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    Toward a Gameic World ? New Rules of Engagement from Japanese Video Games: New Rules of Engagement from Japanese Video Games

    Toward a Gameic World ? New Rules of Engagement from Japanese Video Games by Whaley, Ben;

    New Rules of Engagement from Japanese Video Games

    Series: Michigan Monograph Series in Japanese Studies;

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      • Publisher's listprice GBP 16.95
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        8 578 Ft (8 169 Ft + 5% VAT)
      • Discount 10% (cc. 858 Ft off)
      • Discounted price 7 720 Ft (7 352 Ft + 5% VAT)

    8 578 Ft

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Publisher LUP ? University of Michigan Press
    • Date of Publication 3 May 2023

    • ISBN 9780472056149
    • Binding Paperback
    • No. of pages186 pages
    • Size 229x152x10 mm
    • Weight 275 g
    • Language English
    • Illustrations 30 illustrations
    • 508

    Categories

    Short description:

    Bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. The book examines four contemporary Japanese video games in terms of how they engage with some of Japan&&&8217;s biggest social and personal issues.

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    Long description:

    Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan&&&8217;s biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

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