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File: 1782750135626.png ( 87.99 KB , 641x312 , roger_ebert_moviessuck.png )

 No.61

Japan has had the internet "otaku" culture much longer than many other places in the world. They realized something that we are only now starting to see the effects of in many other countries and cultures - the way that genres, the "vibe", or the "meta" becomes more powerful than the actual content of a specific genre, narrative, or concept - the Japanese even have a name for it -

Database Consumption

>From Wikipedia (https://en.wikipedia.org/wiki/Database_consumption) -

"""Database consumption (Japanese: データベース消費, romanized: dētabēsu shōhi) refers to a way of content consumption in which people do not consume a narrative itself, but rather consume the constituent elements of the narrative.  The concept was coined by the Japanese critic Hiroki Azuma in the early 2000s to describe how characters and mechanics found in a narrative's "database" are demanded and consumed by fans without trying to compensate for the absence of an encompassing grand narrative, in a manner dependent on personal interpretations. Azuma cites the change in consumption patterns of Japanese otaku content since the late 1990s as a major example of "database consumption", during which the "control" over a franchise shifted from the authors and manufacturers to the fans. Satoshi Maejima suggests that narratives that end inconclusively force fans to turn to database consumption and to "character moe", in which the characters of a franchise become the direct targets of fan affection. Azuma compares this affection to drug addiction and calls it "animalization".

The background to Azuma's presentation of this theory is the concept of narrative consumption by the critic and writer Eiji Ōtsuka.

In his A Theory of Narrative Consumption, Ōtsuka cites franchises like Bikkuriman stickers and Sylvanian Families as examples, pointing out that people are not consuming the items but the "grand narratives" (大きな物語, 'big story', worldviews and setting) behind them. He called the paradigm of consumption mainly found since the 1980s "narrative consumption". It is also referred to as "worldview consumption" (世界観消費) to avoid the ambiguity of "narrative" which specifically means "grand narrative (worldview and setting)" in this theory.
"""

>I was reminded of this today while reading this xweet by Andreas Kling (https://x.com/awesomekling/status/2071542923129176159) -

"""A lot of programmers are basically fans of programming itself. It’s all about them. They have mastered Rust or Haskell or Zig or whatever, but their objects of veneration are useful mainly as a backdrop to their own cleverness. Anyone who will spend six weeks rewriting a working system in a new language to make the types nicer is more into the rewrite than the product. Extreme technical obsession may serve as a security blanket. If you are the person who knows every flaw in the architecture, every impure abstraction, every place where the old code fails to express its true intent, you already know what to say in every meeting, which is so much safer than asking whether users care.

Your obsession with refactoring is your beard. If you know absolutely all the trivia about borrow checkers, effect systems, async runtimes, and build tools, it saves you from having to know anything about customers, deadlines, support, sales, documentation, or whether the thing actually helps anyone. That’s why it’s excruciatingly boring to talk to such people: they’re always asking you questions they know the answer to, and never shipping anything that answers a question users actually asked.
"""

This struck me as interesting because ive personally met many people that fall under this category as programmers - people who relate to their domain exactly the way database consumers relate to narratives - they treat the modular technical elements as the primary objects of interest and largely dispense with the “grand narrative” of delivering real-world value.

Being that we are on an imageboard, im sure many of you have first-hand experience with people that could be described by both the descriptions above. Theres a good chance that you are a person who falls under this mode of consumption or idealization.

Not only does it appear western society is entrenched in many forms of database consumption, its also apparent that in some ways, database consumption has itself become another *mode* for people to latch on to. In a sort of sick and twisted sense, i see us in a sort of late-stage meta-database-consumption era, where children grow up and shape their personality around being "database consumers" - and not by mere coincidence - but out of natural obligation. Its sort of the "personality of the masses" and has been for quite some time, but almost nobody outside of Japan even knows the term for it.

What is the end result of this? Will all future media, in-groups, communities, genres, sub-genres, and hobbies be plagued by this forever?

If we can find a database-consumption pattern inside software development, what else can we find it in?

I see people talk around this subject all the time, but very few people explain it for what it really is. Considering that, what do you even do about a problem that most people cant describe, even if they are partaking in it?

Will we be the ones to experience the death of narrative as a whole?

(pic related)

 No.62

>>61
>I see people talk around this subject all the time, but very few people explain it for what it really is
I haven't ever seen anyone use the term "database consumption" (because it's frankly a bit clunky) but I've seen people discuss the phenomenon in generally more simple terms. "Secondary Fan" is a term I see thrown around alot for someone more interested in the media and culture surrounding a work rather than the work itself. People who like the idea of a work more than the work itself - the example in your post of programmers who are more into "programming" itself, rather than anything ends-focused like "software development" or "video games development" and talk alot about their favourite programming languages but not so much what they're actually doing with them.

Just to go on a tangent, I'm not a programmer, but just as an outsider looking in, "hacker culture" or whatever you'd like to call it, I feel used to be alot more about what you could actually DO with a computer. The computer was this tool that, if you understood it, you could do just about anything with. Nowadays it's just programming language/distro/text editor flame wars and people posting photographs of their riced-out Linux setups.

Back on topic, you're correct I feel in that culture has (and is continuing to) largely shift from the consumption of works themselves to the consumption of "constituent elements of the [work]." 'The Vibe' of something being more important than the actual content of the work. An undue focus on setting over plot and an extreme reliance of (and expectation of adherence to) literary tropes are elements I've noticed from these very postmodern works. Or, a work that seems to be an excuse for 'loremasters' to fill a wiki, which they get more enjoyment out of than actually engaging with the work itself. The big tendency is, I feel, breaking down complicated subject manner into easily identifiable and replicable tropes. I feel like the reason for this is because, not to get all "kids these days" but people are more isolated and generally have less of a sense of community than they did in the past.(tl;dr mass adoption of the internet) "Fandoms" have essentially become communities replacing real-world ones. Most people have limited life experience but alot of experience with media, which causes people to be more derivative in their own work since they have less personal things to draw on.

>What is the end result of this? Will all future media, in-groups, communities, genres, sub-genres, and hobbies be plagued by this forever?

"Forever" is a long time but it is definitely a very strong trend in the way people interact with works of art. It will probably be around for a while, but again, it's a trend. Trends come and go. Even today, yeah, you have alot of people engaging with works on a metanarrative basis, where they're more engaged with what surrounds the work than the work itself, but people do still engage with works as narratives in and of themselves, and people still create works intended as self-contained narratives. Even so, we do need to consider that even the best and most prolific fandoms and doujin circles (Evangelion comes to mind) weren't exactly designed with this in mind. Eva is just a very strong, technically and aesthetically proficient work that builds off both other works in it's genre and the personal experiences of it's creator. It attracting a strong legion of "database fans" shouldn't be confused for it having created those database fans in the first place.

The programming example you brought up I feel is the result of programming having exploded in popularity as a career path, so alot of people who otherwise wouldn't be interested in computers took it up since it was a good way to make money. I expect this sort of "database engagement" with programming to fall by the wayside in the next decade or two, since the massive growth of the tech sector is leveling out and there generally has been an oversupply of tech roles that big companies are jettisoning (while blaming AI)

 No.63

>>61
You should note Japan is a very windows heavy country, and lacks cybersecurity

So that may sqew stuff


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