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  • Handbook of Japanese Games and Gameplay

    Handbook of Japanese Games and Gameplay by Hutchinson, Rachael;

    Sorozatcím: Handbooks on Japanese Studies;

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    Rövid leírás:

    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.

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    Hosszú leírás:

    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. We trace Japanese games through history, including card games, board games, pachinko and digital games, as well as how games are connected to toys and animation, and how analog and mechanical games connect to the virtual world. Analyzing some of the largest and most successful games ever published, including Final Fantasy, Nobunaga’s Ambition, Virtua Fighter, Resident Evil and Animal Crossing, we see how different audiences have interpreted them around the globe. We follow players from the living room to the arcade, into online spaces, escape rooms and themed cafés to see where gameplay happens. Entering the offices of some of the world’s leading videogame development corporations, readers can follow the production process from initial design and development decisions through localization, adaptation to different hardware systems, marketing and distribution. Comparing the Japanese game industry to its overseas counterparts, we examine its labor practices and legal obstacles to innovation in areas like esports. Niche markets and indie games are also considered, as vital spaces for expression outside the mainstream. Overall, the Handbook of Japanese Games and Gameplay offers the reader an exciting glimpse into Japanese games from a wide variety of perspectives.

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    Tartalomjegyzék:

    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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