Communities of Craftsmen — Study Notes
Context & Source
- Article: "Communities of Craftsmen: Reflections on Japanese Manga from South Korean Manhwaga"
- Author: Chloé Paberz
- Journal: Mechademia: Second Arc, Vol. 12, No. 2 (Spring 2020), Asian Materialities theme
- Page span: pp. 6−23
- Publisher: University of Minnesota Press; stable JSTOR URL provided
Key Terms & Etymology
- manhwa / manga / manhua
- Share identical Chinese sinograms; differences lie only in pronunciation
- Generally refer to comics, but “manga” often viewed as a distinct category in global market
- manhwaga
- Literally “comics-maker” in Korean; colloquially reserved for accomplished comic artists
- webtoon
- Korean born, mobile-optimized online comic format
- geuraepik (graphic)
- Catch-all workplace term for visual unit in game companies (e.g., geuraepik tim, geuraepik dijain)
- frayage
- French term indicating repetitive “grooving” of a gesture until body internalizes it
- Technique of the Body
- Concept from Marcel Mauss: culturally learned, disciplined bodily skills
Classification Tensions
- Confusion on shelving/managing Korean & Chinese works abroad (e.g., separate shelf for manhwa in French libraries)
- Korean cultural-promotion agencies deliberately avoid “manga” label to stress originality, post-colonial sensitivity & economic branding
- Trauma of Japanese colonization underlies anxiety about cultural misidentification
Ethnographic Framework
- Fieldwork: 10-month participant-observation (2009–10) inside a South-Korean game company
- Inspired by French anthropologists Sophie Houdart & Emmanuel Grimaud
- Methods: interviews, shadowing workdays, dinners, conventions
- Focus: Everyday enactment of Japanese references among Korean illustrators rather than macro-nationalist discourse
Japanese-Friendly Bubble Inside Game Industry
- Noticeable disjunction: wider Korean society voices anti-Japanese rhetoric, whereas game studio displays open admiration
- Evidence
- Desks crowded with One Piece, Gundam figurines
- ≈31 of employees spoke Japanese; concentration in graphics team
- CEO’s sardonic retort (“Do I look like a Japanese person to you?”) marks boundary—marketing/programming teams rarely Japanese-fluent
Professional Vocations – Two Case Studies
- Su-min (founding member)
- Childhood: incessant notebook scribbling & copying manhwa/manga
- University attempt (animation major) cut short by financial issue
- Aspiration: merge “beautiful pictures + fun stories” akin to Urasawa Naoki
- Kyung-han (newer hire)
- Design schooling due to fierce art-school competition
- Game art = fallback; obsession with anatomical correctness (e.g., chopstick-holding posture rant)
- Goal: produce "perfect manhwa"—dismisses game visuals as “pathetic”
Three-Stage Autobiographical Pattern
- Early marginalizing passion (constant drawing in poor/supportive family)
- Higher-ed pursuit to formalize skill
- Disillusion in game industry—dream of future manhwa creation persists
Korean vs Japanese Comics – Value Judgments
- Illustrators commonly praise Japanese manga, deem Korean counterparts inferior; rationale: Japan’s longer production history
- Exception: nostalgic affection for domestic icon Dooly the Little Dinosaur
- Historical backdrop
- Japanese cultural imports restricted until legal easing 1998; full lift 2001 (“protectorate” vs “cultural invasion”)
- 1980s bootleg manga widely circulated with Koreanized names/settings
- Narrative of the misfit
- Reading contraband manga aligned with self-image of being “strange/otaku” resisting Korean mainstream
Copying as Core Learning Modality
- Workplace requirement: months of copying existing game assets to achieve visual coherence—viewed as dull yet "unavoidable"
- Broader belief: only path to mastery is copying admired works
- Humility formula: “There is nothing to learn—just look and do it yourself”
- Copying framed as frayage → bodily automatism
- Ambivalence
- Positive when copying “masterpieces” (manga, renowned artists)
- Negative when copying transient game style that "belongs to the art director"
Drawing as "Technique of the Body"
- Skill neither innate talent nor intellectual aptitude; product of long bodily conditioning outside formal curriculum
- Learning parameters individualized: gesture cadence, paper type, posture, reference materials
- Leads to intimate attachment to own line/style; managerial revisions felt invasive
Secret Sketchbooks & Personal Projects
- Hidden under desks yet periodically shared among peers & online communities
- Function
- Continuous “training” (yeonseup) toward personal style/manhwa authorship
- Emotional refuge from corporate constraints
- Managers tacitly allow as long as core tasks delivered (parallel to Linden Lab’s 20% time, though unofficial)
- Peer feedback
- Considered more valuable than hierarchical critique
- Peers mostly professionals; workplace fuels legitimacy & network growth
Internal Hierarchy of Creation
- Pyramid perception
- Artistic Director (top)
- Character/Background designers
- Animators (bottom): younger, more women, deemed replaceable, fear skill atrophy
Community of Practice vs Fandom
- Applies Etienne Wenger’s theory: shared skilled activity (drawing) bonds group, oriented toward learning & mastery
- Horizontally organized peer mentorship outweighs master-apprentice model
Craftsmanship Perspective
- Manhwaga likened to craftsmen—valued for virtuosity, subtle innovation within strict conventions
- Homogeneity of “personal” works echoes codified manga aesthetics; micro-innovations discernible to trained eye
- Never-ending self-improvement parallels artisan ethos across cultures
- Travel for mastery
- Analogy with Meiji-era Japanese silk workers to Lyon, European luthiers to Mirecourt, etc.
- "Artification" discourse
- Global trend of industries adopting art frameworks; Korean context favors craft legitimacy over fine-art labeling
Japanese Reference as Pedagogical, Not Political
- Illustrators view Japan as longstanding repository of technique, not as identity threat
- Speaking Japanese, consuming manga/anime, befriending Japanese peers considered normal professional development
- Tension with national agencies’ branding efforts—artists resist fixed national labels
Ethical & Philosophical Implications
- Post-colonial sensitivity vs universalist craft pursuit
- Body emancipation: technical skill seen as liberation from bodily limits; aesthetic excellence over national allegiance
- Questioning originality paradigm: value placed on mastery + incremental innovation rather than radical novelty
Connections to Wider Scholarship & Examples
- Jacqueline Berndt: manual craft lens for manga; influence on article’s framing
- Pierre-Michel Menger: "hierarchy of creation" pyramid; uncertain creative labor
- Mizuko Itô: "amateur ethos"; online peer validation loops
- Marcel Mauss: foundational "Techniques of the Body" concept
- Comparative examples: Korean ceramicists at Ichon; watch-making apprenticeships in Switzerland
Numerical & Statistical Mentions
- 10-month fieldwork
- ≈31 of employees Japanese-fluent
- Vol 12, No 2 of journal; pages 6−23
- Corporate “secret project” norm at Linden Lab: 20% time allocation
Practical Takeaways for Exam
- Remember three-stage vocation narrative (childhood passion → formal training → game industry disillusion)
- Be ready to discuss copying as both burden & core pedagogical tool (frayage)
- Explain how "community of practice" differs from fandom and its relevance here
- Cite historical prohibition of Japanese media and its paradoxical role in fostering “misfit” identities
- Argue why craftsmanship lens clarifies Korean illustrators’ embrace of Japanese models despite nationalist tensions
Potential Essay/Short Answer Prompts
- Evaluate how Paberz’s ethnography challenges nationalist frameworks in media classification
- Discuss the ambivalence of copying within creative labor using examples from the article
- Compare the concept of artification with craftsmanship in the context of Korean manhwaga