Skip to content
1981
Recent Reflections on the Posthuman Condition in American Literature and Culture
  • ISSN: 1466-0407
  • E-ISSN: 1758-9118

Abstract

Virtual and artificial YouTubers (VTubers) show us digital embodiments that appear as computer-generated avatars and are animated by motion-tracking software. In their videos, their bodies traverse overlapping environments – streaming platforms, video games and even their physical environment. One figure through which one can understand these bodies as technocultural assemblages in their complex entanglements is the cyborg. As an analytical tool, the cyborg has emerged as a concept to think about bodies outside of mere juxtapositions such as nature and culture or man and woman. Instead, she emphasizes organic–machinic connections. By looking at the three examples of Miquela Sousa, Ai Angel and CodeMiko, I reconsider VTubers’ videos as . Accordingly, I re-examine the figure of the cyborg and its limitations as a tool for analysis. In doing so, I ask about the (dis)embodied and animated facets of VTubers and their avatars’ bodies. Finally, I discuss VTubers as posthuman icons beyond the cyborg, examining the relationship of VTubers’ bodies to transcendence and immanence.

Loading

Article metrics loading...

/content/journals/10.1386/ejac_00129_1
2024-12-09
2026-04-23

Metrics

Loading full text...

Full text loading...

References

  1. Ai Angel (2019), ‘Ai sees humans for first time’, YouTube, 17 April, https://www.youtube.com/watch?v=WyFwjHQhlgo. Accessed 2 May 2022 [no longer accessible].
  2. Ai Angel (2020a), ‘Ai Angel – Upgrade (official reveal)’, YouTube, 6 November, https://www.youtube.com/watch?v=c5Nf9_JYtb4. Accessed 8 November 2021 [no longer accessible].
  3. Ai Angel (2020b), ‘Virtual girl pranks humans on Omegle! (1000% CONFUSION)’, YouTube, 2 April, https://www.youtube.com/watch?v=EO-j0Yxdfck. Accessed 2 May 2022 [no longer accessible].
  4. Allison, Anne (2006), Millennial Monsters: Japanese Toys and the Global Imagination, Berkeley, CA: University of California Press.
    [Google Scholar]
  5. ‘Anime’ (2022), Oxford Learner’s Dictionaries, Oxford: Oxford University Press, https://www.oxfordlearnersdictionaries.com/definition/american_english/anime. Accessed 11 September 2022.
    [Google Scholar]
  6. Bal, Mieke and Bryson, Norman (1991), ‘Semiotics and art history’, The Art Bulletin, 73:2, pp. 174208.
    [Google Scholar]
  7. Balsamo, Anne (2000), ‘Reading cyborgs writing feminism’, in G. Kirkup, F. Hovenden and K. Woodward (eds), The Gendered Cyborg: A Reader, London: Routledge, pp. 14858.
    [Google Scholar]
  8. Barad, Karen M. (2007), Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning, Durham, NC: Duke University Press.
    [Google Scholar]
  9. Boellstorff, Tom (2012), ‘Rethinking digital anthropology’, in H. A. Horst and D. Miller (eds), Digital Anthropology, New York: Bloomsbury Academic, pp. 3960.
    [Google Scholar]
  10. Boellstorff, Tom (2013), ‘Placing the virtual body: Avatar, chora, cypherg’, in A. Cameron, J. Dickinson and N. J. A. Smith (eds), Body/State, Burlington, VT: Ashgate, pp. 22342.
    [Google Scholar]
  11. Bradstock, Andrew and Hogan, Anne (1998), Women of Faith in Victorian Culture: Reassessing the ‘Angel in the House’, London: Palgrave Macmillan.
    [Google Scholar]
  12. Brett, Noel (2022), ‘Why do we only get anime girl avatars? Collective white heteronormative avatar design in live streams’, Television & New Media, 23:5, pp. 45161, https://doi.org/10.1177/15274764221080956.
    [Google Scholar]
  13. Brock, André (2018), ‘Critical technocultural discourse analysis’, New Media & Society, 20:3, pp. 101230.
    [Google Scholar]
  14. CodeMiko (2020), ‘CodeMiko. Channel information’, YouTube, 18 March, https://www.youtube.com/c/CodeMiko/about. Accessed 8 November 2021.
  15. Crown, Juno (2018), ‘Home of the Japanese heart: Socio-historical contextualization of gender politics, commodity animism and super state-nationalism of Japanese modernity through the Indigenous faith’, master’s thesis, Uppsala: Uppsala University, https://www.diva-portal.org/smash/record.jsf?pid=diva2%3A1260391&dswid=-3285. Accessed 6 August 2022.
    [Google Scholar]
  16. Dias, Marcos (2011), ‘Digital performance in networked public spaces: Situating the posthuman subject’, ISEA 2011, Sanbanci Centre Towers in Levant, 14–21 September, Istanbul: Sabanci University, https://isea-archives.siggraph.org/wp-content/uploads/2020/06/ISEA2011_116_Marcos-Dias.pdf. Accessed 3 October 2021.
    [Google Scholar]
  17. Dransch, Doris (2000), ‘Begriffe und Grundprinzipien der animation’, in G. Buziek, D. Dransch and W. D. Rase (eds), Dynamische Visualisierung, Berlin and Heidelberg: Springer, pp. 513, https://doi.org/10.1007/978-3-642-57230-2_2.
    [Google Scholar]
  18. Gough, Simon, Gough, Noel and Gough, Annette (2022), ‘Cyborg, goddess, or magical girl/heavenly woman? Rethinking gender and technology in science education via Ghost in the Shell’, Continuum, 36:5, pp. 68598.
    [Google Scholar]
  19. Grosz, Elisabeth (1994), Volatile Bodies: Toward a Corporeal Feminism, Crows Nest: Allen & Urwin.
    [Google Scholar]
  20. Haraway, Donna J. (1991), ‘A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century’, in Simians, Cyborgs and Women: The Reinvention of Nature, New York: Routledge, pp. 14981.
    [Google Scholar]
  21. Harper, Douglas (2021), ‘Animation’, Online Etymology Dictionary, https://www.etymonline.com/word/animation. Accessed 11 March 2021.
  22. Hasenmueller, Christine (1978), ‘Panofsky, iconography, and semiotics’, The Journal of Aesthetics and Art Criticism, 36:3, pp. 289302.
    [Google Scholar]
  23. Hayles, N. Katherine (1999), How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics, Chicago, IL: University of Chicago Press.
    [Google Scholar]
  24. Herbrechter, Stefan, Callus, Ivan, Bruin-Molé, Megen de, Grech, Marija, Müller, Christopher John and Rossini, Manuela (2022), ‘Critical posthumanism: An overview’, in S. Herbrechter, I. Callus, M. de Bruin-Molé, M. Grech, C. J. Müller and M. Rossini (eds), Palgrave Handbook of Critical Posthumanism, Cham: Springer, pp. 326.
    [Google Scholar]
  25. Howard, Christopher A. and Küpers, Wendelin M. (2022), ‘Posthumanism and anthropology’, in S. Herbrechter, I. Callus, M. de Bruin-Molé, M. Grech, C. J. Müller and M. Rossini (eds), Palgrave Handbook of Critical Posthumanism, Cham: Springer, pp. 72547.
    [Google Scholar]
  26. Know Your Meme (2014), ‘Bisexual lighting’, 23 February, https://knowyourmeme.com/memes/bisexual-lighting. Accessed 26 May 2024.
  27. Kooboto (2020), ‘Ok, who is CodeMiko?’, YouTube, 18 December, https://www.youtube.com/watch?v=CsQjxEd-gsw. Accessed 8 November 2021.
  28. Kovacic, Mateja (2021), ‘Cyborg in idology studies: Symbiosis of animating humans and machines’, in A. Hiroshi, P.W. Galbraith and M. Kovacic (eds), Idology in Transcultural Perspective, Cham: Springer, pp. 91131.
    [Google Scholar]
  29. Kozinets, Robert V. (2021), ‘Netnography today. A call to evolve, embrace, energize, and electrify’, in R. V. Kozinets and R. Gambetti (eds), Netnography Unlimited: Understanding Technoculture Using Qualitative Social Media Research, New York: Routledge, pp. 323.
    [Google Scholar]
  30. Kozinets, Robert V., Dolbec, Pierre-Yann and Early, Amanda (2014), ‘Netnographic analysis: Understanding culture through social media data’, in U. Flick (ed.), The SAGE Handbook of Qualitative Data Analysis, London: Sage.
    [Google Scholar]
  31. Liepe, Lena (2022), ‘What is the difference between iconography and semiotics?’, Iconographisk Post. Nordisk tidskrift för bildtolkning, 3:4, pp. 3955.
    [Google Scholar]
  32. Lykke, Nina (2000), ‘Between monsters, goddesses and cyborgs: Feminist confrontations with science’, in G. Kirkup, F. Hovenden and K. Woodward (eds), The Gendered Cyborg: A Reader, London: Routledge, pp. 7487.
    [Google Scholar]
  33. Miller, Daniel and Horst, Heather A. (2012), ‘The digital and the human: A prospectus for digital anthropology’, in H. A. Horst and D. Miller (eds), Digital Anthropology, New York: Bloomsbury Academic, pp. 335.
    [Google Scholar]
  34. Miquela (2019), ‘I’m Miquela’, YouTube, 6 December, https://www.youtube.com/watch?v=TQvUwghIOcQ. Accessed 2 May 2022.
  35. Miquela (2020), ‘I’m Miquela and this is my breakup video’, YouTube, 8 March, https://www.youtube.com/watch?v=j-CGzt-HSUw. Accessed 2 May 2022.
  36. Miquela (2021), ‘Is Millie Bobby Brown human? Ask a robot’, YouTube, 26 March, https://www.youtube.com/watch?v=o_fCU0L4vGM. Accessed 2 May 2022.
  37. Molina, Cynthia Elaine Anical (2020), ‘Lil Miquela: From illuminati sex doll to robot pop star’, master’s thesis, Utrecht: Utrecht University.
    [Google Scholar]
  38. Nardi, Bonnie A. (2016), ‘When fieldnotes seem to write themselves: Ethnography online’, in R. Sanjek and S. W. Tratner (eds), EFieldnotes: The Makings of Anthropology in the Digital World, Philadelphia, PA: University of Pennsylvania Press, pp. 193209.
    [Google Scholar]
  39. Plessner, Helmuth (1975), Die Stufen des Organischen und der Mensch: Einleitung in die Philosophische Anthropologie, Berlin: De Gruyter.
    [Google Scholar]
  40. Puzio, Anna (2022), Über-Menschen Philosophische Auseinandersetzung mit der Anthropologie des Transhumanismus, Bielefeld: Transcript.
    [Google Scholar]
  41. Richters, Anouk (2020), ‘Lil Miquela: Robot or not – a case study of how virtual influencers may afford posthuman roleplay’, master’s thesis, Utrecht: Utrecht University.
    [Google Scholar]
  42. Salameh, Riad (2021), ‘Disintegrated bodies – from cyborg microcelebrities to capital flow: A Post-Phenomenological Investigation of Disembodiment’, Body, Space & Technology, 20:1, pp. 7582, http://doi.org/10.16995/bst.372.
    [Google Scholar]
  43. Wilde, Poppy and Evans, Adrienne (2019), ‘Empathy at play: Embodying posthuman subjectivities in gaming’, Convergence: The International Journal of Research into New Media Technologies, 25:5–6, pp. 791806.
    [Google Scholar]
  44. CodeMiko (2021a), ‘I had a therapy session in front of 10,000 people and it got too real’, YouTube, 18 April, https://www.youtube.com/watch?v=N45q1ruR4QQ. Accessed 2 May 2022.
  45. CodeMiko (2021b), ‘The best CodeMiko bugs and glitches!!’, YouTube, 6 October, https://www.youtube.com/watch?v=bZw_JNCwM8o. Accessed 15 June 2023.
/content/journals/10.1386/ejac_00129_1
Loading
/content/journals/10.1386/ejac_00129_1
Loading

Data & Media loading...

This is a required field
Please enter a valid email address
Approval was a success
Invalid data
An error occurred
Approval was partially successful, following selected items could not be processed due to error
Please enter a valid_number test