This article explores a highly striking phenomenon termed metalepsis. A metalepsis is a fictional and paradoxical transgression of the border between mutually exclusive worlds that cannot be transgressed in our actual world. The hand of the animator reaching into the diegesis of his creations as well as characters communicating with the audience, escaping to the world of their creators, or altering their own worlds are all different types of metaleptic transgressions. Even though this phenomenon appears extensively throughout the history of animation, it has not been theorized in animation studies thus far. This article introduces transmedial narratological conceptualizations of metalepsis as an analytical tool for animation. It discusses a wide range of examples, testing the applicability of the framework to various animated forms.
Accounting for animation’s pervasiveness, heterogeneity and intermediality, this article reflects conceptions of animation historiography. It brings together contemporary perspectives and methods in the research of animation history/historiography, and considers tangible approaches outside animation studies. Particular attention is paid to materials and aspects that are overlooked and non-canonical. The authors conceptualize animation historiography in the shape of a rhizome, enabling a better understanding of the relations between canonical aspects and fringes, and enriching the dialogue between the various disciplines, actors and institutions writing the histories of animation. Following a look at the current state of debate about animation history/histories and historiography in animation studies, the article surveys pertinent debates in film studies, art history and media art history. It then discusses historical research in performance studies and in the history of science, both concerned with fields where animation is often marginalized, as well as animation-related research on motion graphics and useful cinema, themselves under-researched topics, for perspectives to reconceptualize animation history. Media archaeology, its approaches and methodology, will be addressed repeatedly from the perspectives of the different disciplines and areas. The article is conceived as an ‘open paper’, understood as an invitation to further discuss animation historiography on a metalevel.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.