Role-playing games of Japan : transcultural dynamics and orderings

Bibliographic Information

Role-playing games of Japan : transcultural dynamics and orderings

Björn-Ole Kamm

Palgrave Macmillan, c2020

  • : hardback

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Note

Includes bibliographical references and index

Description and Table of Contents

Description

This book engages non-digital role-playing games-such as table-top RPGs and live-action role-plays-in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices.

Table of Contents

1. Introduction - Before Play.- 2. Games - Playing with Borders of Reality, or the First Act.- 3. Stereotypes - The Agency of Labels, or the Second Act.- 4. Mediation - Counterpoints of Dis/Connection, or the Third Act.- 5. After Play - Knowledge (and) Practices.

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Details

  • NCID
    BC03641848
  • ISBN
    • 9783030509521
  • Country Code
    sz
  • Title Language Code
    eng
  • Text Language Code
    eng
  • Place of Publication
    [Cham]
  • Pages/Volumes
    xvii, 300 p.
  • Size
    22 cm
  • Classification
  • Subject Headings
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