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一、二次元与ACG的文化性界定二次元的讨论需要追溯其产生和在不同文化中翻译的语境。二次元首先涉及到对ACG,即动画(Animation)、漫画(Comic)、游戏(Game)等产物的界定。一般认为,二次元所相对的是三次元,即现实世界。但是,真的是这样吗?我们或许有必要抛弃简单的文化标签,来重新梳理二次元及其相关界定。的确,二次元与ACG的界定紧密相连。其发源点首先来自日本。因为在日本市场中,动画、漫画和
First, the second element and the ACG cultural definition The discussion of the second element needs to trace its context and translation in different cultures. The second element first involves the definition of ACG, ie Animation, Comic, Game. Generally believed that the second element is the third element, that is, the real world. But is that really the case? We may need to abandon simple cultural labels to re-comb the quadratic element and its related definitions. Indeed, the quadratic element is closely linked to the definition of ACG. The origin of its first from Japan. Because in the Japanese market, animation, manga and