Toward a Gameic World New Rules of Engagement from Japanese Video Games
Materialtyp:
ArtikelSerie: Utgivningsinformation: Michigan State University Press University of Michigan Press [Imprint] 2026Beskrivning: 1 electronic resource (186 p.)Innehållstyp: - text
- computer
- online resource
- 9780472221103
- 9780472906239
- Society and Social Sciences
- Society and culture: general
- Cultural and media studies
- Media studies
- Social groups, communities and identities
- Ethnic studies
- Ethnic groups and multicultural studies
- Affective engagement
- Anime
- Childbirth
- Earthquakes
- Empathy
- Engagement
- Game studies
- Hikikomori
- Japan
- Japanese
- Manga
- Media
- Nintendo
- Nuclear war
- PlayStation
- Simulation
- Social issues
- Sony
- Trauma
- Video game
Open Access Unrestricted online access star
Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan's biggest social and personal issues, including traumas: natural disasters ( Disaster Report ), a declining birthrate and aging population ( Catherine ), nuclear proliferation ( Metal Gear Solid V ); and youth social withdrawal ( The World Ends with You ). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.
Accessibility options of PDF file not available
Creative Commons Licence cc by-nc-nd cc https://creativecommons.org/licenses/by-nc-nd/4.0/
eng
Freely available e-book