Space And Play In Japanese Videogame Arcades


Space And Play In Japanese Videogame Arcades
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Space And Play In Japanese Videogame Arcades


Space And Play In Japanese Videogame Arcades
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Author : Jérémie Pelletier-Gagnon
language : en
Publisher: Taylor & Francis
Release Date : 2024-05-07

Space And Play In Japanese Videogame Arcades written by Jérémie Pelletier-Gagnon and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-07 with Social Science categories.


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 Case Studies Of Play And Space In Japanese Game Centres


Space And Play In Japanese Videogame Arcades Case Studies Of Play And Space In Japanese Game Centres
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Author : Jérémie Pelletier-Gagnon
language : en
Publisher:
Release Date : 2024

Space And Play In Japanese Videogame Arcades Case Studies Of Play And Space In Japanese Game Centres written by Jérémie Pelletier-Gagnon and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024 with Games & Activities categories.


"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


Japanese Role Playing Games
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Author : Rachael Hutchinson
language : en
Publisher: Rowman & Littlefield
Release Date : 2022-04-11

Japanese Role Playing Games written by Rachael Hutchinson and has been published by Rowman & Littlefield this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-04-11 with Social Science categories.


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


Translation And The Borders Of Contemporary Japanese Literature
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Author : Victoria Young
language : en
Publisher: Taylor & Francis
Release Date : 2024-06-03

Translation And The Borders Of Contemporary Japanese Literature written by Victoria Young and has been published by Taylor & Francis this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-06-03 with Literary Criticism categories.


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.



History Of The Japanese Video Game Industry


History Of The Japanese Video Game Industry
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Author : Yusuke Koyama
language : en
Publisher: Springer Nature
Release Date : 2023-06-02

History Of The Japanese Video Game Industry written by Yusuke Koyama and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-06-02 with Business & Economics categories.


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.



The Tetris Effect


The Tetris Effect
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Author : Dan Ackerman
language : en
Publisher: Simon and Schuster
Release Date : 2016-09-01

The Tetris Effect written by Dan Ackerman and has been published by Simon and Schuster this book supported file pdf, txt, epub, kindle and other format this book has been release on 2016-09-01 with Games & Activities categories.


21 February 1989. Three men fly into Moscow, representing software giants from Britain, America, and Japan. Each of them is determined to undercut the others in order to secure a technology so powerfully addictive it has brought the government department that created it to a standstill. In a country on the brink of seismic change, where spycraft is about to give way to cut-throat capitalism, Tetris has become the grand prize. Featuring corporate espionage, unmarked government organizations, courtroom drama and international conspiracies, the origin of the world’s most popular video game is a gripping, fast-paced thriller of the highest order. Not only this, but it is also the tale of a one-in-a-million software start-up – a unique example of an idea, a product, and an era coming together at exactly the right moment. Tetris was perfectly (if accidentally) crafted to hit primal triggers in our minds and in Ackerman’s hands its story is unputdownable.



Toward A Gameic World


Toward A Gameic World
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Author : Ben Whaley
language : en
Publisher: University of Michigan Press
Release Date : 2023-05-03

Toward A Gameic World written by Ben Whaley and has been published by University of Michigan Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2023-05-03 with Social Science categories.


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



Arcade Britannia


Arcade Britannia
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Author : Alan Meades
language : en
Publisher: MIT Press
Release Date : 2022-10-25

Arcade Britannia written by Alan Meades and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2022-10-25 with Games & Activities categories.


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.



Vintage Games


Vintage Games
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Author : Bill Loguidice
language : en
Publisher: CRC Press
Release Date : 2012-08-21

Vintage Games written by Bill Loguidice and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2012-08-21 with Art categories.


Vintage Games explores the most influential videogames of all time, including Super Mario Bros., Grand Theft Auto III, Doom, The Sims and many more. Drawing on interviews as well as the authors' own lifelong experience with videogames, the book discusses each game's development, predecessors, critical reception, and influence on the industry. It also features hundreds of full-color screenshots and images, including rare photos of game boxes and other materials. Vintage Games is the ideal book for game enthusiasts and professionals who desire a broader understanding of the history of videogames and their evolution from a niche to a global market.



Computer Games And The Social Imaginary


Computer Games And The Social Imaginary
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Author : Graeme Kirkpatrick
language : en
Publisher: John Wiley & Sons
Release Date : 2013-10-30

Computer Games And The Social Imaginary written by Graeme Kirkpatrick and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-10-30 with Social Science categories.


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.