A Study on ‘Villainess’ Japanese Web Novels Using Textmining Method

Q4 Arts and Humanities Gwagyeong Ilboneo Munhak Yeongu Pub Date : 2023-06-28 DOI:10.22628/bcjjl.2023.16.1.173
Yoomin NAM
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Abstract

To this point, research on web novels has centered on male-oriented works, with the result that the analysis of a small number of works has been applied to all such novels. With this in mind, this study examines the sub-genre of Japanese female-oriented web novels and the role of the ‘Villainess’ by employing text mining, a digital analysis technique. The Villainess is a character who opposes a female protagonist in an ‘Otome game’ or a ‘Shojo Manga’. A Villainess plot involves a narrative that makes the Villainess, who is originally a supporting character in the story, the main character. The villainous girl protagonist originally lives in modern Japan, enters the world of games or cartoons through the same process involved in her previous life, and is reborn as a high-status villain character. This new world is one that the main character has already experienced through game play or reading in the previous world. Originally, the villainous young lady is a character who torments the heroine, so she is inevitably given a tragic fate according to the logic of evil and punishment. The main character, who is reborn as a villain, changes her fate based on the world of the original game or manga she knows, in order to escape from this unfortunate fate. By transforming the narratives of games and cartoons in this way, the villainous heroine affirms women who live their lives faithfully and independently without attaching importance to dating, and foregrounds the narratives of such women. In this dimension of transformation, we can read the desire of modern Japanese female readers who are often seen as afficianadoes of villainous characters.
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基于文本挖掘方法的日本“恶”网络小说研究
到目前为止,对网络小说的研究主要集中在以男性为中心的作品上,结果是对少数作品的分析被应用于所有这类小说。考虑到这一点,本研究通过使用文本挖掘(一种数字分析技术)来研究日本以女性为导向的网络小说的子类型和“邪恶”的作用。反派是在“oome游戏”或“Shojo Manga”中反对女性主角的角色。在反派情节中,原本在故事中是配角的反派变成了主角。反派女主角原本生活在现代日本,通过与她前世相同的过程进入游戏或卡通世界,并重生为一个高地位的反派角色。这个新世界是主角在之前的世界中已经通过游戏体验或阅读体验过的。恶女本来是一个折磨女主人公的角色,因此按照恶与罚的逻辑,她不可避免地被赋予了悲剧的命运。重生为反派的主人公,为了逃离不幸的命运,根据她所知道的原版游戏或漫画的世界改变了自己的命运。通过这种方式改变游戏和漫画的叙事,反派女主角肯定了忠实独立地生活而不重视约会的女性,并突出了这类女性的叙事。在这个转变的维度中,我们可以读到日本现代女性读者的欲望,她们通常被视为反派角色的助手。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
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0.00%
发文量
16
审稿时长
23 weeks
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