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Japanese Role-Playing Games
  • Language: en
  • Pages: 337

Japanese Role-Playing Games

Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.

Space and Play in Japanese Videogame Arcades
  • Language: en
  • Pages: 195

Space and Play in Japanese Videogame Arcades

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that fra...

Toward a Gameic World
  • Language: en
  • Pages: 187

Toward a Gameic World

Examines the ways in which Japanese video games engage with social issues and national traumas

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan
  • Language: en
  • Pages: 226

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

  • Type: Book
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  • Published: 2018-01-05
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  • Publisher: Lulu.com

This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.

The Routledge Companion to Global Literary Adaptation in the Twenty-First Century
  • Language: en
  • Pages: 475

The Routledge Companion to Global Literary Adaptation in the Twenty-First Century

The Routledge Companion to Global Literary Adaptation in the Twenty-First Century offers new perspectives on contemporary literary adaptation as a dynamically global field. Featuring contributions from an international team of established and emerging scholars, this volume considers literary adaptation to be a complex global network of influences, appropriations, and audiences across a diversity of media. It offers site-specific case studies that situate literary adaptation within global market forces while challenging the homogenizing effects of globalization on local literatures and adaptation practices. The collection also provides a multi-disciplinary and transnational discussion around a wide array of topics in literary adaptation in a global context, such as soft power, decolonization, global justice, the posthuman, eco criticism, and forms of activism. This Companion provides scholars, researchers, and students with a survey of key methodologies, current debates, and ideologies emerging from a new and exciting phase in literary adaptation.

Transmedia/Genre
  • Language: en
  • Pages: 177

Transmedia/Genre

This book brings genre back to the forefront of the current transmedia trend. Genres are perhaps the most innately transmedial of media constructs, formed as they are from all kinds of industrial, technological and discursive phenomena. Yet, few have considered how genre works in a multiplatform context. This book does precisely that, making a uniquely transmedial contribution to the study of genre in the age of media convergence. The book interrogates how industrial, technological and participatory transformations of digital platforms and emerging technologies reshape workings of genre. The authors consider franchises such as Star Wars, streaming platforms such as Netflix, catch-up services such as ITV Hub, creative technologies such as virtual reality, and beyond. In setting the stage for the revival of genre theory in contemporary transmedia scholarship, this book pushes forward understandings of multiplatform media and the emerging form and function of genre across contemporary culture.

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.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play
  • Language: en
  • Pages: 223

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

  • Type: Book
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  • Published: 2016-12-24
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  • Publisher: Springer

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

Translation and the Borders of Contemporary Japanese Literature
  • Language: en
  • Pages: 170

Translation and the Borders of Contemporary Japanese Literature

This book examines contemporary debates on such concepts as national literature, world literature, and the relationship each of these to translation, from the perspective of modern Japanese fiction. By reading between the gaps and revealing tensions and blind spots in the image that Japanese literature presents to the world, the author brings together a series of essays and works of fiction that are normally kept separate in distinct subgenres, such as Okinawan literature, zainichi literature written by ethnic Koreans, and other “trans-border” works. The act of translation is reimagined in figurative, expanded, and even disruptive ways with a focus on marginal spaces and trans-border movements. The result decentres the common image of Japanese literature while creating connections to wider questions of multilingualism, decolonisation, historical revisionism, and trauma that are so central to contemporary literary studies. This book will be of interest to all those who study modern Japan and Japanese literature, as well as those working in the wider field of translation studies, as it subjects the concept of world literature to searching analysis.

History of the Japanese Video Game Industry
  • Language: en
  • Pages: 285

History of the Japanese Video Game Industry

This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to ...