2 options
Handbook of Japanese Games and Gameplay.
- 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
The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.