education 77.2 (2000): 81-85. ———. "The Emergence of 'Truth Machines'? Artificial Intelligence Approaches to Lie Detection." Ethics and Information Technology 24.6 (2022). <https://link.springer.com/article/10.1007/s10676-022-09621-6>. Paul, Bettina, Larissa Fischer, and Torsten Voigt. “Anachronistic Progress? User Notions of Lie Detection in the Juridical Field.” Engaging Science, Technology, and Society 6 (2020): 328–346. <https://doi.org/10.17351/ests2020.433>. Pearson, Yvette. "Child-Robot Interaction: What Concerns about Privacy and Well-Being Arise When Children Play with, Use, and Learn from Robots?" American Scientist 108.1 (2020): 16–22. 22 June 2023 <https://link.gale.com/apps/doc/A613271878/AONE?u=anon~66b204b9&sid=googleScholar&xid=067570c2>. Perella, Nicolas. "An Essay on Pinocchio." Italica 63.1 (1986): 1–47. <https://doi.org/10.2307/479125>. Price, Emily. “Hasbro Is Launching a Lie Detector Party Game and Ghost-Busting Robot.” Fortune, 2019. 15 Feb. 2019 <http://fortune.com/2019/02/15/lie-detector-party-game/>. “Project MC2.” Amazon, 2020. <https://www.amazon.com/Project-Mc2-539230-Lie-Detector/dp/B015A7CHSA>. Rosky, Jeffrey. "The (F)utility of Post-Conviction Polygraph Testing." Sexual Abuse 25.3 (2013): 259–281. <https://doi.org/10.1177/1079063212455668>. Science Buddies. “Pinocchio’s Arm: A Lie Detector Test.” Scientific American, 10 Mar. 2016. <https://www.scientificamerican.com/article/pinocchio-s-arm-a-lie-detector-test/>. “Shocking Liar.” Amazon, 2020. <https://www.amazon.com/Dayan-Cube-Lie-Detector-Game/dp/B000GUGTYU>. Talwar, Victoria, Jennifer Lavoie, and Angela Crossman. "Carving Pinocchio: Longitudinal Examination of Children’s Lying for Different Goals." Journal of Experimental Child Psychology 181 (2019): 34–55. <https://doi.org/10.1016/j.jecp.2018.12.003>. “TIME’s New Products.” TIME Magazine 78.1 (7 July 1961): 35. Tyrsina, Radu. “These 2 Lie Detecting Programs for PC Will Help You Determine the Truth from All the Lies.” Windowsreport, 5 Aug. 2017. <https://windowsreport.com/lie-detector-software-pc/>. Vrij, Aldert. Detecting Lies and Deceit: Pitfalls and Opportunities. John Wiley & Sons, 2008. Zhu, Dingju. "Feedback Big Data-Based Lie Robot." International Journal of Pattern Recognition and Artificial Intelligence 32.2 (2018). <https://doi.org/10.1142/S0218001418590024>.
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Herb, Annika. "Non-Linear Modes of Narrative in the Disruption of Time and Genre in Ambelin Kwaymullina’s The Interrogation of Ashala Wolf." M/C Journal 22, no. 6 (December 4, 2019). http://dx.doi.org/10.5204/mcj.1607.

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While Young Adult dystopian texts commonly manipulate expectations of time and space, it is largely in a linear sense—projecting futuristic scenarios, shifting the contemporary reader into a speculative space sometimes only slightly removed from contemporary social, political, or environmental concerns (Booker 3; McDonough and Wagner 157). These concerns are projected into the future, having followed their natural trajectory and come to a dystopian present. Authors write words and worlds of warning in a postapocalyptic landscape, drawing from and confirming established dystopian tropes, and affirming the activist power of teenage protagonists in cultivating change. This article examines the intersections between dystopian Young Adult literature and Indigenous Futurisms, and the possibilities for sharing or encoding Indigenous Knowledge through the disruption or revision of genre, where the act itself become a movement of activism and survival echoed in text. Lynette James acknowledges the “ruptures” (157) Indigenous authors have made in the genre through incorporating Indigenous Knowledge into story as an embedded element – not only of narrative, but of structure. Ambelin Kwaymullina, of the Palyku people of the Pilbara region of Western Australia, exemplifies this approach in her disruption or rupture of the dystopian genre in her embodiment of Indigenous Knowledge in the Young Adult (YA) text The Interrogation of Ashala Wolf. Kwaymullina centres Indigenous Knowledge throughout the trilogy, offering a powerful revision of key tropes of the dystopian YA genre, creating a perspective that privileges Indigenous Knowledge. This is most significantly identified through her depiction of time as a non-linear concept, at once realised narratively, conceptually, and structurally in the text. The Interrogation of Ashala Wolf, the first of a trilogy of novels in “The Tribe” series, presents a futuristic post-apocalyptic world, set 300 years after the Reckoning, a cataclysmic environmental disaster. The protagonist, Ashala Wolf, is one of a number of people with supernatural abilities that are outlawed by their government and labelled Illegals. As the novel begins, Ashala is being interrogated by the villainous Neville Rose, held in a detention centre as she plots to escape, free her fellow detainees, and return to the Tribe in the Firstwood. The plot draws from historical and contemporary parallels in Australia, yet part of the text’s subversive power is that these parallels and connections are never made explicit on the page. The reader is invited to become an active participant in coding meaning by applying their own understandings of the context and connections, creating an inter-subjective dialogue between reader and text, and Indigenous and non-Indigenous knowing. This article looks to the first novel in the trilogy as the key exemplifier of the disruption of genre and knowledge through the representation of time. It is in this novel that these concepts are established and realised most clearly, being predominantly from Ashala’s perspective as a direct descendant of Indigenous Australians, with the following two novels divided between Ashala, Georgie, and Ember as polyphonic narrative focalisers. Acting as an introduction to the series, The Interrogation of Ashala Wolf presents a foundation for readers to challenge their perceptions on both genre and knowledge. Kwaymullina entangles the two, imbuing knowledge throughout narrative and structure which in turn disrupts genre. In her revisioning of narrative through genre and structural focus of time as a non-linear concept, Kwaymullina puts into practice Conrad Scott’s argument that “the potential healing of moments or processes of crisis in Indigenous dystopias is never possible without a strategic engagement with narrative itself, and even the formal aspects of the text” (73).While the series fits the conventions of the dystopian genre, it has been more commonly identified as speculative fiction, or Indigenous futurism, as Kwaymullina herself defines her work. James notes the significance of acknowledging a text as Indigenous futurism, writing, “identifying a work as Indigenous futurism rather than simply as YA dystopia asks readers, critics, and scholars to adjust their orientation in ways that may radically alter both their perception and reception of it” (153). For the purposes of this article, I acknowledge the clear value and importance of identifying the text as Indigenous futurism, but also find value in the movements that define the shift from dystopian literature to Indigenous futurism, in its engagement with and recasting of dystopian conventions in the text. In embedding Indigenous Knowledge in her worldbuilding and narrative, Kwaymullina actively rewrites dystopian expectations and tropes. These notions would be expected or normalised when grounded in Indigenous futurism, but are regarded as a subversion and revision when read in dystopian fiction. The text engages directly with the specific tropes and expectations of dystopian genre—its significance in rewriting the spaces, narratives, and structures of the genre cannot be overstated. The employment of the dystopian genre as both framework and space of revision speaks to larger debates of the value of dystopian fiction in examining socio-cultural issues over other genres such as realism. Critics argue the speculative nature of dystopian fiction that remains linked to concerns of the present and past allows audiences to envision and experience their own transformative experience, effecting political change (Kennon; Mallan; Basu, Broad, and Hintz; Sypnowich). Balaka Basu, Katherine Broad, and Carrie Hintz argue that serious issues presented in fantastic futuristic scenarios “may provide young people with an entry point into real-world problems, encouraging them to think about social and political issues in new ways, or even for the first time” (4-5). Kerry Mallan notes the “ability of dystopian fiction to open up to readers a dystopian social elsewhere serves a double function: On the one hand, it offers readers an opportunity to reflect on their current existence to compare the similarities and differences between the real and the fictional; on the other, these stories implicitly exhort young people to take responsibility for their own lives and the future of society” (16). Drawing on these metanarrative structures with the interweaving of Indigenous knowledge increases the active responsibility for the reader. It invokes Nnedi Okorafor’s labelling of Indigenous Futurisms as “the most truthful way of telling the truth” (279), creating opportunities for the Indigenous and non-Indigenous reader to engage with narratives of a real apocalypse on invaded land. The dystopian setting and expectations form a buffer between reader and text (Basu, Broad, and Hintz 4), making the narrative more accessible to the reader without shying away from the embedded trauma, while drawing on dystopian fiction’s balance of despair and optimism (Basu, Broad, and Hintz 2).The stakes and value of dystopian fiction are heightened when engaging with Indigenous narratives and knowledge; as Claire Coleman (a Noongar woman from the south coast of Western Australia) notes, Indigenous Australians live in a post-apocalyptic state as “all Aboriginal and Torres Strait Islander people alive today are the descendants of people who survived an apocalypse” (n.p.). James, quoting Uppinder Mehan, concurs, writing “these narrators are ‘survivors—or the descendants of survivors’ [162], not just of broken dystopian worlds or post-cataclysmic events but of the real historical legacies of slavery, conquest, and oppression” (157). Writing on Indigenous futurisms in dystopian and utopian fiction, Mary Morrison argues “people outside Western hegemonic power structures would likely be well-placed to transform the utopian imagination, to decolonize it” (11), acknowledging the significance in the intersection of genre and lived experience by author and character.Kwaymullina expands on this, noting that for Indigenous authors the tropes of speculative fiction are familiar lived experiences. She writes thatmany of the ideas that populate speculative-fiction books – notions of time travel, astral projection, speaking the languages of animals or trees – are part of Indigenous cultures. One of the aspects of my own novels that is regularly interpreted as being pure fantasy, that of an ancient creation spirit who sung the world into being, is for me simply part of my reality. (“Edges” 27)Kwaymullina affirms Coleman and James in her approach, writing “Indigenous people lived through the end of the world, but we did not end. We survived by holding on to our cultures, our kin, and our sense of what was right in a world gone terribly wrong” (“Edges” 29). The Tribe series demonstrates survivance, with Kwaymullina’s approach forming possibilities for intersubjective dialogues across genre. The concept is reinforced through Ashala’s repeated, joyful cries of hope throughout the text: “I live! We live! We survive!” (197, 200, 279, 391).Sara K. Day, Miranda A. Green-Barteet, and Amy L. Montz note dystopian literature considers possible futures from the outlook and failures of the present (8), arguing “the label ‘dystopia’ typically applies to works that simultaneously imagine futures and consider the present, essentially occupying a liminal space between these times” (Day, Green-Barteet, and Montz 9). This sense of liminality is heightened with the engagement of time from an Indigenous perspective; as Scott writes, “Indigenous dystopian fiction presents not only the crisis of the future but the ongoing crisis of the present time, and that which is still resonant from the past” (73). In “Respect, Relationships, Renewal: Aboriginal Perspectives on the Worlds of Tomorrow”, Kwaymullina notes that linear time can “become a tool of ideology, with colonial characterisations of Indigenous peoples as being of an earlier (less ‘advanced’) time through the use of terms such as ‘primitive’, ‘prehistoric’ and ‘prehistory’” (“Respect” 126).In shifting to a dystopian world where Australia as a colonised or invaded country is no longer recognised, but Country is still alive and read by those who live on it, Kwaymullina recasts the use of linear time as a tool of ideology to reaffirm Coleman’s argument that Indigenous Australians already exist in a post-apocalyptic state. She draws from the past and present and casts it into the future, while simultaneously recognising that all three are linked and circular—events are repeating and being relived. Kwaymullina depicts numerous parallels between the dystopian world and a post-invasion Australia, populating her world with references to detention centres; othering and distinct labelling of a vilified minority deemed a threat or aberrant to the majority colonising community; the name and title of the series’ central villain Chief Administrator Neville Rose in a clear reference to A.O. Neville, WA Chief Protector of Aborigines.At the outset, the government uses labels to separate and denigrate the Other—individuals with Abilities are called Illegals, distinct from Citizens, although they can apply for Exemptions if their Ability is deemed useful and passive. The terminology of Exemption draws deliberate connections to the Exemption Certificate Indigenous Australians could apply for from the Aborigines Protection (Amendment) Act 1943. The text consistently operates in modes of survivance, as Ashala and the Tribe redefine their world through a distinctly Indigenous perspective (Murphy 179). Ashala gains power through the tool used to suppress her by claiming and embracing this status, identifying her friends and herself as the Tribe and choosing a forest name emblematic of the totems that each Tribe member has a particular connection to (e.g. Georgie Spider, Ember Crow, Ashala Wolf). Continual parallels are drawn to Indigenous Knowledge: Ashala’s Ability is Sleepwalking, where she enters a state in dreaming where she can alter reality, a liminal space that suggests connections to the Dreamtime. While the land is no longer called or recognised as Australia, and the tectonic plates have shifted land mass, it remains Country, as recognised in Ashala’s relationship with the Firstwood. The Balance, the inherent harmony between all life, animate and inanimate, is a clear reflection of an Indigenous understanding, positioning it as the mainstream ideology.Kwaymullina weaves Indigenous knowledge through the text as demonstrated through narrative, key thematic concepts, and structure, disrupting the tropes of dystopian fiction in a manner that subverts genre and presents new possibilities for both reader and writer while presenting a shift to Indigenous Futurisms. As an organic by-product of this ideological framework, regressive or gendered tropes are re-envisioned as feminist and ecologically centred, ultimately conveying a sense of hope and survivance. Key tropes of YA dystopian fiction include a female teenager protagonist oppressed by her government, often initially unknowingly so embedded is she in the system, potentially profiting from it in some way. She is often introduced to the reader in a setting that the character initially reads as utopian, but is revealed to be dystopian and authoritarian in its construction. As identified by Ann M.M. Childs, a common dynamic in the genre that reinforces gender roles in heterosexual relationships see the protagonist introduced to the concept of rebellion or dissent through a male love interest already embedded in a resistance movement, at the cost of losing or betraying a female friend (188). Childs notes the protagonist may be resistant to the idea of rebellion, but after falling for the love interest, grows to genuinely care for the cause. Technology is depicted as advanced, alien or dehumanising, and both belongs to and represents the repressive society the protagonist seeks to escape and change. The natural environment is depicted in binary opposition, with characters finding resilience, freedom, and personal agency in a return to nature (McDonough and Wagner 157). Society will have attempted to restrict, destroy, or otherwise mine the natural world, but this attempt for control will inevitably fail or backfire. Initially the environment is displayed as a potentially antagonistic element, wild and dangerous; however, after the character escapes their confining world, it becomes an ally. In her employment of a perspective framed by Indigenous Knowledge, Kwaymullina subverts each of these established tropes, offering an alternative reading of conventions often embedded in the genre. Ashala is introduced as already entrenched in a rebellion that she is both leader and pivotal figure of. Inverting the dynamic outlined by Childs, she is love interest Connor’s motivation for rejecting the government and joining the Tribe: “You are the reason I came here, Ashala Wolf” (Kwaymullina 263). Kwaymullina dismisses Childs’ concern over the removal of female friendship in favour of heterosexual romance by centering Ashala’s relationships with Georgie and Ember as fundamental to Ashala’s well-being, where sistahood is a key paradigm of hope: “I carry my friends with me” (Kwaymullina 39). For Ashala and the Tribe, nature as exemplified through the Firstwood is Country, not only sanctuary but an animate being that Ashala speaks with, asks permission to live within, and offers protection and apology for the harm down to it by humans in the past. The privileging of environment, and reading all animate or inanimate beings as living, extends to challenging the nature/technology dichotomy. Even the static or sterile environments of the detention centres are recognised for their connection to nature in their construction from recycled materials: “Nothing ever truly ends, only transforms” (Kwaymullina 141). In “Learning to Read the Signs: Law in an Indigenous Reality”, Ambelin Kwaymullina and Blaze Kwaymullina write thatsince everything must interconnect and interrelate to survive, if a pattern is fixed in time, it loses its ability to dynamically connect with other patterns. To be temporally fixed is therefore to be isolated; frozen. In an Indigenous worldview, it is, in fact, an impossibility – for that which cannot move, cannot interact, and that which cannot interact is inanimate. And there is nothing inanimate in country. (200)This can be read as representative of Kwaymullina’s rupture or revision of dystopian tropes and genre. When tropes are read as static or absolute, they run the risk of freezing or limiting the knowledge encoded in these stories. By integrating Indigenous Knowledge, new patterns can emerge and interact, extending to the reader’s own understanding of genre, time, and epistemology. Kwaymullina’s revisioning of dystopian tropes through an embedded and celebrated Indigenous perspective culminates in the successful thematic, narrative, and structural expression of time as a non-linear concept. Kwaymullina and Kwaymullina acknowledge the division between the reductionist and linear perspective of time through a Western worldview in comparison to the non-linear perception from that of an Indigenous Australian worldview. They acknowledge that their expression of time is not to be read as representative of all Indigenous Australians’ perspective of time, but one informed by their own Country and upbringing. Kwaymullina and Kwaymullina write,in an Aboriginal worldview, time—to the extent that it exists at all—is neither linear nor absolute. There are patterns and systems of energy that create and transform, from the ageing process of the human body to the growth and decay of the broader universe. But these processes are not ‘measured’ or even framed in a strictly temporal sense, and certainly not in a linear sense. (199)This is enacted through the narrative structure of The Interrogation of Ashala Wolf. The text is set across four days, yet spans years, shifting through narrative in a non-linear manner and reflecting the Indigenous understanding of time as a circular, evolving concept. These four days act as the containers for the text, as Kwaymullina distinguishes the departure from linear time for the uninitiated reader by including headings and subheadings in chapter titles, marked as “Day One”, “Day Two”, “Day Three”, and “Day Four”, before the final section, “The Escape”. Within these containers, themselves marked linearly, narrative ebbs and flows across time and space, taking Ashala away from the Detention Centre to different moments from her past, spanning years. These ‘flashbacks’ are not presented in a linear fashion; the text revisits and repeats key moments of Ashala’s life out of sequence, providing an immediate focus on these seemingly past moments. This is key in shaping the reader’s understanding of “the patterns and systems of energy that create and transform” (Kwaymullina and Kwaymullina 199)—as Ashala revisits or rediscovers memory through time, perceptions of character, motive, relationships, and key plot points are changed and transformed. Meaning is formed through this relationship of narrative and time in a manner not possible through a linear structure. Over the course of the novel, Ashala and the reader find she’s chosen to give herself false memories to protect the Tribe and complete a master plan to defeat Neville Rose. As such, as the novel begins the reader, aligned with Ashala as narrative focaliser, is positioned to read key points through a flawed perspective. Connor is presented as an enemy and betrayer of the Tribe, while Ashala denies her feelings towards him. The reader is aligned with Ashala’s perspective—she has already fallen in love with Connor, but neither she nor the reader knows it due to the displacement of knowledge through narrative structure and memory. This also speaks to identity formation in the text—Ashala is herself, and not herself until the novel reaches full circle, and she and the reader have experienced multiple points of time. As Ember explains, “it’s not about losing small pieces of information. This stuff shapes your entire understanding of reality” (Kwaymullina 167). If the reader revisits the text with this knowledge, they find further value in exploring the non-linear, circular narrative, finding subtext in characters’ interactions and decisions. The disruption in the non-linear narrative structure is twofold: to reflect the representation of time in an Indigenous epistemology, further rewriting the genre; and to create an intersubjective dialogue. As such, the narrative structure creates a space of invitation to the reader. Rather than positioning Ashala as embedded and aware of her status as a custodian of Indigenous knowledge, the text places her as ingrained in Indigenous epistemology, but unaware of it. In this way, the text effectively invites the reader in, mirroring Ashala’s journey of (re)discovery. The non-Indigenous reader enters the text alongside Ashala, with Indigenous knowledge embedded subtly throughout the text echoed in Kwaymullina’s engagement with dystopian tropes, and integrated Indigenous epistemology. By the time Ashala meets the Serpent, her Grandfather, and has her ancestry explained to her, the reader has already been immersed in Ashala’s own way of thinking, an inherently Indigenous one; for instance, throughout the text, she acknowledges the value and interconnectedness of all beings, human and non-human, animate and inanimate. The text leaves space for the reader to be active in their own construction of meaning and knowledge by never using the terms “Indigenous” or “Aboriginal”, themselves colonial inventions employed to control and label. Instead, the reader is encouraged to engage in the metatextual intersubjective dialogue introduced by Kwaymullina to acknowledge Indigenous epistemology—but by way of her approach, Kwaymullina further encourages the reader to “forget Aborigines” (Healy 219) by centring knowledge in its own right, rather than in direct opposition to Western epistemologies. That is, Kwaymullina disrupts Western perspectives framing of Indigenous knowledge as “other”, altering expectations of the norm as non-Indigenous. As Kwaymullina writes, to conceive of time in a non-linear way is at once a great gift and a great responsibility. The responsibility is that our individual actions matter powerfully, radiating out across relationships and affecting all that might be thought of in a linear sense as past, present and future. But the gift is that the passage of linear time has never moved us so far that we cannot take meaningful action to heal the wounds of colonialism. (“Respect” 126-127)In The Interrogation of Ashala Wolf, Kwaymullina realises this gift and responsibility. By framing structural, conceptual, and narrative time through an Indigenous epistemology, Kwaymullina privileges Indigenous Knowledge and effectively subverts and revises the genre through the rupture of dystopian conventions. Possibilities of hope and healing emerge in the text’s construction of time and genre as spaces of growth and change are emphasised; like Ashala, the reader finds themselves at the end and beginning of the world at once.ReferencesBasu, Balaka, Katherine R. Broad, and Carrie Hintz, eds. Contemporary Dystopian Fiction for Young Adults: Brave New Teenagers. New York: Routledge, 2013. Booker, M. Keith. Dystopian Literature: A Theory and Research Guide. Westport, CT: Greenwood P, 1994. Bradford, Clare, et al. New World Orders in Children’s Literature: Utopian Transformations. New York: Palgrave Macmillan, 2011. Childs, Ann M.M. “The Incompatibility of Female Friendships and Rebellion.” Female Rebellion in Young Adult Dystopian Fiction. Eds. Sara K. Day et al. Farnham: Taylor & Francis, 2014. 187-201.Coleman, Claire G. “Apocalypses Are More than the Stuff of Fiction — First Nations Australians Survived One.” ABC News 8 Dec. 2017. 30 Sep. 2019 <https://www.abc.net.au/news/2017-12-08/first-nations-australians-survived-an-apocalypse-says-author/9224026>.Day, Sara K., Miranda A. Green-Barteet, and Amy L. Montz, eds. Female Rebellion in Young Adult Dystopian Fiction. Farnham: Taylor & Francis, 2014. Green-Barteet, Miranda A., and Meghan Gilbert-Hickey. “Black and Brown Boys in Young Adult Dystopias: Racialized Docility in ‘The Hunger Games Trilogy’ and ‘The Lunar Chronicles Feather Journal.’” Red Feather Journal 8.2 (2017). 30 Sep. 2019 <https://www.redfeatherjournal.org/volume-8-issue-2.html>.Harris, Anita. Future Girl: Young Women in the Twenty-First Century. New York: Routledge, 2004. Healy, Chris. Forgetting Aborigines. Sydney: U of NSW P, 2008.Hintz, Carrie, and Elaine Ostry, eds. Utopian and Dystopian Writing for Children and Young Adults. New York: Routledge, 2003.James, Lynette. “Children of Change, Not Doom: Indigenous Futurist Heroines in YA.” Extrapolation: A Journal of Science Fiction and Fantasy 57.1-2 (2016). 20 Sep. 2019 <https://online.liverpooluniversitypress.co.uk/doi/pdf/10.3828/extr.2016.9>.Kennon, Patricia. “‘Belonging’ in Young Adult Dystopian Fiction: New Communities Created by Children.” Papers: Explorations into Children's Literature 15.2 (2005). 28 Sep. 2019 <http://www.paperschildlit.com/pdfs/Papers_2005_v15no2_p40.pdf>.Kwaymullina, Ambelin. The Interrogation of Ashala Wolf. Newtown: Walker Books Australia, 2012.———. “Edges, Centres and Futures: Reflections on Being an Indigenous Speculative-Fiction Writer.” Kill Your Darlings 18 (2014): 22-33.———. “Respect, Relationships, Renewal: Aboriginal Perspectives on the Worlds of Tomorrow.” Westerly 64.1 (2019): 121-134. Kwaymullina, Ambelin, and Blaze Kwaymullina. “Learning to Read the Signs: Law in an Indigenous Reality.” Journal of Australian Studies 34.2 (2010). 21 Sep. 2019 <https://doi.org/10.1080/14443051003721189>.Mallan, Kerry. “Dystopian Fiction for Young People: Instructive Tales of Resilience.” Psychoanalytic Inquiry 37.1 (2017). 22 Sep. 2019 <https://doi.org/10.1080/07351690.2017.1250586>.McDonough, Megan, and Katherine A. Wagner. “Rebellious Natures: The Role of Nature in Young Adult Dystopian Female Protagonists’ Awakenings and Agency.” Female Rebellion in Young Adult Dystopian Fiction. Eds. Sara K. Day et al. Farnham: Taylor & Francis, 2014. 157-170.Montz, Amy L. “Rebels in Dresses: Distractions of Competitive Girlhood in Young Adult Dystopian Fiction.” Female Rebellion in Young Adult Dystopian Fiction. Eds. Sara K. Day et al. Farnham: Taylor & Francis, 2014. 107-121.Morrison, Mary. “Decolonizing Utopia: Indigenous Knowledge and Dystopian Speculative Fiction.” Dissertation. U of California, 2017.Murphy, Graham J. “For Love of Country: Apocalyptic Survivance in Ambelin Kwaymullina’s Tribe Series.” Extrapolation: A Journal of Science Fiction and Fantasy 57.1-2 (2016). 20 Sep. 2019 <https://online.liverpooluniversitypress.co.uk/doi/pdf/10.3828/extr.2016.10>.Okorafor, Nnedi. “Organic Fantasy.” African Identities 7.2 (2009). 22 Sep. 2019 <https://doi.org/10.1080/14725840902808967>.Scott, Conrad. “(Indigenous) Place and Time as Formal Strategy: Healing Immanent Crisis in the Dystopias of Eden Robinson and Richard Van Camp.” Extrapolation: A Journal of Science Fiction and Fantasy 57.1-2 (2016). 20 Sep. 2019 <https://online.liverpooluniversitypress.co.uk/doi/pdf/10.3828/extr.2016.6>.Sypnowich, Christine. “Lessons from Dystopia: Critique, Hope and Political Education.” Journal of Philosophy of Education 52.4 (2018). 22 Sep. 2019 <https://doi.org/10.1111/1467-9752.12328>.
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Mann, Clare. "Can the Pain of Vystopia Help to Create a More Compassionate World?" M/C Journal 22, no. 2 (April 24, 2019). http://dx.doi.org/10.5204/mcj.1516.

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IntroductionEmpathy: the action of understanding, being aware of, being sensitive to, and vicariously experiencing the feelings, thoughts, and experience of another, either in the past or present without having the feelings, thoughts, and experience fully communicated in an objectively explicit manner; also: the capacity for this. (Merriam-Webster, “Empathy”)Compassion: sympathetic consciousness of others’ distress together with a desire to alleviate it. (Merriam-Webster, “Compassion”)After thirty years of being a vegetarian, my eyes were opened to the inherent cruelty in animal-use industries. I became vegan and spoke out on these issues at animal rights events, rallies and ethical leadership forums. My private psychology practice attracted a significant number of vegans who presented with symptoms of anxiety and depression. However, unlike many of my non-vegan clients who were unclear as to what caused their symptoms, vegans reported it as being directly related to their discovery of systematised animal misuse in society. It was as if they had extended their compassion beyond their own species.Despite these issues being increasingly discussed in open circles, this extension of compassion seems to be limited to veganism. Why is veganism increasing as a compassionate centre, with animal social justice being at its core? Drawing on key emotional experiences of vegans, based on a survey conducted in 2018 and observational data from a private psychology practice, this article explores the experiences of compassion and empathy of vegans, and the impact such experiences can have on social change.The Increase in VeganismVeganism has noticeably increased over the past decade, with greater public debate in the media. A 2016 Roy Morgan poll indicated that the number of strict vegetarian adults in Australia was 2.1 million; an increase of nearly half a million people over four years, and likely to grow (Roy Morgan). Internationally, veganism was the biggest trend of 2018, with over three times the level of interest online as “vegetarian” or “gluten-free” (The Vegan Society).I believe there are a number of reasons for this, including greater awareness through social media, increased social mobility, and people becoming aware of international practices (Oberst). Photos and videos of animal suffering are more easily accessible via mobile devices, and can be shared at a faster rate than mainstream media could traditionally share news (Forgrieve). Small budget Indie films have also shared unknown information with the public, such as Earthlings, Dominion, Cowspiracy, and Kangaroo. In addition to this, I believe there is a greater propensity for people to challenge authority and previous direction from doctors or politicians in what is known as “the era of respect” (Mowat, Corrigan, and Long).These circumstances and more have led to an increase in people making more informed, kinder choices with regard to veganism; suggesting the opening of a new era of compassion beyond one’s own species. However, living in a world where the majority of people’s consumer choices facilitates animal abuse behind closed doors, the vegan is left struggling with “the burden of knowing”; knowledge of the facts of animal mistreatment and the inability to change it or successfully induce others to acknowledge it (Mann, Vystopia).Case Study ResearchBetween 2013 and 2018 I held individual psychological counselling sessions with over 100 self-selected vegans. For these case studies, the definition of “vegan” means someone who has chosen to live their life underpinned by the philosophy of the non-use and non-exploitation of animals and informs what they eat, wear, use and are involved in. These individuals reached out to me because of the trauma they reported experiencing since learning of the ubiquitous nature of animal cruelty in society. They claimed to feel more comfortable with a vegan professional who they felt understood their anguish.From these sessions, using the qualitative research methodology of hermeneutics (Rennie), I began to notice a pattern relating to the nature and enormity of the typical vegan’s distress. Almost every vegan who came to see me presented with symptoms related to their awareness of the systemised cruelty towards animals. Their distress was compounded when they shared this information with their friends and family, whom they were sure would be equally upset by it. Instead, many people responded with indifference, criticism, and anger, saying that everyone has a right to choose what to eat. These feelings of frustration and powerlessness left them unable to reconcile competing beliefs; that the people they loved were capable of turning their eyes away from the suffering their consumer choices were financing. The typical symptoms they reported included (fig. 1):Complicated griefMental anguishDepressionAnxietySelf-medicationAnger and despairSelf-harmSuicidal thoughtsHopelessnessLonelinessPost-Traumatic Stress Disorder (PTSD)Fig. 1: Typical symptoms reported by vegans in individual counselling sessions, 2013–2018.After over 1,300 hours of one-to-one sessions with vegans around the world, plus anecdotal stories from vegans I met at numerous events, I came to believe that the vegan’s pain is unique to being vegan and warrants a specific definition.It is imperative to me that vegans do not become labelled as mentally ill or chronically dysfunctional, for which the only solution is medication. As a fellow sufferer of the “burden of knowing”, I wanted to create a term to validate our experience and avoid medicalising our plight. Only then can the vegan’s experience be examined from a humane perspective and solutions be found to help us. Then, we can become part of the rising tide of social action that says human superiority and animal abuse is unacceptable. Because I believe that this experience and associated symptoms are existential in nature, I called this “Vystopia” (Mann, Vystopia).VystopiaThe Existential crisis experienced by vegans, arising out of an awareness of the trance-like collusion with a dystopian world and the awareness of the greed, ubiquitous animal exploitation, and speciesism in a modern dystopia. (Mann, “Suffer”)Vystopia is the anguish a vegan feels, knowing about the systematised cruelty towards animals in society, and the further distress they experience with the unconscious collusion of non-vegans, and their resistance or criticism of this information. Many of my clients experienced a range of symptoms of vystopia (fig. 2): Feelings of alienation from non-vegansMisanthropyGuilt over past consumption of animalsGuilt that they are not doing enough to save animalsInability to enjoy normal aspects of lifeFrustration with non-vegans who don’t ask more questionsAnger with the “burden of knowing”Powerlessness when health professionals tell them “it’s normal”Fig. 2: Symptoms of VystopiaMisdiagnosis of the Vegan’s ConditionMany doctors have referred patients to me for mental health symptoms of eating disorders, social adjustment disorder, and self-harm. It is my opinion that vegans referred to me with these symptoms do not suffer from traditional eating or self-harm disorders.As I learned from working in a psychiatric teaching hospital in the UK, clients with these conditions are often deeply unaware of the reasons influencing their symptoms. Their symptoms become an outward sign of hidden or unconscious distress which is too painful to confront directly. The vegans sent to me are deeply distressed due to the horror they’ve witnessed or now know about in the animal industries.I discovered that regularly viewing graphic videos of animal abuse was linked with vegan clients diagnosed as having self-harm tendencies (Klonsky). They view these as they feel guilty if they don’t know about all aspects of the animal’s suffering. It’s only by knowing all the details that they can be informed and act to change it. Vegan clients who have told their doctors they “can’t eat around people who are consuming animals” are often diagnosed as having eating disorders, although they lack the typical medical symptoms of eating disorders. While it is possible for vegans, like anyone else, to suffer from these conditions, I believe that many clients have been misdiagnosed. For many, their symptoms are indicative of a normal, feeling human’s way of dealing with vystopia: The truth is that it is not a pathology, but the distress a vegan feels when they look at the state of the world and the cruelty and suffering and it’s an absolutely rational response any feeling human being should feel; a dystopian reaction to what they are seeing. (Klaper)Survey ResearchBetween February and July 2018, I conducted an anonymous online survey of 820 vegans. The survey comprised 26 multiple-choice questions covering 7 main areas:How long someone has been veganLength they have experienced vystopiaWhen vystopia was most experiencedWhere people seek help for vystopiaWhat they do to reduce symptomsFamily and relationships where significant others are not veganWhat support is most needed to help vystopiansResultsWhilst an in-depth analysis of the results is outside the scope of this article, some of the key responses are as follows (figs. 3–6):How long have you been vegan?1–5 years48%Less than 6 months16%6–12 months14%5–10 years12%10 years plus10%Fig. 3: Length of time as vegan.How long have you suffered from vystopia?1–5 years39%5–10 years21%6–12 months15%Less than 6 months13%10 years plus12%Fig. 4: Length of time suffering from vystopia.When do you most experience vystopia?Others around you eat animals79%Seeing images of animal cruelty78%Other people refuse to hear about animal cruelty78%Grocery shopping69%People laugh at you for being vegan56%Family celebrations55%Holidays40%At work events39%All the time37%When away from vegan friends30%Other8%NB: Participants invited to tick all that apply Fig. 5: When vystopia is experienced.What do you do to reduce your vystopia?Remove yourself from the world58%Increase animal advocacy55%Talk to friends34%Self-medicate (e.g. alcohol, drugs, food)24%Other16%See a doctor2%Fig. 6: Actions taken to reduce vystopia.Explaining the Differences in Adoption of VeganismWhy do some people extend their compassion towards animals whilst others are unaware of the need to do so, or believe it is anthropomorphic or sentimental? Research is needed to examine this more, but my own research and anecdotal experience suggests some factors:Social ConformityMany people are strongly influenced by what they perceive as socially normal (Mallinson and Hatemi). Cultural and family traditions, media, and community behaviour all influence the food and lifestyle choices of society. Most people are unaware that their consumer choices play a role in the mistreatment and abuse of animals.Social conditioning influences whether people choose to investigate new information further or continue with the status quo for the sake of fitting in. The need to fit in creates a social trance whereby people continue to collude with animal cruelty through their inaction, and in fact their willful ignorance means they are not likely to change their actions, as they don’t know any differently.The vegan is one who has chosen to find out the truth about animal exploitation and extend their compassion towards other species by abstaining from anything related to animal abuse.Personal and Social Defense MechanismsSimilar to social conformity, the concept of being “different” from the perceived norm is enough for many people to continue with their actions, regardless of the consequence for animals. Similarly, those who are suddenly privy to new information may feel judged by the messenger, and resistance is easier than change. The vegan is one who chooses to adjust their actions, despite the judgement or ridicule which may accompany it.Personality VariablesOn the Myers-Briggs Type Indicator (Myers and Myers), my anecdotal experience suggests that individuals with preferences for “feeling” over “thinking” are more likely to become vegan. The vegan community consists of many different personality types, with those who are strong “feeling” types more inclined to display empathy and empathetic action.Avoidance of Existential Anxiety When a person’s understanding of the world is challenged, this can create anxiety, where one is compelled to ask, “What else don’t I know?” If animal cruelty can occur at such a widespread rate—with most of society oblivious to it—what else is going on behind closed doors? For some, the reality of facing the truth can create enough angst that they will resist knowing and changing. The vegan may still experience such angst, but is compelled to change for the sake of the animals. Differing Capacity to Encompass Novel IdeasIdeas which vary from a widely believed ideology are often rejected, simply because the new idea is too radical to believe or comprehend. Consider the Law of Gravity or the concept of germs, both initially shunned by experts. Some people are more willing to delve into a new concept and explore the possibilities which come with it. Others are firmly tied to conformist ideology and will only jump on the bandwagon once others are driving it.Differing Levels of ConsciousnessIn the original book on Spiral Dynamics, Beck and Cowan talk about the magnetic forces that attract and repel individuals, the webs that connect people within organisations, and influence the rise and fall of nations and cultures. The book tracks our historic emergence from clans and tribes to networks and inter-connected networks. It identifies seven variations on how change occurs in individuals, society and leadership.Its relevance for veganism is in appreciating that there are different levels of consciousness in society. For example, a vegan passionate about the ethical treatment of animals would be faced with resistance from a hunter with a more tribal level of consciousness, according to the Spiral Dynamics model. It would be like two people from different planets communicating. Another example would be a community outraged by the influence of veganism on local employment, as demand for dairy reduces. By understanding where other people or groups are coming from, we can adapt the way in which we communicate. If vegans talk ethics and non-speciesism to people focused primarily on job security, they will face resistance.Tipping PointsIn marketing, the uptake of products and services follows a certain pattern. For example, in the 1990s, few people believed that the mobile phone market would explode to such a point. The same goes for changes in collective beliefs and ideas in society, such as the early protagonists for the Abolition of Slavery. These early innovators and adopters faced enormous resistance by those who benefited from the trade. As the movement gathered momentum, it reached what Gladwell has called the “Tipping Point”, “the moment of critical mass, the threshold, the boiling point” (12). As Gladwell stresses here, “ideas, products, messages and behaviours spread like viruses do” (7).In The Empathetic Civilization, Rifkin discusses society being wired for empathy. This occurs when the neurons in the brain mirror those of people around them, and can be likened to the psychological concept of “entrainment”. This phenomenon suggests that vegans have the ability to influence others through showing empathy and compassion.Increasingly, teenage vegans are referred to me who say, “I just had this awareness and know it is wrong to eat animals”. Many of them hadn’t seen anything on veganism or spoken to anyone about animal exploitation. I believe that this is an example of what Jung has called the “Collective Unconscious”; the structures of the unconscious mind which are shared among beings of the same species. This is encouraging for vegans who often feel helpless and cannot see how a vegan world will happen in their lifetime.ConclusionThose who are vegan for ethical reasons appear to feel compelled to take action to end animals’ plight. This may be because of the ubiquitous nature of the problem, but also because other people’s non-veganism is contributing to their vystopia.The extended compassion of vegans leaves them feeling depressed, wondering how enough people are going to change in order for veganism to become the new norm. The concept of entrainment is an encouraging one for vegans, reminding us of the importance of playing our part in being the example we want others to “entrain” to.It is my experience that empathy alone will not alleviate vystopia for these ethically-driven vegans. Vystopia can only be alleviated through action. A person may feel compelled to take action to end the suffering of refugees, children, the homeless and when they tell people, their efforts are applauded. The vegan who changes their everyday consumer choices to end animal suffering is often met with resistance, derision or criticism, as the non-vegan insists they have choice or that animals are inferior to humans. Another person may disagree with animal cruelty and yet refuse to change their consumer habits which finance the cruelty. One’s food choices are powerful political actions, and disagreeing with animal cruelty yet eating animals fuels the vegan’s vystopia. By shifting our focus from how awful the world is to taking action every day to mirror the vegan world we seek, we are creating a new norm to which others will entrain.With the increase in veganism trending upwards, the changes we are seeing across the world might mirror our compulsion to act. While the depth of animal empathy and vystopia is full of real anguish, I believe it also provides what we need to propel the world towards a vegan norm.ReferencesBeck, Don Edward, and Christopher Cowan. Spiral Dynamics: Mastering Values, Leadership and Change. New York: Wiley-Blackwell, 2005.Cowspiracy: The Sustainability Secret. Dirs. Kip Anderson and Keegan Kuhn. Appian Way, A.U.M. Films, First Spark Media, 2014.Dominion. Dir. Chris Delforce. Aussie Farms, 2018.Earthlings. Dir. Shaun Monson. Libra Max and Maggie Q, 2005.Forgrieve, Janet. “The Growing Acceptance of Veganism.” Forbes 2 Nov. 2018. 29 Mar. 2018 <https://www.forbes.com/sites/janetforgrieve/2018/11/02/picturing-a-kindler-gentler-world-vegan-month/#331421342f2b>.Gladwell, Malcolm. The Tipping Point: How Little Things Can Make a Big Difference. London: Abacus, 2000.Jung, Carl G. The Structure and Dynamics of the Psyche. 1969.Kangaroo: A Love-Hate Story. Dirs. Michael McIntyre and Kate Clere-McIntyre. Hopping Pictures, 2017.Klaper, Michael. “Interview with Dr. Michael Klaper.” YouTube 17 Aug. 2018. 29 Mar. 2019 <https://www.youtube.com/watch?time_continue=87&v=8EQOUODlq2c>.Klonsky, E. David. “The Functions of Deliberate Self-Injury: A Review of the Evidence.” Clinical Psychology Review 27.2 (2007): 226–39. Mallinson, Daniel J., and Peter K. Hatemi. “The Effects of Information and Social Conformity on Opinion Change.” Plos One 13.5 (2018). 29 Mar. 2019 <https://journals.plos.org/plosone/article?id=10.1371/journal.pone.0196600>.Mann, Clare. “Do You Suffer from Vystopia? The Discovery of Systemised Cruelty.” Blog post. No date. 5 Apr. 2019 <https://www.veganpsychologist.com/do-you-suffer-from-vystopia/?platform=hootsuite>.———. Vystopia: The Anguish of Being Vegan in a Non-Vegan World. Sydney: Communicate31, 2018.Mowat, Andrew, John Corrigan, and Douglas Long. The Success Zone: 5 Powerful Steps to Growing Yourself and Leading Others. Mt. Evelyn: Global Publishing Group, 2009.Myers, Isabel Briggs, and Peter B. Myers. Gifts Differing: Understanding Personality Type. 2nd ed. Mountain View: Consulting Psychologists Press, 1995.Oberst, Lindsay. “Why the Global Rise in Vegan and Plant-Based Eating Isn’t a Fad (600% Increase in U.S. Vegans + Other Astounding Stats).” Food Revolution Network 18 Jan. 2018. 20 Mar. 2019 <https://foodrevolution.org/blog/vegan-statistics-global/>. Rennie, David L. “Methodical Hermeneutics and Humanistic Psychology.” The Humanistic Psychologist 35.1 (2007): 1-14.Rifkin, Jeremy. The Empathic Civilization: The Race to Global Consciousness in a World in Crisis. Cambridge: Polity, 2010.Roy Morgan. “The Slow But Steady Rise of Vegetarianism in Australia.” Roy Morgan 15 Aug. 2016. 29 Mar. 2019 <http://www.roymorgan.com/findings/vegetarianisms-slow-but-steady-rise-in-australia-201608151105>.The Vegan Society. “Statistics.” The Vegan Society, 2019. 20 Mar. 2019 <https://www.vegansociety.com/news/media/statistics>.
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Lobato, Ramon, and James Meese. "Kittens All the Way Down: Cute in Context." M/C Journal 17, no. 2 (April 23, 2014). http://dx.doi.org/10.5204/mcj.807.

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This issue of M/C Journal is devoted to all things cute – Internet animals and stuffed toys, cartoon characters and branded bears. In what follows our nine contributors scrutinise a diverse range of media objects, discussing everything from the economics of Grumpy Cat and the aesthetics of Furbys to Reddit’s intellectual property dramas and the ethics of kitten memes. The articles range across diverse sites, from China to Canada, and equally diverse disciplines, including cultural studies, evolutionary economics, media anthropology, film studies and socio-legal studies. But they share a common aim of tracing out the connections between degraded media forms and wider questions of culture, identity, economy and power. Our contributors tell riveting stories about these connections, inviting us to see the most familiar visual culture in a new way. We are not the first to take cute media seriously as a site of cultural politics, and as an industry in its own right. Cultural theory has a long, antagonistic relationship with the kitsch and the disposable. From the Frankfurt School’s withering critique of cultural commodification to revisionist feminist accounts that emphasise the importance of the everyday, critics have been conducting sporadic incursions into this space for the better part of a century. The rise of cultural studies, a discipline committed to analysing “the scrap of ordinary or banal existence” (Morris and Frow xviii), has naturally provided a convincing intellectual rationale for such research, and has inspired an impressive array of studies on such things as Victorian-era postcards (Milne), Disney films (Forgacs), Hallmark cards (West, Jaffe) and stock photography (Frosh). A parallel strand of literary theory considers the diverse registers of aesthetic experience that characterize cute content (Brown, Harris). Sianne Ngai has written elegantly on this topic, noting that “while the avant-garde is conventionally imagined as sharp and pointy, as hard- or cutting-edge, cute objects have no edge to speak of, usually being soft, round, and deeply associated with the infantile and the feminine” (814). Other scholars trace the historical evolution of cute aesthetics and commodities. Cultural historians have documented the emergence of consumer markets for children and how these have shaped what we think of as cute (Cross). Others have considered the history of domestic animal imagery and its symptomatic relationship with social anxieties around Darwinism, animal rights, and pet keeping (Morse and Danahay, Ritvo). And of course, Japanese popular culture – with its distinctive mobilization of cute aesthetics – has attracted its own rich literature in anthropology and area studies (Allison, Kinsella). The current issue of M/C Journal extends these lines of research while also pushing the conversation in some new directions. Specifically, we are interested in the collision between cute aesthetics, understood as a persistent strand of mass culture, and contemporary digital media. What might the existing tradition of “cute theory” mean in an Internet economy where user-generated content sites and social media have massively expanded the semiotic space of “cute” – and the commercial possibilities this entails? As the heir to a specific mode of degraded populism, the Internet cat video may be to the present what the sitcom, the paperback novel, or the Madonna video was to an earlier moment of cultural analysis. Millions of people worldwide start their days with kittens on Roombas. Global animal brands, such as Maru and Grumpy Cat, are appearing, along with new talent agencies for celebrity pets. Online portal I Can Haz Cheezburger has received millions of dollars in venture capital funding, becoming a diversified media business (and then a dotcom bubble). YouTube channels, Twitter hashtags and blog rolls form an infrastructure across which a vast amount of cute-themed user-generated content, as well as an increasing amount of commercially produced and branded material, now circulates. All this reminds us of the oft-quoted truism that the Internet is “made of kittens”, and that it’s “kittens all the way down”. Digitization of cute culture leads to some unusual tweaks in the taste hierarchies explored in the aforementioned scholarship. Cute content now functions variously as an affective transaction, a form of fandom, and as a subcultural discourse. In some corners of the Internet it is also being re-imagined as something contemporary, self-reflexive and flecked with irony. The example of 4Chan and LOLcats, a jocular, masculinist remix of the feminized genre of pet photography, is particularly striking here. How might the topic of cute look if we moving away from the old dialectics of mass culture critique vs. defense and instead foreground some of these more counter-intuitive aspects, taking seriously the enormous scale and vibrancy of the various “cute” content production systems – from children’s television to greeting cards to CuteOverload.com – and their structural integration into current media, marketing and lifestyle industries? Several articles in this issue adopt this approach, investigating the undergirding economic and regulatory structures of cute culture. Jason Potts provides a novel economic explanation for why there are so many animals on the Internet, using a little-known economic theory (the Alchian-Allen theorem) to explain the abundance of cat videos on YouTube. James Meese explores the complex copyright politics of pet images on Reddit, showing how this online community – which is the original source of much of the Internet’s animal gifs, jpegs and videos – has developed its own procedures for regulating animal image “piracy”. These articles imaginatively connect the soft stuff of cute content with the hard stuff of intellectual property and supply-and-demand dynamics. Another line of questioning investigates the political and bio-political work involved in everyday investments in cute culture. Seen from this perspective, cute is an affect that connects ground-level consumer subjectivity with various economic and political projects. Carolyn Stevens’ essay offers an absorbing analysis of the Japanese cute character Rilakkuma (“Relaxed Bear”), a wildly popular cartoon bear that is typically depicted lying on the couch and eating sweets. She explores what this representation means in the context of a stagnant Japanese economy, when the idea of idleness is taking on a new shade of meaning due to rising under-employment and precarity. Sharalyn Sanders considers a fascinating recent case of cute-powered activism in Canada, when animal rights activists used a multimedia stunt – a cat, Tuxedo Stan, running for mayor of Halifax, Canada – to highlight the unfortunate situation of stray and feral felines in the municipality. Sanders offers a rich analysis of this unusual political campaign and the moral questions it provokes. Elaine Laforteza considers another fascinating collision of the cute and the political: the case of Lil’ Bub, an American cat with a rare genetic condition that results in a perpetually kitten-like facial expression. During 2011 Lil’ Bub became an online phenomenon of the first order. Laforteza uses this event, and the controversies that brewed around it, as an entry point for a fascinating discussion of the “cute-ification” of disability. These case studies remind us once more of the political stakes of representation and viral communication, topics taken up by other contributors in their articles. Radha O’Meara’s “Do Cats Know They Rule YouTube? How Cat Videos Disguise Surveillance as Unselfconscious Play” provides a wide-ranging textual analysis of pet videos, focusing on the subtle narrative structures and viewer positioning that are so central to the pleasures of this genre. O’Meara explains how the “cute” experience is linked to the frisson of surveillance, and escape from surveillance. She also explains the aesthetic differences that distinguish online dog videos from cat videos, showing how particular ideas about animals are hardwired into the apparently spontaneous form of amateur content production. Gabriele de Seta investigates the linguistics of cute in his nuanced examination of how a new word – meng – entered popular discourse amongst Mandarin Chinese Internet users. de Seta draws our attention to the specificities of cute as a concept, and how the very notion of cuteness undergoes a series of translations and reconfigurations as it travels across cultures and contexts. As the term meng supplants existing Mandarin terms for cute such as ke’ai, debates around how the new word should be used are common. De Seta shows us how deploying these specific linguistic terms for cuteness involve a range of linguistic and aesthetic judgments. In short, what exactly is cute and in what context? Other contributors offer much-needed cultural analyses of the relationship between cute aesthetics, celebrity and user-generated culture. Catherine Caudwell looks at the once-popular Furby toy brand its treatment in online fan fiction. She notes that these forms of online creative practice offer a range of “imaginative and speculative” critiques of cuteness. Caudwell – like de Seta – reminds us that “cuteness is an unstable aesthetic that is culturally contingent and very much tied to behaviour”, an affect that can encompass friendliness, helplessness, monstrosity and strangeness. Jonathon Hutchinson’s article explores “petworking”, the phenomenon of social media-enabled celebrity pets (and pet owners). Using the famous example of Boo, a “highly networked” celebrity Pomeranian, Hutchinson offers a careful account of how cute is constructed, with intermediaries (owners and, in some cases, agents) negotiating a series of careful interactions between pet fans and the pet itself. Hutchinson argues if we wish to understand the popularity of cute content, the “strategic efforts” of these intermediaries must be taken into account. Each of our contributors has a unique story to tell about the aesthetics of commodity culture. The objects they analyse may be cute and furry, but the critical arguments offered here have very sharp teeth. We hope you enjoy the issue.Acknowledgments Thanks to Axel Bruns at M/C Journal for his support, to our hard-working peer reviewers for their insightful and valuable comments, and to the Swinburne Institute for Social Research for the small grant that made this issue possible. ReferencesAllison, Anne. “Cuteness as Japan’s Millenial Product.” Pikachu’s Global Adventure: The Rise and Fall of Pokemon. Ed. Joseph Tobin. Durham: Duke University Press, 2004. 34-48. Brown, Laura. Homeless Dogs and Melancholy Apes: Humans and Other Animals in the Modern Literary Imagination. Ithaca: Cornell University Press, 2010. Cross, Gary. The Cute and the Cool: Wondrous Innocence and Modern American Children's Culture. Oxford: Oxford University Press, 2004. Forgacs, David. "Disney Animation and the Business of Childhood." Screen 33.4 (1992): 361-374. Frosh, Paul. "Inside the Image Factory: Stock Photography and Cultural Production." Media, Culture & Society 23.5 (2001): 625-646. Harris, Daniel. Cute, Quaint, Hungry and Romantic: The Aesthetics of Consumerism. New York: Basic Books, 2000. Jaffe, Alexandra. "Packaged Sentiments: The Social Meanings of Greeting Cards." Journal of Material Culture 4.2 (1999): 115-141. Kinsella, Sharon. “Cuties in Japan” Women, Media and Consumption in Japan. Ed. Lise Skov and Brian Moeran. Honolulu: University of Hawaii Press, 1995. 220 - 54. Frow, John, and Meaghan Morris, eds. Australian Cultural Studies: A Reader. Chicago: University of Illinois Press, 1993. Milne, Esther. Letters, Postcards, Email: Technologies of Presence. New York: Routledge, 2012. Morse, Deborah and Martin Danahay, eds. Victorian Animal Dreams: Representations of Animals in Victorian Literature and Culture. Aldershot: Ashgate Publishing. 2007. Ngai, Sianne. "The Cuteness of the Avant‐Garde." Critical Inquiry 31.4 (2005): 811-847. Ritvo, Harriet. The Animal Estate: The English and Other Creatures in the Victorian Age. Cambridge: Harvard University Press, 1987. West, Emily. "When You Care Enough to Defend the Very Best: How the Greeting Card Industry Manages Cultural Criticism." Media, Culture & Society 29.2 (2007): 241-261.
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Kay, Louise, Silke Brandsen, Carmen Jacques, Francesca Stocco, and Lorenzo Giuseppe Zaffaroni. "Children’s Digital and Non-Digital Play Practices with Cozmo, the Toy Robot." M/C Journal 26, no. 2 (May 27, 2023). http://dx.doi.org/10.5204/mcj.2943.

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Introduction This article reports on the emerging findings from a study undertaken as part of an international research collaboration (Australia, Belgium, Italy, UK; DP180103922) exploring the benefits and risks of the Internet of Toys (IoToys). IoToys builds upon technological innovations such as smartphone apps that remotely control home-based objects, and wearable technologies that measure sleep patterns and exercise regimes (Holloway and Green). Mascheroni and Holloway summarise the features of IoToys as entities that users can program, with human-toy interactivity, and which have network connectivity. In this discussion we focus on children’s play with a small programmable robot named Cozmo (fig. 1). The robot also has an ‘explorer mode’ in which children can view the world through the eyes of Cozmo, and a camera which can film the robot’s view, accessed through the mobile app. Children are encouraged to personify Cozmo, including feeding the robot and keeping it tuned up. Cozmo also has numerous functions including tricks, a coding lab, and games that utilise three provided ‘Power Cubes’ that encourage child-robot interaction: Keep Away – the player slides the cube closer to Cozmo then pulls away quickly when Cozmo ‘pounces’ – the aim of the game is to ensure Cozmo misses the cube. Quick Tap – a colour matching game which involves hitting the cubes (before Cozmo) when the colours match. Memory Match – Cozmo shows a pattern of colours, and the player then taps the cubes in the right colour order – each round the pattern gets longer. Fig. 1: Cozmo Whilst the toy uses Wi-Fi rather than connecting directly to the Internet, Cozmo was chosen as a focus for the study because many of its characteristics are typical of IoToys, including connectivity, programmability, and the human-toy connection (Mascheroni and Holloway). Children’s play lives have been changed through the development of digital technologies including smartphones, tablets, laptops, and games consoles (Marsh et al.) and inevitably, children’s play experiences now cross a range of boundaries including the “virtual/physical world, online/offline and digital/nondigital” (Marsh 5). As IoToys become more prevalent in the toy market, there is an increasing need to understand how these connected toys transcend digital-material boundaries between toy and media technology. Whilst toys such as Cozmo share similar traits with traditional toys, they also increasingly share characteristics with computing devices (i.e., video games, mobile apps) and domestic media (i.e., Amazon Alexa; Berriman and Mascheroni). The combination of the traditional and digital adds a layer of complexity to children’s play experiences as the interaction between the child and the robot is ‘reconfigured as a bidirectional, multidimensional, multisensory experience’ (Mascheroni and Holloway 5). By asking ‘what types of play does an Internet-enabled toy engender?’, this article examines the capabilities and limitations of Cozmo for children’s play experiences. Currently, there is little reliable information about children’s IoToy use despite the media attention the subject attracts. Many assumptions are made regarding how technological devices offer restricted opportunities for play (see Healey et al.), and therefore it is vital to investigate the benefits and limitations of these new-generation technologies for parents and children. This article contributes to ongoing debates focussing on children’s playful engagement with digital technology and the importance of engaging parents in discussions on different types of play and children’s development. Methodology This international study involved thirteen families across four countries (Australia, Belgium, Italy, UK; Appendix 1). Ethical clearance was obtained prior to the commencement of the study. Consent was gained from both the children and the parents, and the children were specifically asked if they could be audio-recorded and photographed by the researchers. Pseudonyms have been used in this article. Families were visited twice by a researcher, with each visit lasting around an hour. Firstly, the children were interviewed about their favourite toys, and the parent was interviewed about their thoughts on their children’s (digital) play practices. This provided background information about the child’s play ecologies, such as the extent to which they were familiar with IoToys. Cozmo was also introduced to the children during the first visit and researchers ensured they were confident using the toy before leaving. Cozmo was left with the children to use for a period of between one and three months before the researcher returned for the second visit. Families were reinterviewed, with a focus on what they thought about Cozmo, and how the children had engaged with the toy in their play. Data were deductively analysed using a revised version of Hughes’s taxonomy of play that takes account of the digital aspect of children’s play contexts. Hughes’s original framework, identifying the types of play children engage in, was developed before the rise of digital media. The revised taxonomy was developed by Marsh et al. (see Appendix 2) in a study that examined how apps can promote children’s play and creativity. Data emerging from this study illuminated how Hughes’s taxonomy can be applied in digital contexts, demonstrating that “what changes in digital contexts is not so much the types of play possible, but the nature of that play” (Marsh et al. 250). The adapted framework was applied to the data as a way of analysing play with Cozmo across digital and non-digital spaces, and selections from the transcripts were chosen to illustrate the categories, discussed in the next section. Framing Children’s Digital and Non-Digital Play Practices The findings from the data highlight numerous digital play types (Marsh et al.) that occurred during the children’s interactions with the robot, primarily: Imaginative play in a digital context in which children pretend that things are otherwise. Exploratory play in a digital context in which children explore objects and spaces through the senses to find out information or explore possibilities. Mastery play in digital contexts in which children attempt to gain control of environments. Communication play using words, songs, rhymes, poetry in a digital context. Other types of play that were observed include: Virtual Locomotor play involving movement in a digital context e.g., child may play hide and seek with others in a virtual world. Object play in which children explore virtual objects through vision and touch. Social play in a digital context during which rules for social interaction are constructed and employed. Imaginative Play “Imaginative play” was prevalent in all the case study families, in particular anthropomorphic/zoomorphic play. Anthropomorphic/zoomorphic play can be categorised as imaginative play when children are aware that the object is not real; they display a willing suspension of disbelief. The morphology of social robots is often classified into anthropomorphic (i.e., human-like) and zoomorphic (i.e., animal-like) and different morphologies can elicit differences in how users perceive and interact with robots (Barco et al.). This was the case for the children in this research, who all referred to the fact that the toy was a robot but often described Cozmo as having human/animal attributes. Across the sample, the children talked about Cozmo as if it was a fellow human being or pet. Eleanor (aged 8) stated that “I feel like he’s one of my family”, while Emma (aged 8) said “we sometimes call him ‘brother’ because he is a little bit like family”. Martina (aged 8) observed that Cozmo sometimes has “hiccups'' that prevent him from responding to her queries, reasoning that “it happens by itself because it eats too much”. Louis (aged 9) did not refer to Cozmo as being human, although he did attribute emotions to the toy, mentioning that Cozmo runs in circles whenever he is happy. Sofia’s mother stated that “one thing that made me laugh is that for Sofia it is a puppy. So, she would pet it, give it kisses”. The mother of Aryana (aged 9) commented that “they tried to like treat it like a living thing, not like toy, like a pet . ... They treat it not like something dead or something frozen, something live”. Epley et al. suggest that anthropomorphisation occurs because knowledge that individuals have about humans is developed earlier than knowledge about non-human entities. Therefore, the knowledge children have of being human is drawn upon when encountering objects such as robots. It may be of little surprise that children react like this because, as Marsh (Uncanny Valley 58) argues, “younger children are likely to possess less knowledge about both human and non-human entities than older children and adults, and, therefore, are more likely to anthropomorphise”. Severson and Woodard (2) argue that even in cases where children know the object is not real, the children ascribe feelings, thoughts, and desires to objects in such a serious manner that anthropomorphism is a “pervasive phenomenon that goes beyond mere pretense”. Robot toys such as Cozmo are specifically designed to stimulate anthropomorphism/zoomorphism. Beck et al. have shown that head movements help children identify emotions in robots. Cozmo is programmed to recognise faces and learn names, which inevitably contributes to children feeling an emotional connection. For example, Eleanor (aged 8) remarked that “he was always looking at me and it looked like he was listening to me when I was talking”. The desire for a connection with the robot was so strong for Oscar (aged 7) that he deliberately programmed the robot to respond to him, saying “I can make him do happy stuff which makes me feel like he likes me”. Emma’s mother stated that whenever Emma (aged 8) did something that seemed to make Cozmo happy, she would do those things repeatedly. Emma also referred to Cozmo as having agency, for example, when Cozmo built towers or turned himself into a bulldozer. Even though she made those commands herself via the app, Emma attributed the idea and action to Cozmo. Overall, the children implemented imaginative play practices through the pretence of Cozmo’s ‘human-like’ attributes such as knowing their name, “looking at” and “listening to” them, and displaying different emotions such as love, anger, and happiness. Exploratory Play “Exploratory play” usually occurred when the children first received the toy and most of the children immediately wanted to get to know Cozmo’s features and possibilities. Arthur’s father stated that the first thing Arthur (aged 8) did was grab the remote and start clicking buttons to find out what would happen. Oscar’s mother was amazed that her child had played initially for five hours using Cozmo when he did not spend this long with other toys. She explained that he had been exploring what the toy could do: “he was getting it to choose blocks, pick up blocks, do tricks, make faces, and do dances … . He really enjoyed that”. Controlling Cozmo to travel between rooms was an example of “Virtual Locomotor play”, although the robot could also lead to locomotor play in the physical world as children chased after Cozmo or danced with it. Further examples of virtual locomotor play occurred when the robot followed and chased children if they moved from the play area. Oscar (aged 7) enjoyed using this mode to set the robot on a course which led to it ‘spying’ on his younger sister. His mother noted that: because their bedrooms are opposite sides of the hallway, he kept sending Cozmo to go and watch what she was doing and waiting and seeing how long it took her to realise he was there. Jacob (aged 10) also swiftly realised Cozmo’s surveillance potential as he referred to the robot as a “spying machine”. Louis (aged 9) stated that after he had explored all the options Cozmo offers, playing with it became dull. To him, all the fun was in the exploratory play. Other children across the sample also reported that they stopped playing with Cozmo after a while when they felt like there was nothing new to explore. Mastery Play “Exploratory play” was also connected to “Mastery play” through programmatic sequencing which enabled the robot to move and follow different directions as requested by the children. For example, Eleanor (aged 8) commented, “I liked to play games with him ... . I liked doing the acting thing”. This involved programming the toy to undertake a series of actions that were sequenced in a performance. For Ebrahim (aged 7), the explorer mode also led to mastery play, as he set up an obstacle course for Cozmo using his toy soldiers, explaining that “I took a couple of my soldiers in here and made them out in a specific order and then I tried to get past them in explorer mode”. Arthur (aged 8) would continuously try to find ways to make Cozmo go through obstacle courses faster. He especially liked the coding and programming aspect of the toy, and his father would challenge him to think his decisions through to get better results. Children also utilised other objects in their exploratory and mastery play. Louis (aged 9) would put up barricades so that Cozmo could not escape, and Matteo (aged 9) constructed “high towers” and operated “stability tests” by using Cozmo’s explorer mode and constructing pathways through furniture and other objects. The blurring of physical/virtual and material/digital play, which is prevalent in contemporary play landscapes (Marsh et al., Children, Technology and Play), is highlighted during these episodes in which the children incorporated their own interests linked to their personal environments into their play with Cozmo. Mastery play inevitably involved “Object play”, as children played around with icons on the app to investigate their properties. Cozmo offers a variety of games which stimulate various abilities and can be played via the app or remote. Available games allow both child-robot interaction by means of the ‘Power Cubes’ provided with the robot, and programming games with different difficulty levels. Physical contact between the child and Cozmo, and the robot’s responses, encouraged anthropomorphism, as Jacob (aged 10) switched from referencing Cozmo as ‘it’ to ‘him’ as the discussion progressed: Interviewer: (to Jacob) We got a robot interfacing this time. (To Cozmo) Hello, are you still looking at me? That’s great. (To Jacob) So, do you want to show us your fist bumps that you coded? Jacob: Oh, I didn’t code it. Well, I did code it. Go to tricks. Do you want to fist bump him? Interviewer: Yeah, can I fist bump him? Jacob: Just put your fist near him like close, close, like that. In addition to the fist bump game, Dylan (aged 9) unlocked the Fist Bump app icon on his tablet enabling him to receive rewards by alternating physical fist bumps with himself and virtual fist bumps between Cozmo and the iPad. These object and exploratory play types were positioned as stimulating the robot’s feelings and emotions through musical sounds (like a robot “purring”) that seem to be designed to foster a stronger connection between the child and Cozmo. All the children in the research played Cozmo’s games; the tapping game and the building games with blocks were popular. A clear connection between mastery and object play is shown in those situations where children explore objects to gain control of their environment. While children pointed out that winning the games against Cozmo was almost impossible, some tried to change the game in their favour. Arthur (aged 8), for example, would move the blocks during games to slow down Cozmo. Whenever Emma (aged 8) became impatient with the games, she would move the blocks closer to Cozmo to finish certain games faster. Mastery play was valued by parents because of its interactivity and educational potential. Arthur’s father praised Cozmo’s programming and coding possibilities and valued the technical insight and problem-solving skills it teaches children. Oscar’s mother also valued the educational potential of the toy, but did not appear to recognise that the exploratory play he engaged in involved learning: I liked the fact that it had all these sorts of educational aspects to it. It would have been nice if we’d have got to use them. I like the idea that it could code, and it would teach coding ... but it wasn’t to be. There was some disappointment with the lack of engagement with the coding capabilities of Cozmo. Parents lamented that their children did not engage with coding activities but accepted that this was due to the level of difficulty or technical issues (i.e., Cozmo shutting down frequently), as well as their children’s inability to navigate coding activities (i.e., due to their age). Communication Play “Communication play” was observed as the English-speaking children learnt how to write things into Cozmo that the robot would then say. Ebrahim (aged 7) explained “you can type whatever you want him to say, like, I typed this, ‘I play with Monica’”. Emma (aged 8) made up entire stories for Cozmo to tell, and Arthur (aged 8) made up plays for Cozmo to perform. Oscar (aged 7) felt that the app had helped him learn to read: when asked how it helped him to read, he said “by me typing it in and him saying the words back to me so then I can hear what it says”. This highlights how IoToys can facilitate a playful approach to literacy and supports the work of Heljakka and Ihamäki (96), who assert a need to “widen understandings of toy literacy into multiple directions”. As such, the potential to support aspects of children’s literacy and digital learning in a way that is engaging and playful illuminates the benefits that these types of toys can provide. In contrast, Italian and Belgian children faced more difficulties in communicating with Cozmo as they did not speak English. However, this did not limit the possibility to interact and communicate with Cozmo, for example, through parental mediation or by referring to recognisable symbols (sounds, icons, and images in the app). Other Types of Play The data indicated that four play types (imaginative, exploratory, mastery, and communication play) were the most prevalent among the participating families, although there was also evidence of “Locomotor play” (during exploratory play), and “Object play” (during mastery play). “Social play” was also reported, for instance, when children played with the robot with siblings or friends. All the children wanted to show Cozmo to friends and family. Arthur (aged 8) even arranged with his teacher that he could bring Cozmo to school and show his classmates what Cozmo could do during a class presentation. “Creative play” (play that enables children to explore, develop ideas, and make things in a digital context) was limited in the data. Whilst there was some evidence of this type of play – for example, Oscar (aged 7) and Matteo (aged 9) built ramps and obstacle courses for Cozmo –, in general, there was limited evidence of children playing in creative ways to produce new artefacts with the robot. This is despite the toy having a creative mode, in which children can use the app to code games and actions for Cozmo. For Eleanor, it seemed that the toy did not foster open-ended play. Her mother noted that Eleanor normally enjoyed creative play, but she appeared to lose interest in the toy after displaying initial enthusiasm: “I don’t think it was creative enough, I think it’s not open-ended enough and that’s why she didn’t play with it, would be my guess”. Oscar (aged 7) also lost interest in the toy after the first few weeks of use, which his mother put down to technical issues: I think if it worked flawlessly every time he’d gone to pick it up then he would have been quite happy ... but after a couple of negative experiences where it wouldn’t load up and it’s very frustrating, maybe it just put him off. Other families also talked about how the battery was quick to drain and slow to charge, which impacted on the nature of the play. Emma’s mother stated that the WiFi settings needed to be changed to play with Cozmo which Emma (aged 8) could not do by herself. Therefore, she was only able to play with Cozmo when her mother was around to help her. According to the parents of Arthur and Emma (both aged 8), Cozmo often showed technical errors and did not perform certain games, which caused some frustration with the children. The mother of Aryana (aged 9) also reported a loss of interest in Cozmo, but not particularly related to technical reasons: “she lost interest all the time, so she didn’t follow the steps to the end, she just play a little bit and she'd say, ‘Oh I'm bored, I want to do something’ … mostly YouTube”. Such hesitant engagement may be due to technical issues but might also be due to the limitations regarding creative play identified in this study. Conclusion This study indicates that the Cozmo robot led to a variety of types of play, and that the adaptation of Hughes’s framework by Marsh et al. offered a useful index for identifying changing practices in children's play. As highlighted, children’s play with Cozmo often transcended the virtual and physical, online and offline, and digital and material, as well as providing a vehicle for learning. This analysis thus challenges the proposition that electronic objects limit children’s imagination and play. Prevalent in the findings was the willingness of children to suspend disbelief and engage in anthropomorphic/zoomorphic play with Cozmo by applying human-like attributes to the toy. Children related to the emotional connection with the robot much more than the technical aspects (i.e., coding), and whilst the children understood the limitations of the robot’s agency, there are studies to suggest that caution should be applied by robot developers to ensure that, as technology advances, children are able to maintain the understanding that robots are different from human beings (van den Berghe et al.). This is of particular importance when existing literature highlights that younger children have a less nuanced understanding of the ‘alive’ status of a robot than older children (Nijssen et al.). Children often incorporated more traditional toys and resources into their play with Cozmo: for instance, the use of toy soldiers and building blocks to create obstacle courses demonstrates the digital-material affordances of children’s play. All the children enjoyed the pre-programmed games that utilised the ‘Power Cubes’, and there was an element of competitiveness for the children who demonstrated an eagerness to ‘beat’ the toy. Importantly, parents reported that the app supported children’s literacy development in a playful way, although this was more beneficial for the children whose first language was English. The potential for children’s literacy development through playful child-robot interaction presents opportunities for further study. One significant limitation of the toy that emerged from the findings was the capacity to encourage children’s creative play. Kahn Jr. et al.'s earlier research showed that children endowed less animation to robot toys than to stuffed animals, as if children believe that toy robots have some agency and do not need assistance. Therefore, it is possible that children are less inclined to play in creative ways because they expect Cozmo to control his own behaviour. The research has implications for work with parents. The parents in this study emphasised the value of mastery play for education, but at times overlooked the worth of other types of play for learning. Engaging parents in discussion of the significance that different types of play have for children’s development could be beneficial not just for their own understanding, but also for the types of play they may then encourage and support. The study also has implications for the future development of IoToys. The producers of Cozmo promote types of play through the activities they support in the app, but a broader range of activities could lead to a wider variety of types of play to include, for example, fantasy or dramatic play. There are also opportunities to promote more creative play by, for example, enabling children to construct new artefacts for the robot toy itself, or providing drawing/painting tools that Cozmo could be programmed to use via the app. Broadening play types by design could be encouraged across the toy industry as a whole but, in relation to the IoToys, the opportunities for these kinds of approaches are exciting, reflecting rapid advances in technology that open up possible new worlds of play. This is the challenge for the next few years of toy development, when the first possibilities of the IoToys have been explored. Acknowledgement This research was funded by ARC Discovery Project award DP180103922 – The Internet of Toys: Benefits and Risks of Connected Toys for Children. The article originated as an initiative of the International Partners: Dr Louise Kay and Professor Jackie Marsh (University of Sheffield, UK), Associate Professor Giovanna Mascheroni (Università Cattolica, Italy), and Professor Bieke Zaman (KU Leuven, Belgium). The Australian Chief Investigators on this grant were Dr Donell Holloway and Professor Lelia Green, Edith Cowan University. Much of this article was written by Research Officers who supported the grant’s Investigators, and all parties gratefully acknowledge the funding provided by the Australian Research Council for this project. References Barco, Alex, et al. “Robot Morphology and Children's Perception of Social Robots: An Exploratory Study.” International Conference on Human-Robot Interaction, 23-26 Mar. 2020, Cambridge. Beck, Aryel, et al. “Interpretation of Emotional Body Language Displayed by a Humanoid Robot: A Case Study with Children.” International Journal of Social Robotics 5.3 (2013). 27 Jan. 2023 <https://doi.org/10.1007/s12369-013-0193-z>. Berriman, Liam, and Giovanna Mascheroni. “Exploring the Affordances of Smart Toys and Connected Play in Practice.” New Media & Society 21.4 (2019). 27 Jan. 2023 <https://doi.org/10.1177/1461444818807119>. Brito, Rita, et al. “Young Children, Digital Media and Smart Toys: How Perceptions Shape Adoption and Domestication.” British Journal of Educational Technology 49.5 (2018). 27 Jan. 2023 <https://doi.org/10.1111/bjet.12655>. Epley, Nicholas, et al. "On Seeing Human: A Three-Factor Theory of Anthropomorphism". Psychological Review 114.4 (2007): 864-886. Healey, Aleeya, et al. “Selecting Appropriate Toys for Young Children in the Digital Era.” Pediatrics 143.1 (2019). 27 Jan. 2023 <https://doi.org/10.1542/peds.2018-3348>. Holloway, Donell, and Lelia Green. "The Internet of Toys." Communication Research and Practice 2.4 (2016): 506-519. Hughes, Bob. A Playworker’s Taxonomy of Play Types. 2nd ed. Playlink, 2002. Heljakka, Katriina, and Pirita Ihamäki. “Preschoolers Learning with the Internet of Toys: From Toy-Based Edutainment to Transmedia Literacy.” Seminar.Net 14.1 (2018): 85–102. Kahn Jr., Peter, et al. "Robotic Pets in the Lives of Preschool Children." Interaction Studies 7.3 (2007): 405-436. Marsh, Jackie. “The Internet of Toys: A Posthuman and Multimodal Analysis of Connected Play.” Teachers College Record (2017): 30. ———. "The Uncanny Valley Revisited: Play with the Internet of Toys." Internet of Toys : Practices, Affordances and the Political Economy of Children's Smart Play. Eds. Giovanni Mascheroni and Donell Holloway. Cham: Palgrave Macmillan, 2019. 47-66. Marsh, Jackie, et al. “Digital Play: A New Classification.” Early Years 36.3 (2016): 242. Marsh, Jackie, et al. Children, Technology and Play: Key Findings of a Large-Scale Research Report. The LEGO Foundation, 2020. Mascheroni, Giovanni, and Donell Holloway, eds. Internet of Toys : Practices, Affordances and the Political Economy of Children’s Smart Play. Palgrave Macmillan, 2019. Nijssen, Sari, et al. "You, Robot? The Role of Anthropomorphic Emotion Attributions in Children’s Sharing with a Robot." International Journal of Child-Computer Interaction 30 (2021). 15 Apr. 2023 <https://doi.org/10.1016/j.ijcci.2021.100319>. Severson, Rachel L., and Shailee R. Woodard. “Imagining Others? Minds: The Positive Relation between Children's Role Play and Anthropomorphism.” Frontiers in Psychology 9 (2018). 27 Jan. 2023 <https://doi.org/10.3389/fpsyg.2018.02140>. Van den Berghe, Rianne, et al. "A Toy or a friend? Children's Anthropomorphic Beliefs about Robots and How These Relate to Second-Language Word Learning." Journal of Computer Assisted Learning 37.2 (2021): 396– 410. 15 Apr. 2023 <https://doi.org/10.1111/jcal.12497>. Appendix 1: Participants Country Name (Pseudonym) Sex Age Siblings 1 UK Eleanor F 8 2 younger brothers 2 UK Ebrahim M 7 2 older sisters 3 UK Oscar M 7 1 younger sister 4 UK Aryana F 9 2 younger brothers 5 AU Jacob M 10 1 younger brother 6 AU Dylan M 9 2 older brothers 7 Italy Martina F 8 2 younger sisters 8 Italy Anna F 8 1 younger sister 9 Italy Luca M 8 1 older brother 10 Italy Matteo M 9 1 younger sister 11 Belgium Louis M 9 2 younger sisters 12 Belgium Emma F 8 1 younger sister 13 Belgium Arthur M 8 1 younger sister Appendix 2: Play Types Play Type Play Types (Hughes) Digital Play Types (adapted by Marsh et al., "Digital Play") Symbolic play Occurs when an object stands for another object, e.g. a stick becomes a horse Occurs when a virtual object stands for another object, e.g. an avatar’s shoe becomes a wand Rough and tumble play Children are in physical contact during play, but there is no violence Occurs when avatars that represent users in a digital environment touch each other playfully, e.g. bumping each other Socio-dramatic play Enactment of real-life scenarios that are based on personal experiences, e.g. playing house Enactment of real-life scenarios in a digital environment that are based on personal experiences Social play Play during which rules for social interaction are constructed and employed Play in a digital context during which rules for social interaction are constructed and employed Creative play Play that enables children to explore, develop ideas, and make things Play that enables children to explore, develop ideas, and make things in a digital context Communication play Play using words, songs, rhymes, poetry, etc. Play using words, songs, rhymes, poetry, etc., in a digital context, e.g. text messages, multimodal communication Dramatic play Play that dramatises events in which children have not directly participated, e.g. TV shows Play in a digital context that dramatises events in which children have not directly participated, e.g. TV shows. Locomotor play Play which involves movement, e.g. chase, hide and seek Virtual locomotor play involves movement in a digital context, e.g. child may play hide and seek with others in a virtual world Deep play Play in which children encounter risky experiences, or feel as though they have to fight for survival Play in digital contexts in which children encounter risky experiences, or feel as though they have to fight for survival Exploratory play Play in which children explore objects, spaces, etc. through the senses in order to find out information, or explore possibilities Play in a digital context in which children explore objects, spaces, etc., through the senses in order to find out information, or explore possibilities Fantasy play Play in which children can take on roles that would not occur in real life, e.g. be a superhero Play in a digital context in which children can take on roles that would not occur in real life, e.g. be a superhero Imaginative play Play in which children pretend that things are otherwise Play in a digital context in which children pretend that things are otherwise Mastery play Play in which children attempt to gain control of environments, e.g. building dens Play in digital contexts in which children attempt to gain control of environments, e.g. creating a virtual world Object play Play in which children explore objects through touch and vision Play in which children explore virtual objects through vision and touch through the screen or mouse Role play Play in which children might take on a role beyond the personal or domestic roles associated with socio-dramatic play Play in a digital context in which children might take on a role beyond the personal or domestic roles associated with socio-dramatic play Recapitulative play Play in which children might explore history, rituals, and myths, and play in ways that resonate with the activities of our human ancestors (lighting fires, building shelters, and so on) Play in a digital context in which children might explore history, rituals, and myths, and play in ways that resonate with the activities of our human ancestors (lighting fires, building shelters, and so on) Transgressive play Play in which children contest, resist, and/or transgress expected norms, rules, and perceived restrictions in both digital and non-digital contexts.
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Franks, Rachel. "Before Alternative Voices: The Sydney Gazette and New South Wales Advertiser." M/C Journal 20, no. 1 (March 15, 2017). http://dx.doi.org/10.5204/mcj.1204.

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IntroductionIn 1802 George Howe (1769-1821), the recently appointed Government Printer, published Australia’s first book. The following year he established Australia’s first newspaper; an enterprise that ran counter to all the environmental factors of the day, including: 1) issues of logistics and a lack of appropriate equipment and basic materials to produce a regularly issued newspaper; 2) issues resulting from the very close supervision of production and the routine censorship by the Governor; and 3) issues associated with the colony’s primary purposes as a military outpost and as a penal settlement, creating conflicts between very different readerships. The Sydney Gazette was, critically for Howe, the only newspaper in the infant city for over two decades. Alternative voices would not enter the field of printed media until the 1820s and 1830s. This article briefly explores the birth of an Australian industry and looks at how a very modest newspaper overcame a range of serious challenges to ignite imaginations and lay a foundation for media empires.Government Printer The first book published in Australia was the New South Wales General Standing Orders and General Orders (1802), authorised by Governor Philip Gidley King for the purposes of providing a convenient, single-volume compilation of all Government Orders, issued in New South Wales, between 1791 and 1802. (As the Australian character has been described as “egalitarian, anti-authoritarian and irreverent” [D. Jones 690], it is fascinating that the nation’s first published book was a set of rules.) Prescribing law, order and regulation for the colony the index reveals the desires of those charged with the colony’s care and development, to contain various types of activities. The rules for convicts were, predictably, many. There were also multiple orders surrounding administration, animal husbandry as well as food stuffs and other stores. Some of the most striking headings in the index relate to crime. For example, in addition to headings pertaining to courts there are also headings for a broad range of offences from: “BAD Characters” to “OFFENSIVE Weapons – Again[s]t concealing” (i-xii). The young colony, still in its teenage years, was, for the short-term, very much working on survival and for the long-term developing ambitious plans for expansion and trade. It was clear though, through this volume, that there was no forgetting the colony of New South Wales was first, and foremost, a penal settlement which also served as a military outpost. Clear, too, was the fact that not all of those who were shipped out to the new colony were prepared to abandon their criminal careers which “did not necessarily stop with transportation” (Foyster 10). Containment and recidivism were matters of constant concern for the colony’s authorities. Colonial priorities could be seen in the fact that, when “Governor Arthur Phillip brought the first convicts (548 males and 188 females) to Port Jackson on 26 January 1788, he also brought a small press for printing orders, rules, and regulations” (Goff 103). The device lay dormant on arrival, a result of more immediate concerns to feed and house all those who made up the First Fleet. It would be several years before the press was pushed into sporadic service by the convict George Hughes for printing miscellaneous items including broadsides and playbills as well as for Government Orders (“Hughes, George” online). It was another convict (another man named George), convicted at the Warwick Assizes on March 1799 (Ferguson vi) then imprisoned and ultimately transported for shoplifting (Robb 15), who would transform the small hand press into an industry. Once under the hand of George Howe, who had served as a printer with several London newspapers including The Times (Sydney Gazette, “Never” 2) – the printing press was put to much more regular use. In these very humble circumstances, Australia’s great media tradition was born. Howe, as the Government Printer, transformed the press from a device dedicated to ephemera as well as various administrative matters into a crucial piece of equipment that produced the new colony’s first newspaper. Logistical Challenges Governor King, in the year following the appearance of the Standing Orders, authorised the publishing of Australia’s first newspaper, The Sydney Gazette and New South Wales Advertiser. The publication history of The Sydney Gazette, in a reflection of some of the challenges faced by the printer, is erratic. First published on a Saturday from 5 March 1803, it quickly changed to a Sunday paper from 10 April 1803. Interestingly, Sunday “was not an approved day for the publication of newspapers, and although some English publishers had been doing so since about 1789, Sunday papers were generally frowned upon” (Robb 58). Yet, as argued by Howe a Sunday print run allowed for the inclusion of “the whole of the Ship News, and other Incidental Matter, for the preceeding week” (Sydney Gazette, “To the Public” 1).The Sydney Gazette and New South Wales Advertiser Vol. 1, No. 1, 5 March 1803 (Front Page)Call Number DL F8/50, Digital ID a345001, State Library of New South WalesPublished weekly until 1825, then bi-weekly until 1827 before coming out tri-weekly until 20 October 1842 (Holden 14) there were some notable pauses in production. These included one in 1807 (Issue 214, 19 April-Issue 215, 7 June) and one in 1808-1809 (Issue 227, 30 August-Issue 228, 15 May) due to a lack of paper, with the latter pause coinciding with the Rum Rebellion and the end of William Bligh’s term as Governor of New South Wales (see: Karskens 186-88; Mundle 323-37). There was, too, a brief attempt at publishing as a daily from 1 January 1827 which lasted only until 10 February of that year when the title began to appear tri-weekly (Kirkpatrick online; Holden 14). There would be other pauses, including one of two weeks, shortly before the final issue was produced on 20 October 1842. There were many problems that beset The Sydney Gazette with paper shortages being especially challenging. Howe regularly advertised for: “any quantity” of Spanish paper (e.g.: Sydney Gazette, “Wanted to Purchase” 4) and needing to be satisfied “with a variety of size and colour” (P.M. Jones 39). In addition, the procurement of ink was so difficult in the colony, that Howe often resorted to making his own out of “charcoal, gum and shark oil” (P.M. Jones 39).The work itself was physically demanding and papers printed during this period, by hand, required a great deal of effort with approximately “250 sheets per hour … [the maximum] produced by a printer and his assistant” (Robb 8). The printing press itself was inadequate and the subject of occasional repairs (Sydney Gazette, “We Have” 2). Type was also a difficulty. As Gwenda Robb explains, traditionally six sets of an alphabet were supplied to a printer with extras for ‘a’, ‘e’, ‘r’ and ‘t’ as well as ‘s’. Without ample type Howe was required to improvise as can be seen in using a double ‘v’ to create a ‘w’ and an inverted ‘V’ to represent a capital ‘A’ (50, 106). These quirky work arounds, combined with the use of the long-form ‘s’ (‘∫’) for almost a full decade, can make The Sydney Gazette a difficult publication for modern readers to consume. Howe also “carried the financial burden” of the paper, dependent, as were London papers of the late eighteenth century, on advertising (Robb 68, 8). Howe also relied upon subscriptions for survival, with the collection of payments often difficult as seen in some subscribers being two years, or more, in arrears (e.g.: Sydney Gazette, “Sydney Gazette” 1; Ferguson viii; P.M. Jones 38). Governor Lachlan Macquarie granted Howe an annual salary, in 1811, of £60 (Byrnes 557-559) offering some relief, and stability, for the beleaguered printer.Gubernatorial Supervision Governor King wrote to Lord Hobart (then Secretary of State for War and the Colonies), on 9 May 1803: it being desirable that the settlers and inhabitants at large should be benefitted by useful information being dispersed among them, I considered that a weekly publication would greatly facilitate that design, for which purpose I gave permission to an ingenious man, who manages the Government printing press, to collect materials weekly, which, being inspected by an officer, is published in the form of a weekly newspaper, copies of which, as far as they have been published, I have the honor to enclose. (85)In the same letter, King wrote: “to the list of wants I have added a new fount of letters which may be procured for eight or ten pounds, sufficient for our purpose, if approved of” (85). King’s motivations were not purely altruistic. The population of the colony was growing in Sydney Cove and in the outlying districts, thus: “there was an increasing administrative need for information to be disseminated in a more accessible form than the printed handbills of government orders” (Robb 49). There was, however, a need for the administration to maintain control and the words “Published By Authority”, appearing on the paper’s masthead, were a constant reminder to the printer that The Sydney Gazette was “under the censorship of the Secretary to the Governor, who examined all proofs” (Ferguson viii). The high level of supervision, worked in concert with the logistical difficulties described above, ensured the newspaper was a source of great strain and stress. All for the meagre reward of “6d per copy” (Ferguson viii). This does not diminish Howe’s achievement in establishing a newspaper, an accomplishment outlined, with some pride, in an address printed on the first page of the first issue:innumerable as the Obstacles were which threatened to oppose our Undertaking, yet we are happy to affirm that they were not insurmountable, however difficult the task before us.The utility of a PAPER in the COLONY, as it must open a source of solid information, will, we hope, be universally felt and acknowledged. (Sydney Gazette, “Address” 1)Howe carefully kept his word and he “wrote nothing like a signature editorial column, nor did he venture his personal opinions, conscious always of the powers of colonial officials” (Robb 72). An approach to reportage he passed to his eldest son and long-term assistant, Robert (1795-1829), who later claimed The Sydney Gazette “reconciled in one sheet the merits of the London Gazette in upholding the Government and the London Times in defending the people” (Walker 10). The censorship imposed on The Sydney Gazette, by the Governor, was lifted in 1824 (P.M. Jones 40), when the Australian was first published without permission: Governor Thomas Brisbane did not intervene in the new enterprise. The appearance of unauthorised competition allowed Robert Howe to lobby for the removal of all censorship restrictions on The Sydney Gazette, though he was careful to cite “greater dispatch and earlier publication, not greater freedom of expression, as the expected benefit” (Walker 6). The sudden freedom was celebrated, and still appreciated many years after it was given:the Freedom of the Press has now been in existence amongst us on the verge of four years. In October 1824, we addressed a letter to the Colonial Government, fervently entreating that those shackles, under which the Press had long laboured, might be removed. Our prayer was attended to, and the Sydney Gazette, feeling itself suddenly introduced to a new state of existence, demonstrated to the Colonists the capabilities that ever must flow from the spontaneous exertions of Constitutional Liberty. (Sydney Gazette, “Freedom” 2)Early Readerships From the outset, George Howe presented a professional publication. The Sydney Gazette was formatted into three columns with the front page displaying a formal masthead featuring a scene of Sydney and the motto “Thus We Hope to Prosper”. Gwenda Robb argues the woodcut, the first produced in the colony, was carved by John W. Lewin who “had plenty of engraving skills” and had “returned to Sydney [from a voyage to Tahiti] in December 1802” (51) while Roger Butler has suggested that “circumstances point to John Austin who arrived in Sydney in 1800” as being the engraver (91). The printed text was as vital as the visual supports and every effort was made to present full accounts of colonial activities. “As well as shipping and court news, there were agricultural reports, religious homilies, literary extracts and even original poetry written by Howe himself” (Blair 450). These items, of course, sitting alongside key Government communications including General Orders and Proclamations.Howe’s language has been referred to as “florid” (Robb 52), “authoritative and yet filled with deference for all authority, pompous in a stiff, affected eighteenth century fashion” (Green 10) and so “some of Howe’s readers found the Sydney Gazette rather dull” (Blair 450). Regardless of any feelings towards authorial style, circulation – without an alternative – steadily increased with the first print run in 1802 being around 100 copies but by “the early 1820s, the newspaper’s production had grown to 300 or 400 copies” (Blair 450).In a reflection of the increasing sophistication of the Sydney-based reader, George Howe, and Robert Howe, would also publish some significant, stand-alone, texts. These included several firsts: the first natural history book printed in the colony, Birds of New South Wales with their Natural History (1813) by John W. Lewin (praised as a text “printed with an elegant and classical simplicity which makes it the highest typographical achievement of George Howe” [Wantrup 278]); the first collection of poetry published in the colony First Fruits of Australian Poetry (1819) by Barron Field; the first collection of poetry written by a Australian-born author, Wild Notes from the Lyre of a Native Minstrel (1826) by Charles Tompson; and the first children’s book A Mother’s Offering to Her Children: By a Lady, Long Resident in New South Wales (1841) by Charlotte Barton. The small concern also published mundane items such as almanacs and receipt books for the Bank of New South Wales (Robb 63, 72). All against the backdrop of printing a newspaper.New Voices The Sydney Gazette was Australia’s first newspaper and, critically for Howe, the only newspaper for over two decades. (A second paper appeared in 1810 but the Derwent Star and Van Diemen’s Land Intelligencer, which only managed twelve issues, presented no threat to The Sydney Gazette.) No genuine, local rival entered the field until 1824, when the Australian was founded by barristers William Charles Wentworth and Robert Wardell. The Monitor debuted in 1826, followed the Sydney Herald in 1831 and the Colonist in 1835 (P.M. Jones 38). It was the second title, the Australian, with a policy that asserted articles to be: “Independent, yet consistent – free, yet not licentious – equally unmoved by favours and by fear” (Walker 6), radically changed the newspaper landscape. The new paper made “a strong point of its independence from government control” triggering a period in which colonial newspapers “became enmeshed with local politics” (Blair 451). This new age of opinion reflected how fast the colony was evolving from an antipodean gaol into a complex society. Also, two papers, without censorship restrictions, without registration, stamp duties or advertisement duties meant, as pointed out by R.B. Walker, that “in point of law the Press in the remote gaol of exile was now freer than in the country of origin” (6). An outcome George Howe could not have predicted as he made the long journey, as a convict, to New South Wales. Of the early competitors, the only one that survives is the Sydney Herald (The Sydney Morning Herald from 1842), which – founded by immigrants Alfred Stephens, Frederick Stokes and William McGarvie – claims the title of Australia’s oldest continuously published newspaper (Isaacs and Kirkpatrick 4-5). That such a small population, with so many pressing issues, factions and political machinations, could support a first newspaper, then competitors, is a testament to the high regard, with which newspaper reportage was held. Another intruder would be The Government Gazette. Containing only orders and notices in the style of the London Gazette (McLeay 1), lacking any news items or private advertisements (Walker 19), it was first issued on 7 March 1832 (and continues, in an online format, today). Of course, Government orders and other notices had news value and newspaper proprietors could bid for exclusive rights to produce these notices until a new Government Printer was appointed in 1841 (Walker 20).Conclusion George Howe, an advocate of “reason and common sense” died in 1821 placing The Sydney Gazette in the hands of his son who “fostered religion” (Byrnes 557-559). Robert Howe, served as editor, experiencing firsthand the perils and stresses of publishing, until he drowned in a boating accident in Sydney Harbour, in 1829 leaving the paper to his widow Ann Howe (Blair 450-51). The newspaper would become increasingly political leading to controversy and financial instability; after more changes in ownership and in editorial responsibility, The Sydney Gazette, after almost four decades of delivering the news – as a sole voice and then as one of several alternative voices – ceased publication in 1842. During a life littered with personal tragedy, George Howe laid the foundation stone for Australia’s media empires. His efforts, in extraordinary circumstances and against all environmental indicators, serve as inspiration to newspapers editors, proprietors and readers across the country. He established the Australian press, an institution that has been described asa profession, an art, a craft, a business, a quasi-public, privately owned institution. It is full of grandeurs and faults, sublimities and pettinesses. It is courageous and timid. It is fallible. It is indispensable to the successful on-going of a free people. (Holden 15)George Howe also created an artefact of great beauty. The attributes of The Sydney Gazette are listed, in a perfunctory manner, in most discussions of the newspaper’s history. The size of the paper. The number of columns. The masthead. The changes seen across 4,503 issues. Yet, consistently overlooked, is how, as an object, the newspaper is an exquisite example of the printed word. There is a physicality to the paper that is in sharp contrast to contemporary examples of broadsides, tabloids and online publications. Concurrently fragile and robust: its translucent sheets and mottled print revealing, starkly, the problems with paper and ink; yet it survives, in several collections, over two centuries since the first issue was produced. The elegant layout, the glow of the paper, the subtle crackling sound as the pages are turned. The Sydney Gazette and New South Wales Advertiser is an astonishing example of innovation and perseverance. It provides essential insights into Australia’s colonial era. It is a metonym for making words matter. AcknowledgementsThe author offers her sincere thanks to Geoff Barker, Simon Dwyer and Peter Kirkpatrick for their comments on an early draft of this paper. The author is also grateful to Bridget Griffen-Foley for engaging in many conversations about Australian newspapers. ReferencesBlair, S.J. “Sydney Gazette and New South Wales Advertiser.” A Companion to the Australian Media. Ed. Bridget Griffen-Foley. North Melbourne: Australian Scholarly Publishing, 2014.Butler, Roger. Printed Images in Colonial Australia 1801-1901. Canberra: National Gallery of Australia, 2007.Byrnes, J.V. “Howe, George (1769–1821).” Australian Dictionary of Biography, National Centre of Biography: 1788–1850, A–H. Canberra: Australian National University, 1966. 557-559. Ferguson, J.A. “Introduction.” The Sydney Gazette and New South Wales Advertiser: A Facsimile Reproduction of Volume One, March 5, 1803 to February 26, 1804. Sydney: The Trustees of the Public Library of New South Wales in Association with Angus & Robertson, 1963. v-x. Foyster, Elizabeth. “Introduction: Newspaper Reporting of Crime and Justice.” Continuity and Change 22.1 (2007): 9-12.Goff, Victoria. “Convicts and Clerics: Their Roles in the Infancy of the Press in Sydney, 1803-1840.” Media History 4.2 (1998): 101-120.Green, H.M. “Australia’s First Newspaper.” Sydney Morning Herald, 11 Apr. 1935: 10.Holden, W. Sprague. Australia Goes to Press. Detroit: Wayne State UP, 1961. “Hughes, George (?–?).” Australian Dictionary of Biography, National Centre of Biography: 1788–1850, A–H. Canberra: Australian National University, 1966. 562. Isaacs, Victor, and Rod Kirkpatrick. Two Hundred Years of Sydney Newspapers. Richmond: Rural Press, 2003. Jones, Dorothy. “Humour and Satire (Australia).” Encyclopedia of Post-Colonial Literatures in English. 2nd ed. Eds. Eugene Benson and L.W. Conolly. London: Routledge, 2005. 690-692.Jones, Phyllis Mander. “Australia’s First Newspaper.” Meanjin 12.1 (1953): 35-46. Karskens, Grace. The Colony: A History of Early Sydney. Crows Nest: Allen & Unwin, 2010. King, Philip Gidley. “Letter to Lord Hobart, 9 May 1803.” Historical Records of Australia, Series 1, Governors’ Despatches to and from England, Volume IV, 1803-1804. Ed. Frederick Watson. Sydney: Library Committee of the Commonwealth Parliament, 1915.Kirkpatrick, Rod. Press Timeline: 1802 – 1850. Canberra: National Library of Australia, 2011. 6 Jan. 2017 <https://www.nla.gov.au/content/press-timeline-1802-1850>. McLeay, Alexander. “Government Notice.” The New South Wales Government Gazette 1 (1832): 1. Mundle, R. Bligh: Master Mariner. Sydney: Hachette, 2016.New South Wales General Standing Orders and General Orders: Selected from the General Orders Issued by Former Governors, from the 16th of February, 1791, to the 6th of September, 1800. Also, General Orders Issued by Governor King, from the 28th of September, 1800, to the 30th of September, 1802. Sydney: Government Press, 1802. Robb, Gwenda. George Howe: Australia’s First Publisher. Kew: Australian Scholarly Publishing, 2003.Spalding, D.A. Collecting Australian Books: Notes for Beginners. 1981. Mawson: D.A. Spalding, 1982. The Sydney Gazette and New South Wales Advertiser. “Address.” 5 Mar. 1803: 1.———. “To the Public.” 2 Apr. 1803: 1.———. “Wanted to Purchase.” 26 June 1803: 4.———. “We Have the Satisfaction to Inform Our Readers.” 3 Nov. 1810: 2. ———. “Sydney Gazette.” 25 Dec. 1819: 1. ———. “The Freedom of the Press.” 29 Feb. 1828: 2.———. “Never Did a More Painful Task Devolve upon a Public Writer.” 3 Feb. 1829: 2. Walker, R.B. The Newspaper Press in New South Wales, 1803-1920. Sydney: Sydney UP, 1976.Wantrup, Johnathan. Australian Rare Books: 1788-1900. Sydney: Hordern House, 1987.
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Rose, Megan Catherine, Haruka Kurebayashi, and Rei Saionji. "Kawaii Affective Assemblages." M/C Journal 25, no. 4 (October 5, 2022). http://dx.doi.org/10.5204/mcj.2926.

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Abstract:
Introduction The sensational appearance of kawaii fashion in Tokyo’s Harajuku neighborhood—full of freedom, fun, and frills— has captivated hearts and imaginations worldwide. A key motivational concept for this group is “kawaii” which is commonly translated as “cute” and can also be used to describe things that are “beautiful”, “funny”, “pretty”, “wonderful”, “great”, “interesting”, and “kind” (Yamane 228; Yomota 73; Dale 320). Representations in media such as the styling of Harajuku street model and J-pop star Kyary Pamyu Pamyu, directed by Sebastian Masuda, have helped bring this fashion to a wider audience. Of this vibrant community, decora fashion is perhaps best known with its image well documented in in street-fashion magazines such as Shoichi Aoki’s FRUiTS (1997–2017), Websites such as Tokyo Fashion (2000–present), and in magazines like KERA (1998–2017). In particular, decora fashion captures the “do-it-yourself” approach for which Harajuku is best known for (Yagi 17). In this essay we draw on New Materialism to explore the ways in which decora fashion practitioners form kawaii affective assemblages with the objects they collect and transform into fashion items. We were motivated to pursue this research to build on other qualitative studies that aimed to include the voices of practitioners in accounts of their lifestyles (e.g. Nguyen; Monden; Younker) and respond to claims that kawaii fashion is a form of infantile regression. We—an Australian sociologist and kawaii fashion practitioner, a Japanese decora fashion practitioner and Harajuku street model, and a Japanese former owner of a tearoom in Harajuku—have used an action-led participatory research method to pool our expertise. In this essay we draw on both a New Materialist analysis of our own fashion practices, a 10-year longitudinal study of Harajuku (2012–2022), as well as interviews with twelve decora fashion practitioners in 2020. What Is Decora Fashion? Decora is an abbreviation of “decoration”, which reflects the key aesthetic commitment of the group to adorn their bodies with layers of objects, accessories, and stickers. Decora fashion uses bright clothing from thrift stores, layers of handmade and store-bought accessories, and chunky platform shoes or sneakers. Practitioners enjoy crafting accessories from old toys, kandi and perler beads, weaving, braiding, crocheting novelty yarn and ribbon, and designing and printing their own textiles. In addition to this act of making, decora practitioners also incorporate purchases from specialty brands like 6%DOKI DOKI, Nile Perch, ACDC Rag, YOSUKE USA, and minacute. According to our interviewees, whom we consulted in 2020, excess is key; as Momo told us: “if it’s too plain, it’s not decora”. Decora uses clashing, vibrant, electric colours, and a wild variety of kawaii versions of monsters, characters, and food which appear as motifs on their clothing (Groom 193; Yagi 17). Clashing textures and items—such as a sweat jackets, gauzy tutus, and plastic toy tiaras—are also a key concept (Koga 81). Colour is extended to practitioners’ hair through colourful hair dyes, and the application of stickers, bandaids, and jewels across their cheeks and nose (Rose, Kurebayashi and Saionji). These principles are illustrated in fig. 1, a street snap from 2015 of our co-author, Kurebayashi. Working with the contrasting primary colours across her hair, clothes, and accessories, she incorporates both her own handmade garments and found accessories to form a balanced outfit. Her Lisa Frank cat purse, made from a psychedelic vibrant pink faux fur, acts as a salient point to draw in our eyes to a cacophony of colour throughout her ensemble. The purse is a prized item from her own collection that was a rare find on Mercari, an online Japanese auction Website, 15 years ago. Her sweater dress is handmade, with a textile print she designed herself. The stickers on the print feature smiley faces, rainbows, ducks, and candy—all cheap and cheerful offerings from a discount store. Through intense layering and repetition, Kurebayashi has created a collage that is reminiscent of the clips and bracelets that decorate her hair and wrists. This collage also represents the colour, fun, and whimsy that she immerses herself in everyday. Her platform shoes are by Buffalo London, another rare find for her collection. Her hair braids are handmade by Midoroya, an online artist, which she incorporates to create variety in the textures in her outfit from head to toe. Peeking beneath her sweater is a short colourful tutu that floats and bounces with each step. Together the items converge and sing, visually loud and popping against the urban landscape. Fig. 1: Kurebayashi’s street snap in an decora fashion outfit of her own styling and making, 2015. Given the street-level nature of decora fashion, stories of its origins draw on oral histories of practitioners, alongside writings from designers and stores that cater to this group (Ash). Its emergence was relatively organic in the early 1990s, with groups enjoying mixing and combining found objects and mis-matching clothing items. Initially, decorative styles documented in street photography used a dark colour palette with layers of handmade accessories, clips, and decorations, and a Visual-kei influence. Designers such as Sebastian Masuda, who entered the scene in 1995, also played a key role by introducing accessories and clothes inspired by vintage American toys, Showa era (1926-1989) packaging, and American West Club dance culture (Sekikawa and Kumagi 22–23). Pop idols such as Tomoe Shinohara and Kyary Pamyu Pamyu are also key figures that have contributed to the pop aesthetic of decora. While decora was already practiced prior to the release of Shinohara’s 1995 single Chaimu, her styling resonated with practitioners and motivated them to pursue a more “pop” aesthetic with an emphasis on bright colours, round shapes, and handmade colourful accessories. Shinohara herself encouraged fans to take on a rebelliously playful outlook and presentation of self (Nakao 15–16; Kondō). This history resonates with more recent pop idol Kyary Pamyu Pamyu’s costuming and set design, which was directed by Sebastian Masuda. Kyary’s kawaii fashion preceded her career, as she regularly participated in the Harajuku scene and agreed to street snaps. While the costuming and set design for her music videos, such as Pon Pon Pon, resonate with the Harajuku aesthetic, her playful persona diverges. Her performance uses humour, absurdity, and imperfection to convey cuteness and provide entertainment (Iseri 158), but practitioners in Harajuku do not try to replicate this performance; Shinohara and Kyary’s stage persona promotes ‘immaturity’ and ‘imperfection’ as part of their youthful teenage rebellion (Iseri 159), while kawaii fashion practitioners prefer not to be seen in this light. When considering the toys, stickers, and accessories incorporated into decora fashion, and the performances of Shinohara and Kyary, it is understandable that some outsiders may interpret the fashion as a desire to return to childhood. Some studies of kawaii fashion more broadly have interpreted the wearing of clothing like this as a resistance to adulthood and infantile regression (e.g., Kinsella 221–222; Winge; Lunning). These studies suggest that practitioners desire to remain immature in order to “undermin[e] current ideologies of gender and power” (Hasegawa 140). In particular, Kinsella in her 1995 chapter “in Japan” asserts that fashion like this is an attempt to act “vulnerable in order to emphasize … immaturity and inability to carry out social responsibilities” (241), and suggests that this regression is “self-mutilation [which denies] the existence of a wealth of insights, feelings and humour that maturity brings with it” (235). This view has spread widely in writing about kawaii fashion, and Steele, Mears, Kawamura, and Narumi observe for instance that “prolonging childhood is compelling” as an attractive component of Harajuku culture (48). While we recognise that this literature uses the concept of “childishness” to acknowledge the rebellious nature of Harajuku fashion, our participants would like to discourage this interpretation of their practice. In particular, participants highlighted their commitment to studies, paying bills, caring for family members, and other markers they felt indicated maturity and responsibility. They also found this belief that they wanted to deny themselves adult “insights, feelings and humour” deeply offensive as it disregards their lived experience and practice. From a Sociological perspective, this infantilising interpretation is concerning as it reproduces Orientalist framings of Japanese women who enjoy kawaii culture as dependent and submissive, rather than savvy consumers (Bow 66–73; Kalnay 95). Furthermore, this commentary on youth cultures globally, which points to an infantilisation of adulthood (Hayward 230), has also been interrogated by scholars as an oversimplistic reading that doesn’t recognise the rich experiences of adults who engage in these spaces while meeting milestones and responsibilities (Woodman and Wyn; Hodkinson and Bennett; Bennett). Through our lived experience and work with the decora fashion community, we offer in this essay an alternative account of what kawaii means to these practitioners. We believe that agency, energy, and vibrancy is central to the practice of decora fashion. Rather than intending to be immature, practitioners are looking for vibrant ways to exist. A New Materialist lens offers a framework with which we can consider this experience. For example, our informant Momota, in rejecting the view that her fashion was about returning to childhood, explained that decora fashion was “rejuvenating” because it gave them “energy and power”. Elizabeth Groscz in her essay on freedom in New Materialism encourages us to consider new ways of living, not as an expression of “freedom from” social norms, but rather “freedom to” new ways of being, as expression of their “capacity for action” (140). In other words, rather than seeking freedom from adult responsibilities and regressing into a state where one is unable to care for oneself, decora fashion is a celebration of what practitioners are “capable of doing” (Groscz 140–141) by finding pleasure in collecting and making. Through encounters with kawaii objects, and the act of creating through these materials, decora fashion practitioners’ agential capacities are increased through experiences of elation, excitement and pleasure. Colourful Treasures, Fluttering Hearts: The Pleasures of Collecting kawaii Matter Christine Yano describes kawaii as having the potential to “transform the mundane material world into one occupied everywhere by the sensate and the sociable” (“Reach Out”, 23). We believe that this conceptualisation of kawaii has strong links to New Materialist theory. New Materialism highlights the ways in which human subjects are “are unstable and emergent knowing, sensing, embodied, affective assemblages of matter, thought, and language, part of and inseparable from more-than human worlds” (Lupton). Matter in this context is a social actor in its own right, energising and compelling practitioners to incorporate them into their everyday lives. For example, kawaii matter can move us to be more playful, creative, and caring (Aiwaza and Ohno; Nishimura; Yano, Pink Globalization), or help us relax and feel calm when experiencing high levels of stress (Stevens; Allison; Yano, “Reach Out”). Studies in the behavioral sciences have shown how kawaii objects pique our interest, make us feel happy and excited, and through sharing our excitement for kawaii things become kinder and more thoughtful towards each other (Nittono; Ihara and Nittono; Kanai and Nittono). Decora fashion practitioners are sensitive to this sensate and sociable aspect of kawaii; specific things redolent with “thing-power” (Bennett) shine and twinkle amongst the cultural landscape and compel practitioners to gather them up and create unique outfits. Decora fashion relies on an ongoing hunt for objects to upcycle into fashion accessories, thrifting second-hand goods in vintage stores, dollar stores, and craft shops such as DAISO, Omocha Spiral, and ACDC Rag. Practitioners select plastic goods with smooth forms and shapes, and soft, breathable, and light clothing, all with highly saturated colours. Balancing the contrast of colours, practitioners create a rainbow of matter from which they assemble their outfits. The concept of the rainbow is significant to practitioners as the synergy of contrasting colours expresses its own kawaii vitality. As our interviewee, Kanepi, described, “price too can be kawaii” (Yano, Pink Globalization 71); affordable products such as capsule toys and accessories allow practitioners to amass large collections of glistening and twinkling objects. Rare items are also prized, such as vintage toys and goods imported from America, resonating with their own “uniqueness”, and providing a point of difference to the Japanese kawaii cultural landscape. In addition to the key principles of colour, rarity, and affordability, there is also a personalised aspect to decora fashion. Amongst the mundane racks of clothing, toys, and stationary, specific matter twinkles at practitioners like treasures, triggering a moment of thrilling encounter. Our interviewee Pajorina described this moment as having a “fateful energy to it”. All practitioners described this experience as “tokimeki” (literally, a fluttering heart beat), which is used to refer to an experience of excitement in anticipation of something, or the elating feeling of infatuation (Occhi). Our interviewees sought to differentiate this experience of kawaii from feelings of care towards an animal or children through writing systems. While the kanji for “kawaii” was used to refer to children and small animals, the majority of participants wrote “kawaii” to express the vivid and energetic qualities of their fashion. We found each practitioner had a tokimeki response to certain items that and informed their collecting work. While some items fit a more mainstream interpretation of kawaii, such as characters like Hello Kitty, ribbons, and glitter, other practitioners were drawn to non-typical forms they believed were kawaii, such as frogs, snails, aliens, and monsters. As our interviewee Harukyu described: “I think people’s sense of kawaii comes from different sensibilities and perspectives. It’s a matter of feelings. If you think it is kawaii, then it is”. Guided by individual experiences of objects on the shop shelves, practitioners select things that resonate with their own inner beliefs, interests, and fantasies of what kawaii is. In this regard, kawaii matter is not “structured” or “fixed” but rather “emergent through relations” that unfold between the practitioner and the items that catch their eye in a given moment (Thorpe 12). This offers not only an affirming experience through the act of creating, but a playful outlet as well. By choosing unconventional kawaii motifs to include in their collection, and using more standard kawaii beads, jewels, and ribbons to enhance the objects’ cuteness, decora fashion practitioners are transforming, warping, and shifting kawaii aesthetic boundaries in new and experimental ways (Iseri 148; Miller 24–25). As such, this act of collecting is a joyous and elating experience of gathering and accumulating. Making, Meaning, and Memory: Creating kawaii Assemblages Once kawaii items are amassed through the process of collecting, their cuteness is intensified through hand-making items and assembling outfits. One of our interviewees, Momo, explained to us that this expressive act was key to the personalisation of their clothes as it allows them to “put together the things you like” and “incorporate your own feelings”. For example, the bracelets in fig. 2 are an assemblage made by our co-author Kurebayashi, using precious items she has collected for 10 years. Each charm has its own meaning in its aesthetics, memories it evokes, and the places in which it was found. Three yellow rubber duck charms bob along strands of twinkling pink and blue bubble-like beads. These ducks, found in a bead shop wholesaler while travelling in Hong Kong, evoke for Kurebayashi an experience of a bubble bath, where one can relax and luxuriate in self care. Their contrast with the pink and blue—forming the trifecta of primary colours—enhances the vibrant intensity of the bracelet. A large blue bear charm, contrasting in scale and colour, swings at her wrist, its round forms evoking Lorenz’s Kindchenschema. This bear charm is another rare find from America, a crowning jewel in Kurebayashi’s collection. It represents Kurebayashi’s interest in fun and colourful animals as characters, and as potential kawaii friends. Its translucent plastic form catches the light as it glistens. To balance the colour scheme of her creation, Kurebayashi added a large strawberry charm, found for just 50 Yen in a discount store in Japan. Together these objects resonate with key decora principles: personal significance, rarity, affordability, and bright contrasting colours. While the bear and duck reference childhood toys, they do not signify to Kurebayashi a desire to return to childhood. Rather, their rounded forms evoke a playful outlook on life informed by self care and creativity (Ngai 841; Rose). Through bringing the collection of items together in making these bracelets, the accessories form an entanglement of kawaii matter that carries both aesthetic and personal meaning, charged with memories, traces of past travels, and a shining shimmering vitality of colour and light. Fig. 2: Handmade decora fashion bracelet by Kurebayashi, 2022. The creation of decora outfits is the final act of expression and freedom. In this moment, decora fashion practitioners experience elation as they gleefully mix and match items from their collection to create their fashion style. This entanglement of practitioner and kawaii matter evokes what Gorscz would describe as “free acts … generated through the encounter of life with matter” (151). If we return to fig. 1, we can see how Kurebayashi and her fashion mutually energise each other as an expression of colourful freedom. While the objects themselves are found through encounters and given new life by Kurebayashi as fashion items, they also provide Kurebayashi with tools of expression that “expand the variety of activities” afforded to adults (Gorscz 154). She feels elated, full of feeling, insight, and humour in these clothes, celebrating all the things she loves that are bright, colourful, and fun. Conclusion In this essay, we have used New Materialist theory to illustrate some of the ways in which kawaii matter energises decora fashion practitioners, as an expression of what Gorscz would describe as “capacity for action” and a “freedom towards” new modes of expression. Practitioners are sensitive to kawaii’s affective potential, motivating them to search for and collect items that elate and excite them, triggering moments of thrilling encounters amongst the mundanity of the stores they search through. Through the act of making and assembling these items, practitioners form an entanglement of matter charged with their feelings, memories, and the vitality and vibrancy of their collections. Like shining rainbows in the streets, they shimmer and shine with kawaii life, vibrancy, and vitality. Acknowledgements This article was produced with the support of a Vitalities Lab Scholarship, UNSW Sydney, a National Library of Australia Asia Studies scholarship, as well as in-kind support from the University of Tokyo and the Japan Foundation Sydney. We also thank Deborah Lupton, Melanie White, Vera Mackie, Joshua Paul Dale, Masafumi Monden, Sharon Elkind, Emerald King, Jason Karlin, Elicia O’Reily, Gwyn McLelland, Erica Kanesaka, Sophia Saite, Lucy Fraser, Caroline Lennette, and Alisa Freedman for their kind input and support in helping bring this community project to life. Finally, we thank our decora fashion practitioners, our bright shining stars, who in the face of such unkind treatment from outsiders continue to create and dream of a more colourful world. We would not be here without your expertise. References Aizawa, Marie, and Minoru, Ohno. “Kawaii Bunka no Haikei [The Background of Kawaii Culture].” Shōkei gakuin daigaku kiyō [Shōkei Gakuin University Bulletin] 59 (2010): 23–34. Allison, Anne. “Cuteness as Japan’s Millennial Product.” Pikachu's Global Adventure: The Rise and Fall of Pokémon. Ed. Joseph Tobin. Durham: Duke UP, 2004. 34–49. Aoki, Shoichi. FRUiTS. Renzu Kabushikigaisha. 1997–2017. 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