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Role-Playing Games of Japan
  • Language: en
  • Pages: 314

Role-Playing Games of Japan

This book engages non-digital role-playing games—such as table-top RPGs and live-action role-plays—in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.

Atari to Zelda
  • Language: en
  • Pages: 269

Atari to Zelda

  • Type: Book
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  • Published: 2016-04-08
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  • Publisher: MIT Press

The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural a...

National Identity and Millennials in Northeast Asia
  • Language: en
  • Pages: 206

National Identity and Millennials in Northeast Asia

This book examines how the young in Northeast Asia engage with the political, especially in terms of the production, reformulation, or contestation of their national identities. Through case studies covering China, Japan, South Korea, North Korea and Taiwan, the contributions provide a study of the online spaces where youth engage with current debates regarding national identities. The book also unpacks the distinctive forms of expression and negotiation of national identities favoured by younger generations across Northeast Asia and asks questions specifically raised by their political mobilisation. For example, how their public mobilisation for a given cause has forced them to rethink their place in national and global communities. This book will be a valuable resource for scholars and students of East Asian culture and politics, media studies and youth studies. The Introduction of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.

Boys' Love Manga
  • Language: en
  • Pages: 281

Boys' Love Manga

  • Type: Book
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  • Published: 2014-01-10
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  • Publisher: McFarland

"Boys' love," a male-male homoerotic genre written primarily by women for women, enjoys global popularity and is one of the most rapidly growing publishing niches in the United States. It is found in manga, anime, novels, movies, electronic games, and fan-created fiction, artwork, and video. This collection of 14 essays addresses boys' love as it has been received and modified by fans outside Japan as a commodity, controversy, and culture.

The End of Cool Japan
  • Language: en
  • Pages: 241

The End of Cool Japan

  • Type: Book
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  • Published: 2016-07-22
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  • Publisher: Routledge

Today’s convergent media environment offers unprecedented opportunities for sourcing and disseminating previously obscure popular culture material from Japan. However, this presents concerns regarding copyright, ratings and exposure to potentially illegal content which are serious problems for those teaching and researching about Japan. Despite young people’s enthusiasm for Japanese popular culture, these concerns spark debate about whether it can be judged harmful for youth audiences and could therefore herald the end of ‘cool Japan’. This collection brings together Japan specialists in order to identify key challenges in using Japanese popular culture materials in research and teac...

Fifty Years of Dungeons & Dragons
  • Language: en
  • Pages: 387

Fifty Years of Dungeons & Dragons

  • Type: Book
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  • Published: 2024-11-19
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  • Publisher: MIT Press

On the fiftieth anniversary of Dungeons & Dragons, a collection of essays that explores and celebrates the game’s legacy and its tremendous impact on gaming and popular culture. In 2024, the enormously influential tabletop role-playing game Dungeons & Dragons—also known as D&D—celebrates its fiftieth anniversary. To mark the occasion, editors Premeet Sidhu, Marcus Carter, and José Zagal have assembled an edited collection that celebrates and reflects on important parts of the game’s past, present, and future. Each chapter in Fifty Years of Dungeons & Dragons explores why the nondigital game is more popular than ever—with sales increasing 33 percent during the COVID-19 pandemic, de...

Reenactment Case Studies
  • Language: en
  • Pages: 385

Reenactment Case Studies

Reenactment Case Studies: Global Perspectives on Experiential History examines reenactment's challenge to traditional modes of understanding the past, asking how experience-based historical knowledge-making relates to memory-making and politics. Reenactment is a global phenomenon that ncompasses living history, historical reality television, performance art, theater, historically-informed music performance, experimental archeology, pilgrimage, battle reenactment, live-action role play, and other forms. These share a concern with simulating the past via authenticity, embodiment, affect, the performative and subjective. As such, reenactment constitutes a global form of popular historical knowl...

Japan
  • Language: en
  • Pages: 488

Japan

  • Type: Book
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  • Published: 1882
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  • Publisher: Unknown

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Sexuality in Role-Playing Games
  • Language: en
  • Pages: 157

Sexuality in Role-Playing Games

  • Type: Book
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  • Published: 2015-03-05
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  • Publisher: Routledge

Role-playing games offer a chance to pretend, make believe, and share fantasy. They often invoke heavy themes into their game play: morality, violence, politics, spirituality, or sexuality. Although interesting moral debates perennially appear in the media and academia concerning the appropriateness of games’ ability to deal with such adult concepts, very little is known about the intersection between games, playfulness, and sexuality and what this might mean for players. This book offers an in-depth, ethnographic look into the phenomenon of erotic role-play through the experiences of players in multiplayer and tabletop role-playing games. Brown explores why participants engage in erotic role-play; discusses the rules involved in erotic role-play; and uncovers what playing with sexuality in ludic environments means for players, their partners, and their everyday lives. Taken together, this book provides a rich, nuanced, and detailed account of a provocative topic.

Straight Korean Female Fans and Their Gay Fantasies
  • Language: en
  • Pages: 246

Straight Korean Female Fans and Their Gay Fantasies

This book is about ardent Korean female fans of gay representation in the media, their status in contemporary Korean society, their relationship with other groups such as the gay population, and, above all, their contribution to reshaping the Korean media’s portrayal of gay people. Jungmin Kwon names the Korean female fandom for gay portrayals as “FANtasy” subculture, and argues that it adds to the present visibility of the gay body in Korean mainstream media, thus helping to change the public’s perspective toward sexually marginalized groups. The FANtasy subculture started forming around text-based media, such as yaoi, fan fiction, and U.S. gay-themed dramas (like Will & Grace), and...