Space And Play In Japanese Videogame Arcades

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Space and Play in Japanese Videogame Arcades

Author : Jérémie Pelletier-Gagnon
Publisher : Taylor & Francis
Page : 195 pages
File Size : 43,8 Mb
Release : 2024-05-07
Category : Social Science
ISBN : 9781040029145

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Space and Play in Japanese Videogame Arcades by Jérémie Pelletier-Gagnon Pdf

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces

Author : Jérémie Pelletier-Gagnon
Publisher : Routledge
Page : 0 pages
File Size : 47,9 Mb
Release : 2024
Category : Computers
ISBN : 1032226854

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Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces by Jérémie Pelletier-Gagnon Pdf

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan.

Space and Play in Japanese Videogame Arcades: Case Studies of Play and Space in Japanese Game Centres

Author : Jérémie Pelletier-Gagnon
Publisher : Unknown
Page : 0 pages
File Size : 52,6 Mb
Release : 2024
Category : Games & Activities
ISBN : 1032226927

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Space and Play in Japanese Videogame Arcades: Case Studies of Play and Space in Japanese Game Centres by Jérémie Pelletier-Gagnon Pdf

"This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early 19th century to the modern multi-floor and interconnected arcade complexes that characterizes the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience . Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society"--

Japanese Role-Playing Games

Author : Rachael Hutchinson,Jérémie Pelletier-Gagnon
Publisher : Rowman & Littlefield
Page : 337 pages
File Size : 53,5 Mb
Release : 2022-04-11
Category : Social Science
ISBN : 9781793643551

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Japanese Role-Playing Games by Rachael Hutchinson,Jérémie Pelletier-Gagnon Pdf

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.

Translation and the Borders of Contemporary Japanese Literature

Author : Victoria Young
Publisher : Taylor & Francis
Page : 170 pages
File Size : 52,9 Mb
Release : 2024-06-03
Category : Literary Criticism
ISBN : 9781040029725

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Translation and the Borders of Contemporary Japanese Literature by Victoria Young Pdf

This book examines contemporary debates on such concepts as national literature, world literature, and the relationship each of these to translation, from the perspective of modern Japanese fiction. By reading between the gaps and revealing tensions and blind spots in the image that Japanese literature presents to the world, the author brings together a series of essays and works of fiction that are normally kept separate in distinct subgenres, such as Okinawan literature, zainichi literature written by ethnic Koreans, and other “trans-border” works. The act of translation is reimagined in figurative, expanded, and even disruptive ways with a focus on marginal spaces and trans-border movements. The result decentres the common image of Japanese literature while creating connections to wider questions of multilingualism, decolonisation, historical revisionism, and trauma that are so central to contemporary literary studies. This book will be of interest to all those who study modern Japan and Japanese literature, as well as those working in the wider field of translation studies, as it subjects the concept of world literature to searching analysis.

Toward a Gameic World

Author : Ben Whaley
Publisher : University of Michigan Press
Page : 187 pages
File Size : 46,8 Mb
Release : 2023-05-03
Category : Social Science
ISBN : 9780472056149

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Toward a Gameic World by Ben Whaley Pdf

Examines the ways in which Japanese video games engage with social issues and national traumas

Arcade Britannia

Author : Alan Meades
Publisher : MIT Press
Page : 337 pages
File Size : 45,5 Mb
Release : 2022-10-25
Category : Games & Activities
ISBN : 9780262372350

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Arcade Britannia by Alan Meades Pdf

The story of the British amusement arcade from the 1800s to the present. Amusement arcades are an important part of British culture, yet discussions of them tend to be based on American models. Alan Meades, who spent his childhood happily playing in British seaside arcades, presents the history of the arcade from its origins in traveling fairs of the 1800s to the present. Drawing on firsthand accounts of industry members and archival sources, including rare photographs and trade publications, he tells the story of the first arcades, the people who made the machines, the rise of video games, and the legislative and economic challenges spurred by public fears of moral decline. Arcade Britannia highlights the differences between British and North American arcades, especially in terms of the complex relationship between gambling and amusements. He also underlines Britain’s role in introducing coin-operated technologies into Europe, as well as the industry’s close links to America and, especially, Japan. He shows how the British arcade is a product of centuries of public play, gambling, entrepreneurship, and mechanization. Examining the arcade’s history through technological, social, cultural, biographic, and legislative perspectives, he describes a pendulum shift between control and liberalization, as well as the continued efforts of concerned moralists to limit and regulate public play. Finally, he recounts the impact on the industry of legislative challenges that included vicious taxation, questions of whether copyright law applied to video-game code, and the peculiar moment when every arcade game in Britain was considered a cinema.

Transnational Contexts of Culture, Gender, Class, and Colonialism in Play

Author : Alexis Pulos,S. Austin Lee
Publisher : Springer
Page : 223 pages
File Size : 50,5 Mb
Release : 2016-12-24
Category : Social Science
ISBN : 9783319438177

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Transnational Contexts of Culture, Gender, Class, and Colonialism in Play by Alexis Pulos,S. Austin Lee Pdf

This book examines the local, regional and transnational contexts of video games through a focused analysis on gaming communities, the ways game design regulates gender and class relations, and the impacts of colonization on game design. The critical interest in games as a cultural artifact is covered by a wide range of interdisciplinary work. To highlight the social impacts of games the first section of the book covers the systems built around high score game competitions, the development of independent game design communities, and the formation of fan communities and cosplay. The second section of the book offers a deeper analysis of game structures, gender and masculinity, and the economic constraints of empire that are built into game design. The final section offers a macro perspective on transnational and colonial discourses built into the cultural structures of East Asian game play.

History of the Japanese Video Game Industry

Author : Yusuke Koyama
Publisher : Springer Nature
Page : 285 pages
File Size : 43,9 Mb
Release : 2023-06-02
Category : Business & Economics
ISBN : 9789819913428

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History of the Japanese Video Game Industry by Yusuke Koyama Pdf

This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.

Computer Games and the Social Imaginary

Author : Graeme Kirkpatrick
Publisher : John Wiley & Sons
Page : 199 pages
File Size : 53,7 Mb
Release : 2013-10-30
Category : Social Science
ISBN : 9780745671901

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Computer Games and the Social Imaginary by Graeme Kirkpatrick Pdf

In this compelling book, Graeme Kirkpatrick argues that computer games have fundamentally altered the relation of self and society in the digital age. Tracing the origins of gaming to the revival of play in the 1960s counter culture, Computer Games and the Social Imaginary describes how the energies of that movement transformed computer technology from something ugly and machine-like into a world of colour and ‘fun’. In the process, play with computers became computer gaming – a new cultural practice with its own values. From the late 1980s gaming became a resource for people to draw upon as they faced the challenges of life in a new, globalizing digital economy. Gamer identity furnishes a revivified capitalism with compliant and ‘streamlined’ workers, but at times gaming culture also challenges the corporations that control game production. Analysing topics such as the links between technology and power, the formation of gaming culture and the subjective impact of play with computer games, this insightful text will be of great interest to students and scholars of digital media, games studies and the information society.

Technoculture

Author : Debra Benita Shaw
Publisher : Berg
Page : 218 pages
File Size : 41,5 Mb
Release : 2008-08-15
Category : Social Science
ISBN : 9781845202989

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Technoculture by Debra Benita Shaw Pdf

Explores the power of scientific ideas, their impact on how we understand the natural world and how successive technological developments have influenced our attitudes to work, art, space, language and the human body.

The Video Game Explosion

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 401 pages
File Size : 48,5 Mb
Release : 2007-11-30
Category : Social Science
ISBN : 9780313082436

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The Video Game Explosion by Mark J. P. Wolf Pdf

The Video Game Explosion: A History from PONG to PlayStation and Beyond traces the growth of a global phenomenon that has become an integral part of popular culture today. All aspects of video games and gaming culture are covered inside this engaging reference, including the leading video game innovators, the technological advances that made the games of the late 1970s and those of today possible, the corporations that won and lost billions of dollars pursing this lucrative market, arcade culture, as well as the demise of free-standing video consoles and the rise of home-based and hand-held gaming devices. In the United States alone, the video game industry raked in an astonishing $12.5 billion last year, and shows no signs of slowing. Once dismissed as a fleeting fad of the young and frivolous, this booming industry has not only proven its staying power, but promises to continue driving the future of new media and emerging technologies. Today video games have become a limitless and multifaceted medium through which Fortune 50 corporations and Hollywood visionaries alike are reaching broader global audiences and influencing cultural trends at a rate unmatched by any other media.

Video Games

Author : Hal Marcovitz
Publisher : Greenhaven Publishing LLC
Page : 112 pages
File Size : 43,5 Mb
Release : 2009-09-28
Category : Young Adult Nonfiction
ISBN : 9781420502848

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Video Games by Hal Marcovitz Pdf

According to Big Fish Games, approximately 155 million American play video games for at least three hours a week, and four out of five households own a video game console. Polygon tells us that consumers spent 16.5 billion dollars on gaming content in 2015. This illuminating volume delves into the world of video games and gaming. The book examines the history of video games, video games as part of contemporary culture, and what the future holds in store for gaming.

A Brief History Of Video Games

Author : Rich Stanton
Publisher : Robinson
Page : 397 pages
File Size : 47,6 Mb
Release : 2015-07-23
Category : Business & Economics
ISBN : 9781472118813

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A Brief History Of Video Games by Rich Stanton Pdf

'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.

Power-Up

Author : Chris Kohler
Publisher : Courier Dover Publications
Page : 337 pages
File Size : 53,8 Mb
Release : 2016-10-21
Category : Games & Activities
ISBN : 9780486801490

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Power-Up by Chris Kohler Pdf

Enjoyable and informative examination of how Japanese video game developers raised the medium to an art form. Includes interviews, anecdotes, and accounts of industry giants behind Donkey Kong, Mario, Pokémon, and other games.