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 analysed together to understand videogames as a dynamic mode of artistic expression.
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 analysed together to understand videogames as a dynamic mode of artistic expression.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Rachael Hutchinson is Associate Professor of Japanese Studies at the University of Delaware, USA. Her publications include Nagai Kafu's Occidentalism: Defining the Japanese Self (2011) and Negotiating Censorship in Modern Japan (2013).
Inhaltsangabe
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in ¿kami 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
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in kami 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
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in ¿kami 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
Introduction Part 1: Japanese culture as playable object 1. Katamari Damacy: nostalgia and kitsch 2. Packaging the Past in kami 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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