Japanese Culture Through Videogames

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Author :
Publisher : Routledge
ISBN 13 : 0429655940
Total Pages : 534 pages
Book Rating : 4.4/5 (296 download)

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Book Synopsis Japanese Culture Through Videogames by : Rachael Hutchinson

Download or read book Japanese Culture Through Videogames written by Rachael Hutchinson and published by Routledge. This book was released on 2019-05-28 with total page 534 pages. Available in PDF, EPUB and Kindle. 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.

Atari to Zelda

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Publisher : MIT Press
ISBN 13 : 0262034395
Total Pages : 269 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Atari to Zelda by : Mia Consalvo

Download or read book Atari to Zelda written by Mia Consalvo and published by MIT Press. This book was released on 2016-04-08 with total page 269 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.” In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.

Pure Invention

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Publisher : Crown
ISBN 13 : 1984826719
Total Pages : 369 pages
Book Rating : 4.9/5 (848 download)

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Book Synopsis Pure Invention by : Matt Alt

Download or read book Pure Invention written by Matt Alt and published by Crown. This book was released on 2021-06-22 with total page 369 pages. Available in PDF, EPUB and Kindle. Book excerpt: The untold story of how Japan became a cultural superpower through the fantastic inventions that captured—and transformed—the world’s imagination. “A masterful book driven by deep research, new insights, and powerful storytelling.”—W. David Marx, author of Ametora: How Japan Saved American Style Japan is the forge of the world’s fantasies: karaoke and the Walkman, manga and anime, Pac-Man and Pokémon, online imageboards and emojis. But as Japan media veteran Matt Alt proves in this brilliant investigation, these novelties did more than entertain. They paved the way for our perplexing modern lives. In the 1970s and ’80s, Japan seemed to exist in some near future, gliding on the superior technology of Sony and Toyota. Then a catastrophic 1990 stock-market crash ushered in the “lost decades” of deep recession and social dysfunction. The end of the boom should have plunged Japan into irrelevance, but that’s precisely when its cultural clout soared—when, once again, Japan got to the future a little ahead of the rest of us. Hello Kitty, the Nintendo Entertainment System, and multimedia empires like Dragon Ball Z were more than marketing hits. Artfully packaged, dangerously cute, and dizzyingly fun, these products gave us new tools for coping with trying times. They also transformed us as we consumed them—connecting as well as isolating us in new ways, opening vistas of imagination and pathways to revolution. Through the stories of an indelible group of artists, geniuses, and oddballs, Pure Invention reveals how Japan’s pop-media complex remade global culture.

Introducing Japanese Popular Culture

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Author :
Publisher : Routledge
ISBN 13 : 131752893X
Total Pages : 550 pages
Book Rating : 4.3/5 (175 download)

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Book Synopsis Introducing Japanese Popular Culture by : Alisa Freedman

Download or read book Introducing Japanese Popular Culture written by Alisa Freedman and published by Routledge. This book was released on 2018-01-02 with total page 550 pages. Available in PDF, EPUB and Kindle. Book excerpt: Specifically designed for use on a range of undergraduate and graduate courses, Introducing Japanese Popular Culture is a comprehensive textbook offering an up-to-date overview of a wide variety of media forms. It uses particular case studies as a way into examining the broader themes in Japanese culture and provides a thorough analysis of the historical and contemporary trends that have shaped artistic production, as well as, politics, society, and economics. As a result, more than being a time capsule of influential trends, this book teaches enduring lessons about how popular culture reflects the societies that produce and consume it. With contributions from an international team of scholars, representing a range of disciplines from history and anthropology to art history and media studies, the book’s sections include: Television Videogames Music Popular Cinema Anime Manga Popular Literature Fashion Contemporary Art Written in an accessible style by a stellar line-up of international contributors, this textbook will be essential reading for students of Japanese culture and society, Asian media and popular culture, and Asian Studies in general.

Power-Up

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Author :
Publisher : Courier Dover Publications
ISBN 13 : 0486816427
Total Pages : 336 pages
Book Rating : 4.4/5 (868 download)

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Book Synopsis Power-Up by : Chris Kohler

Download or read book Power-Up written by Chris Kohler and published by Courier Dover Publications. This book was released on 2016-10-10 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Video Games Around the World

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Publisher : MIT Press
ISBN 13 : 0262527162
Total Pages : 715 pages
Book Rating : 4.2/5 (625 download)

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Book Synopsis Video Games Around the World by : Mark J. P. Wolf

Download or read book Video Games Around the World written by Mark J. P. Wolf and published by MIT Press. This book was released on 2015-05-01 with total page 715 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thirty-nine essays explore the vast diversity of video game history and culture across all the world's continents. Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland. Most of the essays are written by natives of the countries they discuss, many of them game designers and founders of game companies, offering distinctively firsthand perspectives. Some of these national histories appear for the first time in English, and some for the first time in any language. Readers will learn, for example, about the rapid growth of mobile games in Africa; how a meat-packing company held the rights to import the Atari VCS 2600 into Mexico; and how the Indonesian MMORPG Nusantara Online reflects that country's cultural history and folklore. Every country or region's unique conditions provide the context that shapes its national industry; for example, the long history of computer science in the United Kingdom and Scandinavia, the problems of piracy in China, the PC Bangs of South Korea, or the Dutch industry's emphasis on serious games. As these essays demonstrate, local innovation and diversification thrive alongside productions and corporations with global aspirations. Africa • Arab World • Argentina • Australia • Austria • Brazil • Canada • China • Colombia • Czech Republic • Finland • France • Germany • Hong Kong • Hungary • India • Indonesia • Iran • Ireland • Italy • Japan • Mexico • The Netherlands • New Zealand • Peru • Poland • Portugal • Russia • Scandinavia • Singapore • South Korea • Spain • Switzerland • Thailand • Turkey • United Kingdom • United States of America • Uruguay • Venezuela

How to Do Things with Videogames

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Author :
Publisher : U of Minnesota Press
ISBN 13 : 145293312X
Total Pages : 194 pages
Book Rating : 4.4/5 (529 download)

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Book Synopsis How to Do Things with Videogames by : Ian Bogost

Download or read book How to Do Things with Videogames written by Ian Bogost and published by U of Minnesota Press. This book was released on 2011-08-05 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, computer games have moved from the margins of popular culture to its center. Reviews of new games and profiles of game designers now regularly appear in the New York Times and the New Yorker, and sales figures for games are reported alongside those of books, music, and movies. They are increasingly used for purposes other than entertainment, yet debates about videogames still fork along one of two paths: accusations of debasement through violence and isolation or defensive paeans to their potential as serious cultural works. In How to Do Things with Videogames, Ian Bogost contends that such generalizations obscure the limitless possibilities offered by the medium’s ability to create complex simulated realities. Bogost, a leading scholar of videogames and an award-winning game designer, explores the many ways computer games are used today: documenting important historical and cultural events; educating both children and adults; promoting commercial products; and serving as platforms for art, pornography, exercise, relaxation, pranks, and politics. Examining these applications in a series of short, inviting, and provocative essays, he argues that together they make the medium broader, richer, and more relevant to a wider audience. Bogost concludes that as videogames become ever more enmeshed with contemporary life, the idea of gamers as social identities will become obsolete, giving rise to gaming by the masses. But until games are understood to have valid applications across the cultural spectrum, their true potential will remain unrealized. How to Do Things with Videogames offers a fresh starting point to more fully consider games’ progress today and promise for the future.

Trigger Happy

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Publisher : Simon and Schuster
ISBN 13 : 162872224X
Total Pages : 999 pages
Book Rating : 4.6/5 (287 download)

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Book Synopsis Trigger Happy by : Steven Poole

Download or read book Trigger Happy written by Steven Poole and published by Simon and Schuster. This book was released on 2011-11-07 with total page 999 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Edge calls Trigger Happy a "seminal piece of work." For the first time ever, an aficionado with a knowledge of art, culture, and a real love of gaming takes a critical look at the future of our videogames, and compares their aesthetic and economic impact on society to that of film. Thirty years after the invention of the simplest of games, more videogames are played by adults than children. This revolutionary book is the first-ever academically worthy and deeply engaging critique of one of today's most popular forms of play: videogames are on track to supersede movies as the most innovative form of entertainment in the new century.

Nagai Kafū's Occidentalism

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Publisher : State University of New York Press
ISBN 13 : 1438439083
Total Pages : 306 pages
Book Rating : 4.4/5 (384 download)

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Book Synopsis Nagai Kafū's Occidentalism by : Rachael Hutchinson

Download or read book Nagai Kafū's Occidentalism written by Rachael Hutchinson and published by State University of New York Press. This book was released on 2011-11-01 with total page 306 pages. Available in PDF, EPUB and Kindle. Book excerpt: Nagai Kafū (1879–1959) spent more time abroad than any other writer of his generation, firing the Japanese imagination with his visions of America and France. Applying the theoretical framework of Occidentalism to Japanese literature, Rachael Hutchinson explores Kafū's construction of the Western Other, an integral part of his critique of Meiji civilization. Through contrast with the Western Other, Kafū was able to solve the dilemma that so plagued Japanese intellectuals—how to modernize and yet retain an authentic Japanese identity in the modern world. Kafū's flexible positioning of imagined spaces like the "West" and the "Orient" ultimately led him to a definition of the Japanese Self. Hutchinson analyzes the wide range of Kafū's work, particularly those novels and stories reflecting Kafū's time in the West and the return to Japan, most unknown to Western readers and a number unavailable in English, along with his better-known depictions of Edo's demimonde. Kafū's place in Japan's intellectual history and his influence on other writers are also discussed.

Power Play

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Publisher : Macmillan + ORM
ISBN 13 : 1250089344
Total Pages : 237 pages
Book Rating : 4.2/5 (5 download)

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Book Synopsis Power Play by : Asi Burak

Download or read book Power Play written by Asi Burak and published by Macmillan + ORM. This book was released on 2017-01-31 with total page 237 pages. Available in PDF, EPUB and Kindle. Book excerpt: The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.

Hardcore Gaming 101 Presents: Japanese Video Game Obscurities

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Author :
Publisher : Unbound Publishing
ISBN 13 : 178352765X
Total Pages : 243 pages
Book Rating : 4.7/5 (835 download)

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Book Synopsis Hardcore Gaming 101 Presents: Japanese Video Game Obscurities by : Kurt Kalata

Download or read book Hardcore Gaming 101 Presents: Japanese Video Game Obscurities written by Kurt Kalata and published by Unbound Publishing. This book was released on 2019-11-14 with total page 243 pages. Available in PDF, EPUB and Kindle. Book excerpt: Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.

Japanese and American Horror

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Author :
Publisher : McFarland
ISBN 13 : 0786496665
Total Pages : 231 pages
Book Rating : 4.7/5 (864 download)

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Book Synopsis Japanese and American Horror by : Katarzyna Marak

Download or read book Japanese and American Horror written by Katarzyna Marak and published by McFarland. This book was released on 2014-10-31 with total page 231 pages. Available in PDF, EPUB and Kindle. Book excerpt: Horror fiction is an important part of the popular culture in many modern societies. This book compares and contrasts horror narratives from two distinct cultures--American and Japanese--with a focus on the characteristic mechanisms that make them successful, and on their culturally-specific aspects. Including a number of narratives belonging to film, literature, comics and video games, this book provides a comprehensive perspective of the genre. It sheds light on the differences and similarities in the depiction of fear and horror in America and Japan, while emphasizing narrative patterns in the context of their respective cultures.

The Untold History of Japanese Game Developers

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Author :
Publisher : Createspace Independent Publishing Platform
ISBN 13 : 9781518655319
Total Pages : 0 pages
Book Rating : 4.6/5 (553 download)

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Book Synopsis The Untold History of Japanese Game Developers by : John Szczepaniak

Download or read book The Untold History of Japanese Game Developers written by John Szczepaniak and published by Createspace Independent Publishing Platform. This book was released on 2015-11-04 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.

The Japanese Myths

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Publisher : Thames & Hudson
ISBN 13 : 0500777349
Total Pages : 291 pages
Book Rating : 4.5/5 (7 download)

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Book Synopsis The Japanese Myths by : Joshua Frydman

Download or read book The Japanese Myths written by Joshua Frydman and published by Thames & Hudson. This book was released on 2022-04-07 with total page 291 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is a smart and succinct guide to the rich tradition of Japanese mythology, from the earliest recorded legends of Izanagi and Izanami, their divine offspring and the creation of Japan, to medieval tales of vengeful ghosts, through to the modern-day reincarnation of ancient deities as the heroes of mecha anime. While many around the world love Japans cultural exports, few are familiar with Japans unique mythology - enriched by Shinto, Buddhism and regional folklore. Mythology remains a living, evolving part of Japanese society, and the ways in which the people of Japan understand their myths are very different today even from a century ago, let alone over a millennium into the past. Offering much more than any competing overview of Japanese mythology, The Japanese Myths not only retells the ancient stories but also considers their place within the patterns of Japanese religions, culture and history, helping readers to understand the deep links between past and present in Japan, and the ways these myths live and grow. Joshua Frydman takes the very earliest written myths in the Kojiki and the Nihonshoki as his starting point, and from there traces Japans mythology through to post-war State Shinto, the rise of the manga industry in the 1960s, J-horror and modern-day myths. Reinventions and retellings of myth are present across all genres of contemporary Japanese culture, from its auteur cinema to renowned video games such as Okami. This book is for anyone interested in Japan, as knowing its myths allows readers to understand and appreciate its culture in a new light.

Gaming Cultures and Place in Asia-Pacific

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Author :
Publisher : Routledge
ISBN 13 : 1135843171
Total Pages : 314 pages
Book Rating : 4.1/5 (358 download)

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Book Synopsis Gaming Cultures and Place in Asia-Pacific by : Larissa Hjorth

Download or read book Gaming Cultures and Place in Asia-Pacific written by Larissa Hjorth and published by Routledge. This book was released on 2009-06-24 with total page 314 pages. Available in PDF, EPUB and Kindle. Book excerpt: This collection explores the politics of game play and its cultural context by focusing on the Asia-Pacific region. Drawing from micro ethnographic studies to macro political economy analysis of techno-nationalisms and transcultural flows of cultural capital, it provides an interdisciplinary model for thinking through the politics of gaming.

The Culture of Digital Fighting Games

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Author :
Publisher : Routledge
ISBN 13 : 1136747648
Total Pages : 172 pages
Book Rating : 4.1/5 (367 download)

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Book Synopsis The Culture of Digital Fighting Games by : Todd Harper

Download or read book The Culture of Digital Fighting Games written by Todd Harper and published by Routledge. This book was released on 2013-11-26 with total page 172 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book examines the complex network of influences that collide in the culture of digital fighting games. Players from all over the world engage in competitive combat with one another, forming communities in both real and virtual spaces, attending tournaments and battling online via internet-connected home game consoles. But what is the logic behind their shared playstyle and culture? What are the threads that tie them together, and how does this inform our understanding of competitive gaming, community, and identity? Informed by observations made at one of the biggest fighting game events in the world – the Evolution Series tournament, or "EVO" – and interviews with fighting game players themselves, this book covers everything from the influence of arcade spaces, to the place of gender and ethnicity in the community, to the clash of philosophies over how these games should be played in the first place. In the process, it establishes the role of technology, gameplay, and community in how these players define both themselves and the games that they play.

Fandom Unbound

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Author :
Publisher : Yale University Press
ISBN 13 : 0300158645
Total Pages : 353 pages
Book Rating : 4.3/5 (1 download)

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Book Synopsis Fandom Unbound by : Mizuko Ito

Download or read book Fandom Unbound written by Mizuko Ito and published by Yale University Press. This book was released on 2012-02-28 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: In recent years, otaku culture has emerged as one of Japan's major cultural exports and as a genuinely transnational phenomenon. This timely volume investigates how this once marginalized popular culture has come to play a major role in Japan's identity at home and abroad. In the American context, the word otaku is best translated as “geek'—an ardent fan with highly specialized knowledge and interests. But it is associated especially with fans of specific Japan-based cultural genres, including anime, manga, and video games. Most important of all, as this collection shows, is the way otaku culture represents a newly participatory fan culture in which fans not only organize around niche interests but produce and distribute their own media content. In this collection of essays, Japanese and American scholars offer richly detailed descriptions of how this once stigmatized Japanese youth culture created its own alternative markets and cultural products such as fan fiction, comics, costumes, and remixes, becoming a major international force that can challenge the dominance of commercial media. By exploring the rich variety of otaku culture from multiple perspectives, this groundbreaking collection provides fascinating insights into the present and future of cultural production and distribution in the digital age.