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Handbook of Japanese Games and Gameplay.

De Gruyter Amsterdam University Press Complete eBook-Package 2025 Available online

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Routledge Handbooks Online Humanities and Social Sciences Available online

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Format:
Book
Author/Creator:
Hutchinson, Rachel.
Series:
Handbooks on Japanese Studies
Language:
English
Physical Description:
1 online resource (0 pages)
Edition:
1st ed.
Place of Publication:
Amsterdam : Amsterdam University Press, 2025.
Summary:
No detailed description available for "Handbook of Japanese Games and Gameplay".
Contents:
Cover
Table of Contents
Contributors
Acknowledgments
Note on Japanese names and sources
Abbreviations
Introduction
Rachael Hutchinson
Part 1: Analog and mechanical games
1 The Virtuality of Japanese Playing Cards: Immersion and Transgression in Early Modern Material Culture
Drisana Misra
2 Eating Your Way through Sugoroku: Imaginary Travel in a Japanese Board Game
Bianca Chui
3 Three Studies for a Material History of Japanese Board Games
Nathan Altice
4 Participatory Storytelling as a Media Platform: TRPGs, Gamebooks, Readers' Columns, and Play-by-Mail in Japanese Analog RPGs
Satomi Saito
5 On the Play of Yakumono: The Evolution of Audiovisual Effects in Pachinko
Keiji Amano and Geoffrey Rockwell
Part 2: Gameplay spaces
6 Embodied Play in Japan: From Escape Rooms to Larp (Live-Action Role-Play)
Björn-Ole Kamm
7 Cabinets in the City: Game Centers, Street Gamers and Urbanity through Virtua Fighter
Jérémie Pelletier-Gagnon
8 Why Has Japan's Esports Development Been So Slow?
Akira Igarashi and Yuhsuke Koyama
9 Convergence and Cosmopolitanism in Online Games: Non-Japanese Players on Japanese Final Fantasy XIV Servers
Mattias van Ommen
10 Playing with Animal Crossing: New Horizons in the Japanese, Korean and Chinese YouTube Space
Martin Roth
Part 3: Game analysis
11 Salarymen, Samurai, and the State: Masculinity at Play in Feudal Era War Games
Keita Moore
12 Othering Masculinity: Disability and Chivalry in the Yakuza Series
Frank Mondelli and Rachael Hutchinson
13 The Flavor of Late Shōwa: Coziness, Food, and Nostalgia in Gagex Games
Víctor Navarro-Remesal and Beatriz Pérez Zapata
14 The Destruction of Raccoon City (again): Japanese Collective Memory Discourse, the Atomic Bombs, and Resident Evil 3
Ryan Scheiding
Part 4: Game industry.
15 The Dawn of Videogames in Japan as Viewed from the Toy Industry
Hitomi Mohri
16 Ladies, Leave, and Corporate Liability? Personnel Policies in the Japanese Game Industry
Tsugumi (Mimi) Okabe
17 Restructuring and Redeveloping Final Fantasy: Square Enix's Strategic Survival in a Tumultuous Industrial Landscape, 2000-2020
K. T. Wong
18 The Gundam Games Ecology in a Media Industry Perspective
Susana Tosca and Akinori Nakamura
Part 5: Game mediations
19 Music on the Edge (Connector): Demixing the Sound of the NES and Famicom
James Newman
20 Changing the Game to Keep it the Same: The Paradox of Localization
Amy Dawson-Andoh
21 Playing at Romance: Otome Games and Fan Cultures
Sarah Christina Ganzon
Index.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
90-485-7243-6
1-003-69710-0
1-04-078862-9
90-485-7242-8
9781003697107
OCLC:
1521274439
Publisher Number:
CIPO000311694

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