Role-Playing Games of Japan
Details
This book engages non-digital role-playing gamessuch as table-top RPGs and live-action role-playsin 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.
Represents one of the first book-length scholarly studies of non-digital role-playing games (RPGs) in Japan Takes a transcultural approach that extends beyond the national borders of Japan and challenges prevailing stereotypes of "Japaneseness" in RPGs Employs cyber-ethnographic methods to theorize non-digital RPGs as constituting fluid networks of practice rather than fixed and static entities
Autorentext
Björn-Ole Kamm teaches and researches in Transcultural Studies at Kyoto University. His previous research engaged stereotypes and media use in Japanese society. Currently, he explores live-action role-play in Japanese educational contexts.
Klappentext
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.
Inhalt
- 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.
Weitere Informationen
- Allgemeine Informationen
- GTIN 09783030509521
- Sprache Englisch
- Auflage 1st edition 2020
- Größe H216mm x B153mm x T22mm
- Jahr 2020
- EAN 9783030509521
- Format Fester Einband
- ISBN 3030509524
- Veröffentlichung 29.08.2020
- Titel Role-Playing Games of Japan
- Autor Björn-Ole Kamm
- Untertitel Transcultural Dynamics and Orderings
- Gewicht 528g
- Herausgeber Springer International Publishing
- Anzahl Seiten 320
- Lesemotiv Verstehen
- Genre Sozialwissenschaften, Recht & Wirtschaft