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Within the last two decades, the specialized term “chara” has gained recognition for denoting fictional beings that seem typical for Japanese popular media. Usually, a distinction is made that charas – distinguished from “characters” – are somehow independent of the narrative. Since the term emerged in a variety of different discourses, however, it serves many contradictory functions. This chapter maps different ways to conceptualize the protagonists of Japanese popular culture as charas with regard to the popular franchise Demon Slayer (Kimetsu no Yaiba). It introduces four relevant oppositions: “consequentiality versus cartoonishness,” “representational realism versus ludic realism,” “narrative consumption versus database consumption,” and “authorized works versus secondary productions.” What connects all these vastly different meanings of charas and the respective “other sides of narrative” is a shared interest in characters not as parts of closed, fictional stories or worlds but as nodal points of historically changing media practices and conventionalized modes of imagination and participation.
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