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    Handbook of Japanese Games and Gameplay

    AvRachael Hutchinson

    Inbunden, Engelska, 2025

    Del i serien Handbooks on Japanese Studies

    3 019 kr

    Beställningsvara. Skickas inom 10-15 vardagar. Fri frakt över 249 kr.

    Beskrivning

    The Handbook of Japanese Games and Gameplay showcases the rich variety of games in Japan, placing them in the context of industry, development processes, and a broader media ecology. It offers the reader an exciting glimpse into Japanese games from a wide variety of perspectives.

    Produktinformation

    • Utgivningsdatum:2025-05-20
    • Mått:174 x 246 x 25 mm
    • Vikt:840 g
    • Format:Inbunden
    • Språk:Engelska
    • Serie:Handbooks on Japanese Studies
    • Antal sidor:378
    • Förlag:Pallas Publications
    • ISBN:9789048572410

    Utforska kategorier

    • Media och underhållning inom Ekonomi och Ledarskap
    • Datorspelsdesign inom Data och IT
    • Spelutveckling och spelprogrammering inom Data och IT

    Mer om författaren

    Rachael Hutchinson is Elias Ahuja Professor of Japanese and Game Studies at the University of Delaware, where she teaches Japanese language, literature, film and videogames. Her work on games appears in Game Studies, Games and Culture, Loading…, Japanese Studies, Replaying Japan and other journals, as well as in Made in Asia/America: Why Video Games Were Never (Really) About Us (Patterson and Fickle, Duke University Press, 2023), Well Played Retrospective: The Past, Pandemic and Future of Video Games, Value and Meaning (Davidson et al, ETC, 2021), Gaming Representation: Race, Gender and Sexuality in Video Game Studies (Malkowski and Russworm, University of Indiana Press, 2017) and others. Books include Japanese Culture through Videogames (Routledge, 2019) and Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG, co-edited with Jérémie Pelletier-Gagnon (Lexington, 2022).

    Innehållsförteckning

    • Introduction (Rachael Hutchinson), Part 1—Analog and Mechanical Games., Chapter 1: The Virtuality of Japanese Playing Cards: Immersion and Transgression in Early Modern Material Culture (Drisana Misra)Chapter 2: Eating Your Way through Sugoroku: Imaginary Travel in a Japanese Board Game (Bianca Chui)Chapter 3: Three Studies for a Material History of Japanese Board Games (Nathan Altice), Chapter 4: Participatory Storytelling as a Media Platform: TRPGs, Gamebooks, Readers' Columns, and Play-by-Mail in Japanese Analog RPGs (Satomi Saito), Chapter 5: On the Play of Yakumono: The Evolution of Audiovisual Effects in Pachinko (Keiji Amano and Geoffrey Rockwell), Part 2—Gameplay Spaces., Chapter 6: Embodied Play in Japan: From Escape Rooms to Larp (Live Action Role-Play) (Björn Ole-Kamm), Chapter 7: Cabinets in the City: Game Centers, Street Gamers and Urbanity through Virtua Fighter (Jérémie Pelletier-Gagnon), Chapter 8: Why has Japan's Esports Development Been So Slow? (Akira Igarashi and Yuhsuke Koyama), Chapter 9: Convergence and Cosmopolitanism in Online Games: Non-Japanese Players on Japanese Final Fantasy XIV Servers (Mattias van Ommen), Chapter 10: Playing with Animal Crossing: New Horizons in the Japanese, Korean and Chinese YouTube Space (Martin Roth), Part 3—Game Analysis., Chapter 11: Salarymen, Samurai, and the State: Masculinity at Play in Feudal Era War Games (Keita Moore);, Chapter 12: Othering Masculinity: Disability and Chivalry in the Yakuza Series (Frank Mondelli and Rachael Hutchinson), Chapter 13: The Flavor of Late Sh.wa: Coziness, Food, and Nostalgia in Gagex Games (Víctor Navarro-Remesal and Beatriz Pérez Zapata), Chapter 14: The Destruction of Raccoon City (again): Japanese Collective Memory Discourse, the Atomic Bombs, and Resident Evil 3 (Ryan Scheiding), Part 4—Game Industry., Chapter 15: The Dawn of Videogames in Japan as Viewed from the Toy Industry (Hitomi Mohri), Chapter 16: Ladies, Leave, and Corporate Liability? Personnel Policies in the Japanese Game Industry (Tsugumi (Mimi) Okabe), Chapter 17: Restructuring and Redeveloping Final Fantasy: Square Enix's Strategic Survival in a Tumultuous Industrial Landscape, 2000-2020 (K.T. Wong), Chapter 18: The Gundam Games Ecology in a Media Industry Perspective (Susana Tosca and Akinori Nakamura), Part 5—Game Mediations., Chapter 19: Music on the Edge (Connector): Demixing the Sound of the NES and Famicom (James Newman), Chapter 20: Changing the Game to Keep it the Same: The Paradox of Localization (Amy Dawson-Andoh), Chapter 21: Playing at Romance: Otome Games and Fan Cultures (Sarah Christina Ganzon).
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