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Space and Play in Japanese Videogame Arcades
Details
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan.
Autorentext
Jérémie Pelletier-Gagnon is a Postdoctoral Fellow at the Université du Québec à Montréal, Canada.
Inhalt
Preface
Acknowledgements
List of Figures
List of acronyms and abbreviations
Part I - Contextualizing Play in Japanese Amusement Spaces
Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice
Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978)
Policing and Centralization: Game Centre Spaces from the Shinfeih Reform to the Interconnected Arcade (1976-2016)
Software, Hardware, and Space: Theoretical Aspects of Public Gaming
Part II Case Studies of Play and Space in Japanese Game Centres
Player-flâneurs and Extended Spatiality: Play Between Performance and Observation in A-cho
Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujishten
Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO
Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian
Index
Weitere Informationen
- Allgemeine Informationen
- GTIN 09781032226859
- Herausgeber Routledge
- Anzahl Seiten 178
- Genre Software
- Sprache Englisch
- Gewicht 453g
- Autor Jérémie Pelletier-Gagnon
- Größe H234mm x B156mm
- Jahr 2024
- EAN 9781032226859
- Format Fester Einband
- ISBN 978-1-03-222685-9
- Veröffentlichung 07.05.2024
- Titel Space and Play in Japanese Videogame Arcades