The Notorious SLAV
Foid Oppression Denial Division Commander
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. I was looking for isekai databases and studies in hopes of something like this existing, but I didn't expect anything this large, at most I expected to find something noting the general trends and whatnot
. From how they describe it, the 427 stories in this dataset seem to be all the isekai stories published on English-language manga sites until 2019.
Well, at least those fitting the basic isekai formula of a story where the protagonist enters a fantastical world from our mundane one (The "portal-quest" stories.)
iopn.library.illinois.edu
Some interesting findings in there
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Too bad the survey didn't go deeper in looking at the uncommon types of isekai worlds. Reading about those reminded me that "I'm the Evil Lord of an Intergalactic Empire" actually got praised by multiple reviewers for being sci-fi instead of a fantasy.
tvtropes.org
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66% receive cheats/gifts but 80% get changed, meaning that a decent number of isekai protags get changed without receiving any cheats.
!" they said
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Also, the protags being always hetero, along with all gender changes being involuntary as mentioned above, make me wonder whether those aren't among the factors for why a weird amount of leftists seem to dislike anime? Sure, isekai doesn't dominate anime and manga industries per se, but it isn't far from it, and I can imagine that the more rabid members of the alphabet gang would notice those things.
Well, at least those fitting the basic isekai formula of a story where the protagonist enters a fantastical world from our mundane one (The "portal-quest" stories.)
A Survey of the Story Elements of Isekai Manga | The Journal of Anime and Manga Studies
Some interesting findings in there
The first ratio is smaller than I've expected. The second I haven't thought about before, but honestly, if somebody randomly asked me about it before I found this, I'd guess it would be inverted with more teenage MCs.The survey found that protagonists include women and men from junior high age to the elderly, but the largest group are adult males (41 percent). The ratio of male to female protagonists is 2.4 to 1 and the ratio of adult to teenage protagonists is 1.4 to 1.
Unsurprising.Only eight percent are presented as either having a life characterized by positive elements or as being successful in their careers.
Pulled into a game seems more common than I would've guessedThe methods of entering the isekai differ in frequency and vary with the demographics of the protagonist. The characteristics ranked by frequency of occurrence from most to least common are summoning (28 percent), no explanation (23 percent), reincarnation (21 percent), divine act (20 percent), specific tool (8 percent), and pulled into game (8 percent).
Interesting patternsStories with a teenage protagonist favor summoning but stories with adult protagonists do not. Reincarnation or no explanation are favored in stories with an adult female and divine act for stories with an adult male protagonist. Certain mechanisms require the protagonist to die (reincarnation and divine act) while others do not (summoning, pulled into game, and magic item). Adults (college age or older) of both genders have a higher probability of dying as part of entering the isekai than teenagers (high school age or younger).
Annoyingly, the prevalence of this seems to be the one thing not included in the dataset.In certain stories where the protagonist enters a shônen world via a divine act or by being summoned, the process of entering the isekai occurs in two steps. First, the protagonist leaves the real world and enters a liminal space (in the presence of the god or in a space where a summoning takes place). Key events occur in this space such as the awarding or revealing of gifts and the negotiation of the role of the protagonist in the isekai. Following these events, the protagonist truly enters the isekai and begins their journey.
I would've never guessed that group summonings are so common in this genre.About one in five stories has the protagonist enter the world as one of a group of individuals. Entering the world as a group is problematic. Unless the group had strong bonds prior to entering the isekai (close friends, a couple, a family, or a respected team) the protagonist almost always separates from the group shortly after entering the isekai.
Quite the success rate hereSummoning is also often a negative event. Of the 117 manga series where summoning occurs, about two thirds are either malicious (the summoner intends a bad outcome for the protagonist) or unintended (the protagonist is unwanted). Even when the summoning is positive, the protagonist typically rejects the purpose that they are summoned to perform. As a result, in only 6 percent of the summoning stories do the protagonists perform the tasks for which they were summoned.
The splits mentioned in the last sentence are eerily similar for something that arose naturallyThe nature of the isekai in the vast majority (88 percent) of the surveyed manga series is based on specific roleplaying games or includes many of the game elements listed above. The largest fraction of the stories, 68 percent, are set in the standard shônen isekai, 15 percent in the standard otome isekai, and an additional five percent in isekais that differ from the two standard worlds but still include many of the game elements listed above. The remaining 12 percent of stories are split among isekai based on other types of computer games (e.g., dating sims or battle royals), non-gaming fantasy worlds, other planets, time travel, and entering dreams. As would be expected, 84 percent of protagonists entering the standard otome isekai are female and 83 percent entering the shônen isekai are male.
Too bad the survey didn't go deeper in looking at the uncommon types of isekai worlds. Reading about those reminded me that "I'm the Evil Lord of an Intergalactic Empire" actually got praised by multiple reviewers for being sci-fi instead of a fantasy.
I'm the Evil Lord of an Intergalactic Empire!
Once upon a time, a middle-aged Japanese salaryman thought he led a decent life. He had a job, a loving wife, a child, and even a house, but somehow everything went wrong eventually: his wife divorced him and denied him his daughter in the belief …
I seeThe protagonist receives gifts/cheats upon arrival in the isekai in two thirds of the manga series. In the majority of stories (80 percent) the protagonist’s body is changed. Protagonists take nonhuman forms in 15 percent of the stories. In 65 percent of the stories the protagonist remains human but is changed. These changes may be minimal (granting a magical power or making the individual a bit younger, thinner, or more athletic) or dramatic (changing gender or becoming an infant). Gender change occurs in seven percent of stories. When gender change occurs it is always involuntary, it occurs at similar rates for adults and teenagers, and 80 percent of the changes are from male to female.
66% receive cheats/gifts but 80% get changed, meaning that a decent number of isekai protags get changed without receiving any cheats.
A small number of stories, seven percent, simply focus on survival; however, in the remainder of the stories the protagonist makes choices on how to live. In the computer games motivations are sometimes defined in terms of a quest, and in 20 percent of the isekai manga the protagonist adopts a quest. The more common motivation, however, is to fulfill personal desires that the protagonists bring with them from their lives in the real world. These include living an easy life (a life without stress, farm life, rural village life, or living in luxury) or achieving a personal goal (becoming the strongest magician, finding personal security, or creating a harem). These occur in 53 percent of the stories, and protagonists who were adults in the real world are motivated by personal desires more often than those who were teenagers. In five percent of the stories, the protagonists choose simply to help people. Three percent follow antisocial motivations such as becoming a sexual predator or enacting violent revenge. A larger fraction of male teenagers falls into this last category than adults or female teenagers.
"Female gaze doesn't existMarriage is rare and when it occurs it is often polygamous. The protagonists are consistently heterosexual, and their views of the opposite gender are highly objectified. Male protagonists viewed females either as objects to be obtained (valued only in in terms of physical desirability) or as coplayers (valued only for their skills) in 78 percent of the stories. Female protagonists viewed males as objects or coplayers in 56 percent of the stories. The fraction of the stories where the first member of the other gender encountered in the isekai is sexually attractive is 81 percent for male protagonists and 64 percent for female protagonists. The other common views of the opposite gender are as nonromantic relationships (parent and child, leader and follower, friend, or sibling).
Also, the protags being always hetero, along with all gender changes being involuntary as mentioned above, make me wonder whether those aren't among the factors for why a weird amount of leftists seem to dislike anime? Sure, isekai doesn't dominate anime and manga industries per se, but it isn't far from it, and I can imagine that the more rabid members of the alphabet gang would notice those things.
Perfect for our increasingly romanceless and sexless world + just further proof that the idea of female gaze not existing or foids always being romantic is bullshit.Romantic views of the other gender occurred in one percent of male protagonist stories and ten percent of the female protagonist stories.





