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BOOK EXCERPT:
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.
Product Details :
Genre |
: Games & Activities |
Author |
: Rachael Hutchinson |
Publisher |
: Routledge |
Release |
: 2019-05-28 |
File |
: 497 Pages |
ISBN-13 |
: 9780429655944 |
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This book discusses incentives for information management, usage of information for existing practices to become more efficient, the acceleration of executive learning, and an evaluation of the information management impact on an organization. In today’s COVID-influenced volatile world, companies face a variety of challenges. And the most crucial of them are high levels of uncertainty and risk. Therefore, companies are constantly under pressure to provide sustainable solutions. Accordingly, previously gathered knowledge and information can be extremely helpful for this purpose. Hence, this fourth book of our subseries continues to accentuate on different approaches, which point to the importance of continuous progress in structural management for sustainable growth. It highlights the permanent gain and usage of information. We would be pleased if the book can stimulate further research on this subject matter.
Product Details :
Genre |
: Technology & Engineering |
Author |
: Natalia Kryvinska |
Publisher |
: Springer Nature |
Release |
: 2022-03-29 |
File |
: 623 Pages |
ISBN-13 |
: 9783030958138 |
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BOOK EXCERPT:
The phenomenon of 'Cool Japan' is one of the distinctive features of global popular culture of the millennial age. A History of Popular Culture in Japan provides the first historical and analytical overview of popular culture in Japan from its origins in the 17th century to the present day, using it to explore broader themes of conflict, power and meaning in Japanese history. E. Taylor Atkins shows how Japan was one of the earliest sites for the development of mass-produced, market-oriented cultural products consumed by urban middle and working classes. From traditional monochrome ink painting, court literature and poetry to anime, manga and J-Pop, popular culture was pivotal in the rise of Japanese nationalism, imperialism, militarism and economic development, and to the present day plays a central role in Japanese identity. With updated historiography throughout, this fully revised second edition features: - A new chapter on popular culture in the Edo period - An expanded section on pre-Tokugawa culture - More discussion on recent pop culture phenomena such as TV game shows, cuteness and J-Pop - 10 new images - A new glossary of terms including kanji This improved edition is a vital resource for students of Japanese cultural history wishing to gain a deeper understanding of Japan's contributions to global cultural heritage.
Product Details :
Genre |
: History |
Author |
: E. Taylor Atkins |
Publisher |
: Bloomsbury Publishing |
Release |
: 2022-09-08 |
File |
: 409 Pages |
ISBN-13 |
: 9781350195950 |
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Videogames in the Indian Subcontinent: Development, Culture(s) and Representations explores the gaming culture of one of the most culturally diverse and populous regions of the world-the Indian subcontinent. Building on the author's earlier work on videogame culture in India, this book addresses issues of how discussions of equality and diversity sit within videogame studies, particularly in connection with the subcontinent, thereby presenting pioneering research on the videogame cultures of the region. Drawing on a series of player and developer interviews and surveys conducted over the last five years, including some recent ones, this book provides a sense of how games have become a part of the culture of the region despite its huge diversity and plurality and opens up avenues for further study through vignettes and snapshots of the diverse gaming culture. It addresses the rapid rise of videogames as an entertainment medium in South Asia and, as such, also tries to better understand the recent controversies connected to gaming in the region In the process, it aims to make a larger connection between the development of videogames and player culture, in the subcontinent and globally, thus opening up channels for collaboration between the industry and academic research, local and global.
Product Details :
Genre |
: Social Science |
Author |
: Souvik Mukherjee |
Publisher |
: Bloomsbury Publishing |
Release |
: 2022-11-25 |
File |
: 182 Pages |
ISBN-13 |
: 9789354356919 |
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BOOK EXCERPT:
This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games– from postcolonialism to identity politics to heritage studies. It demonstrates various methodological approaches to historical/regional game studies: case studies of nationally produced historical games that deal with local history, studies of media reception of history/heritage-themed games, text-mining methods studying attitudes expressed by players of such games, and educational perspectives on games in teaching cultural heritage. Through the lens of videogames, the authors explore how nations struggle with the legacies of war, colonialism and religious strife that have been a part of nation-building - but also how victimized cultures can survive, resist, and sometimes prevail. Appealing primarily to scholars in the fields of game studies, heritage studies, postcolonial criticism, and media studies, this book will be particularly useful for the subfields of historical game studies and postcolonial game studies.
Product Details :
Genre |
: Games & Activities |
Author |
: Yowei Kang |
Publisher |
: Taylor & Francis |
Release |
: 2024-08-28 |
File |
: 219 Pages |
ISBN-13 |
: 9781040120996 |
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BOOK EXCERPT:
This book will help game designers and those interested in games thoughtfully embed culture into video games and the game design process. This book raises the issue of how some cultures and communities are misrepresented in various video games. In response to this problem, designers can bring cultural considerations and practices into the centre focus of the game design process. The book advocates that designers put different measures in place to better prevent misrepresentations and engage with deeper understandings of culture to build culturally richer and more meaningful game worlds. The book uses the Torres Strait Virtual Reality project as a primary example, in addition to other game projects, to explore cultural representation in game design. Torres Strait culture is also explored and discussed more broadly throughout the book. No prior knowledge of culture studies is needed, and the book deals with higher level game design with little reference to the technical elements of game development. This unique and timely book will appeal to those interested in the implications of cultural depictions in video games and opportunities to generate deeper cultural representations through the game design process.
Product Details :
Genre |
: Computers |
Author |
: Rhett Loban |
Publisher |
: CRC Press |
Release |
: 2023-09-04 |
File |
: 200 Pages |
ISBN-13 |
: 9781000931358 |
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BOOK EXCERPT:
This edited volume explores political motives, discourses and agendas in Japanese manga and graphic art with the objective of highlighting the agency of Japanese and wider Asian story-telling traditions within the context of global political traditions. Highly illustrated chapters presented here investigate the multifaceted relationship between Japan’s political storytelling practices, media and bureaucratic discourse, as played out between both the visual arts and modern pop-cultural authors. From pioneering cartoonist Tezuka Osamu, contemporary manga artists such as Kotobuki Shiriagari and Fumiyo Kōno, to videogames and everyday merchandise, a wealth of source material is analysed using cross-genre techniques. Furthermore, the book resists claims that manga, unlike the bandes dessinées and American superhero comic traditions, is apolitical. On the contrary, contributors demonstrate that manga and the mediality of graphic arts have begun to actively incorporate political discourses, undermining hegemonic cultural constructs that support either the status quo, or emerging brands of neonationalism in Japanese society. The Representation of Politics in Manga will be a dynamic resource for students and scholars of Japanese studies, media and popular cultural studies, as well as practitioners in the graphic arts.
Product Details :
Genre |
: Comics & Graphic Novels |
Author |
: Roman Rosenbaum |
Publisher |
: Routledge |
Release |
: 2020-10-29 |
File |
: 282 Pages |
ISBN-13 |
: 9781000217292 |
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BOOK EXCERPT:
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.
Product Details :
Genre |
: Social Science |
Author |
: Rachael Hutchinson |
Publisher |
: Rowman & Littlefield |
Release |
: 2022-04-11 |
File |
: 337 Pages |
ISBN-13 |
: 9781793643551 |
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BOOK EXCERPT:
Drawing across Games Studies, Childhood Studies, and Children’s Literature Studies, this book redirects critical conversations away from questions of whether videogames are ‘good’ or ‘bad’ for child-players and towards questions of how videogames produce childhood as a set of social roles and rules in contemporary Western contexts. It does so by cataloguing and critiquing representations of childhood across a corpus of over 500 contemporary videogames. While child-players are frequently the topic of academic debate – particularly within the fields of psychology, behavioural science, and education research - child-characters in videogames are all but invisible. This book's aim is to make these child-characters not only visible, but legible, and to demonstrate that coded kids in virtual worlds can shed light on how and why the boundaries between adults and children are shifting.
Product Details :
Genre |
: Social Science |
Author |
: Emma Reay |
Publisher |
: Springer Nature |
Release |
: 2023-10-16 |
File |
: 229 Pages |
ISBN-13 |
: 9783031423710 |
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BOOK EXCERPT:
The recent manifestation of exclusionism in Japan has emerged at a time of intensified neoliberal economic policies, increased cross-border migration brought on by globalization, the elevated threat of global terrorism, heightened tensions between East Asian states over historical and territorial conflicts, and a backlash by Japanese conservatives over perceived historical apologism. The social and political environment for minorities in Japan has shifted drastically since the 1990s, yet many studies of Japan still tend to view Japan through the dominant discourses of “ethnic homogeneity (tanitsu minzoku shakai)” and “middle-class society (so ̄churyu ̄-shakai)” which positions the exclusion of minorities as an exceptional phenomenon. While exclusionism has been recognized as a serious threat to minority groups, it has not often been considered a representative issue for the whole of Japanese society. This tendency will persist until the discourses of tanitsu minzoku shakai and so ̄churyu ̄-shakai are systematically debunked and Japan is widely recognized as both multiethnic and socio-economically stratified. Today, as with most advanced capitalist countries, serious social divides occasioned by the impacts of globalization and neoliberalism have destabilized Japanese society. This book explores not only how Japanese society is diversified and unequal, but also how diversity and inequality have caused people to divide into separate realities from which conflict and violence have emerged. It empirically examines the current situation while considering the historical development of exclusionism from the interdisciplinary viewpoints of history, policy studies, cultural studies, sociology and cultural anthropology. In addition to analyzing the realities of division and exclusionism, the authors propose theoretical alternatives to overcome such cultural and social divides.
Product Details :
Genre |
: Social Science |
Author |
: Yoshikazu Shiobara |
Publisher |
: Routledge |
Release |
: 2019-07-30 |
File |
: 270 Pages |
ISBN-13 |
: 9781351387873 |