Japanese culture through videogames
著者
書誌事項
Japanese culture through videogames
(RoutledgeCurzon contemporary Japan series, 80)
Routledge, 2019
- : hbk
- : pbk
並立書誌 全1件
大学図書館所蔵 全30件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references (p. [257]-284) and index
内容説明・目次
- 巻冊次
-
: hbk ISBN 9780367111380
内容説明
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.
目次
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in Okami 3. Japan and its Others in fighting games Part 2: Ideology and critique in Japanese games 4. Absentee parents in the JRPG 5. Nuclear discourse in Final Fantasy 6. Bioethics meets nuclear crisis Part 3: History, memory, and re-imagining war 7. An uncomfortable genre: the Japanese war game 8. Hiroshima and violence in Metal Gear Solid 9. The colonial legacy Conclusions
- 巻冊次
-
: pbk ISBN 9780367728151
内容説明
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.
目次
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in Okami 3. Japan and its Others in fighting games Part 2: Ideology and critique in Japanese games 4. Absentee parents in the JRPG 5. Nuclear discourse in Final Fantasy 6. Bioethics meets nuclear crisis Part 3: History, memory, and re-imagining war 7. An uncomfortable genre: the Japanese war game 8. Hiroshima and violence in Metal Gear Solid 9. The colonial legacy Conclusions
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