Guest post by Jessica Harvey
Jessica Harvey is a recent graduate of Central
Connecticut State University’s Anthropology Program, where Between Two Fires: Anime Fan Perceptions of “Digital Piracy” and
“Leveling” served as her Undergraduate Senior Thesis. She now attends
Quinnipiac University’s Interactive Media program, where she hopes to continue
her work on digital piracy. For a full copy of the academic paper, please contact
Jessica at Jessica.Harvey@Quinnipiac.edu or through
her website: www.JessHarveyWrites.com.
Things
change. Just as the advent of the automobile transformed the face of society as
we knew it, so too has the Internet impacted our already technology-dependent
world as it has forced us to challenge many dominant paradigms that have been
in place for generations. Of all the challenges the Internet has brought forth,
none has been so prominent in today’s society as the notion of “digital
piracy”. This nomenclature suggests that any file-sharing of any illegally
acquired digital media, directly through peer-to-peer transfers or by using
file-sharing networks, is against the law and promotes widespread copyright
infringement (Morris and Higgins 2010). For the anime industry in the United
States, the growth of Internet technologies has produced an interesting,
paradoxical problem in which portions of the anime fan population have come to
be branded as pirates, guilty of illegally distributing the digital media they
love so much.
But is it
“piracy” or just another form of exchange between producers and fans (consumers)
that levels the power relationship between fans and the production houses who
market this unique style of animation? My research took the post-modernist view
that the deconstruction of piracy in its dominant paradigm form must occur. By
focusing on the anime industry, responsible for producing the highly unique
animation style originating from Japan, I examined the role that file-sharing
and the Internet play in an industry surviving by the loyalty of its fans. This
is important because despite the industry currently fighting “piracy” with its
final breaths, anime fans have not lost their enthusiasm for their favorite
media and anime itself has never cost less to purchase and to own. Moreover,
incidences of the digital piracy of anime have increased over the last twenty
years. This paradox presents us with the main research question of: Does anime
culture encourage the “digital piracy” of anime?
 |
A photo from ConnectiCon
2011, where I
conducted my participant
observation session.
Here some fans are cosplaying
as characters from
Ouran High School Host Club.
|
The problem of piracy and leveling by anime fans was analyzed by
examining the situation through two points of view: that of the anime industry
(which is also —currently— reflective of the government) and that of the
fans. This was done through the three
methods of: non-random sample surveys, participant observation and the
utilization of Internet sources.
For most, if not all, of the history of digital piracy, the view
most widely presented is that of the industry, whose rights, they feel, have
been compromised. But the fans do not believe this to be the case and they do
not see what they do to be illegal, much less explicitly “digital piracy’. My main research question stemmed from this
latter view, wondering if the fans’ ideologies where formed due to the nature
of anime culture or because of other reasons. To look at this, I first
conducted a large literature review consisting of both academic, peer-reviewed
sources and non-academic sources. I also searched YouTube for videos of various
industry and voice actor panels taped from anime conventions across the nation.
These panels provided insight into the views of not only the fans and industry
leaders, but of those stuck in the middle, such as the voice actors and
fansubbers. Doing so also provided another new, interesting dimension by
allowing me to hear the voices of people who have been anime fans for decades
and compare their opinions to those who have found anime only recently.
Following in line with Equity
Theory, I initially expected fans to feel cheated by the industry for various
reasons, and so felt that distributing my survey on their terms and on their
online territory was the appropriate course of action. To do so, I used Survey
Monkey’s services to host the survey, and posted links to it on my Facebook
account, the Risembool Rangers fan forum and the forum site for Anime News
Network. This allowed for total anonymity and a wide audience from which to
gain insight. The survey asked participants about the habits and methods for
obtaining anime, what they thought of anime culture, how they were introduced
to or got into anime in the first place and why they would illegally download
anime. The sample size was a total of 72 survey respondents between the ages of
18 and 40, with 47% being male and 53% being female.
 |
Breakdown of age
demographics from the survey sample.
|
During the course of this study, I
also employed participant observation as a way to gain information and
experiences. This was conducted in the form of attending an anime convention in
Hartford, CT over the summer of 2011 called ConnectiCon.
Here, I participated in panels, Q&A with the guests, various main events
and anime screenings.
What I found was not entirely what I expected to, and in the
process of doing so, I had to deconstruct my preconceived notions of digital
piracy. Initially, I assumed what was happening within the anime industry was a
result of digital piracy as the government and industry define it. My
assumption caused some initial rough patches when connecting with informants.
After that my initial research question did not really address the issue, a new
and better question began to form:

While the definition of file-sharing digital media, even if for
non-commercial profit, explicitly states that it is against the law, the act
itself is widespread throughout today’s society. Within the anime industry,
digital file-sharing runs as rampant as it does within any other industry,
however, the view the fans of this medium take is increasingly different than
any of the others. In fact, the fans may not even be consciously aware that
their actions are considered leveling but rather just see their activities as
furthering access of anime series to fellow or newer fans who cannot obtain it
for themselves. In some cases, such as fansubbing, the act of sharing these
anime series through “unofficial” channels may be considered by the fans as a compliment to the actual industry rather
than as a detriment to their profit margins, which in turn limits their ability
to bring new series over to the United States.
Be that as it may, industry leaders and the government no longer
consider these practices as the compliment they once did. In fact, views have
changed so much that finding the balance that once existed in the days of the
Cartoon/Fantasy Organization may be too difficult to achieve in today’s world of
instant gratification and easy access to digital media.
I began finding that much of
the issue that the anime industry is dealing with today has to do with fansubs
moving from a marketing tool to a major obstacle. Fansubs used to present
an option for non-Japanese speakers, as well as a free way for the Japanese to
distribute this new art medium to a new audience.
In the same way,
U.S. production houses also used fansubs for free market research in order to
see which shows would be popular in the U.S. But now that they
have become a part of anime culture, and now that the Internet has provided
such a quick and easy way to distribute them, fansubs now present a threat they
once did not.
A good case in
point would be when the U.S. production houses wanted to bring the extremely
popular One Piece anime over to the U.S. and dub it into English. They knew
from the start that it would be a large hit, but the retail sales for One Piece
in the U.S. plummeted despite its popularity (Ayres 2008). In fact, it was so
popular that it was the most
downloaded show of 2008, beating out the then favorites of: Lost, Prison Break and Smallville.
The simple point
is this: this facet of anime culture is no longer about providing anime to
those who cannot obtain it, it is about out-competing the legal distributors.
It is about leveling the playing field so that fans can enjoy what they may not
necessarily otherwise have the money to have.
In a related
light, a second major finding I had revolved around the word “fan”. The term
“fan” comes from the word “fanatical”, which implies that you are so in love
with something that your only intent is to see that it succeeds. However, it is
clear that the meaning of the word “fan” is changing—and already has. Zac
Bertschy, an editorial writer for Anime News Network, received in 2007 a letter
to his “Hey Answerman!” column that talked about the Odex Case in Singapore and
ended by saying, “Without fansubs, there are no fans!” Which I thought was
interesting, and apparently so did Zac Bertschy.
And I think that
quite nicely sums the situation up. Some anime fans are no longer paying at all for official anime productions,
but still call themselves the number one fans because they can obtain the anime
they want for free and quickly. The question for the industry then becomes, are
they even still fans at this point? The answer could be yes, since they do
still enjoy and support the work, but they are not supporting the artist. This relationship is not viable
economically because without the fans buying anime and related merchandise, the
creators literally cannot afford to create.
The simple point is this:
digitally downloading anime for free is illegal. It violates copyright law,
costs companies millions and the artist's lose even more than that. At the same
time, anime fans just want the ability to enjoy what they love for a low cost
or for free. Be that as it may, that does not change the fact that anime costs
money to produce. Without buying anime merchandise or DVDs, BluRays, etc, fans
are not supporting the industry—only the medium. This is fine in and of itself
but from an economic standpoint, it is not a viable relationship, leaving the
industry in a precarious position. Theft of intellectual property is wrong. As
Michael C. Zalot (2008) proposes in regards to the music industry, records made
music a “thing”, a commodity to be bought and sold but digital music files “have even less ‘thingness’ than a CD—no album
cover or physical form other than patterns of electrical charges” (179). It is
still a commodity, but a social one rather than an object to be purchased—a
cultural artifact. It can therefore be shared outside the confines of
capitalist distribution, making any one song available to anyone and everyone
all at once.
In the same way, fansubs made
anime a commodity in the United States, since then all non-Japanese speakers
could also enjoy the art medium. However, the emergence of the digisub served
to disembody anime from its original state, despite widening the fanbase for
the anime industry. This allowed for instantaneous, potentially world-wide
distribution of this cultural artifact. Once disembodied from a purely
“physical” form, has the distribution of anime in this digital state of being
become less of a taboo and more of a culturally acceptable norm within the
anime community and within anime culture?
I believe this to be the case, as
what the government and big companies call “digital piracy” grows more and more
rampant in today’s society. The time has now come to accept that the copyright
laws of tradition are not ready to deal with this issue, and also that it is
the time to stop thinking of it in a dualistic, black and white paradigm type
way. What fans see—for the good or bad of the artist—as leveling, governments
and companies see as digital piracy, but the two may not be stuck in an
all-or-nothing relationship.
Yes, the illegal and unauthorized
distribution of copyrighted content is, in fact, illegal and constitutes
copyright infringement, but in absence of strict laws for the virtual world
that mirror or complement those of the physical one, what else can be done?
Everyone wants to have their cake and eat it, too, and while nothing about that
is necessarily wrong, this line of thinking does absolutely nothing to change
or improve the status quo, much less serve any purpose but ignite feuds between
the two camps.
In conclusion,
anime culture itself does not encourage the digital piracy of its related
media, however it does encourage the
unconscious leveling process which occurs due to feelings of inequitable
exchanges between fans and the anime industry.
Works Cited:
Hill, Charles W.L.
2007 Digital Piracy: Causes, Consequences, and
Strategic Responses. Springer
Science +
Business Media, LLC 2007.
Morris, Robert G and Higgins.
2010 Criminological Theory in the Digital Age: The
Case of Social Learning
Theory and Digital Piracy. Journal of Criminal Justice 38
(2010) 470-480.
Zalot, Michael C.
2008 Digital Dreamtime, Sonic Talismans: Music
Downloading and the Tribal
Landscape. Electronic Tribes,
edited by Tyrone L. Adams and Stephen A. Smith. University of Texas Press, 2008.
____
Would you like to write a guest post for Sociology for Nerds? We accept posts at all times, on any subject either nerdy or sociological! Email sociologyfornerds@gmail.com with drafts or ideas for posts.