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.
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.
Jérémie Pelletier-Gagnon is a Postdoctoral Fellow at the Université du Québec à Montréal, Canada.
Inhaltsangabe
Preface Acknowledgements List of Figures List of acronyms and abbreviations Part I - Contextualizing Play in Japanese Amusement Spaces 1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice 2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978) 3. Policing and Centralization: Game Centre Spaces from the Shinf eih Reform to the Interconnected Arcade (1976-2016) 4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming Part II - Case Studies of Play and Space in Japanese Game Centres 5. Player-flâneurs and Extended Spatiality: Play Between Performance and Observation in A-cho 6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujish ten 7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO 8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian Index
Preface
Acknowledgements
List of Figures
List of acronyms and abbreviations
Part I - Contextualizing Play in Japanese Amusement Spaces
1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice
2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978)
3. Policing and Centralization: Game Centre Spaces from the Shinfueih Reform to the Interconnected Arcade (1976-2016)
4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming
Part II - Case Studies of Play and Space in Japanese Game Centres
5. Player-flâneurs and Extended Spatiality: Play Between Performance and Observation in A-cho
6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujish ten
7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO
8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian
Preface Acknowledgements List of Figures List of acronyms and abbreviations Part I - Contextualizing Play in Japanese Amusement Spaces 1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice 2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978) 3. Policing and Centralization: Game Centre Spaces from the Shinf eih Reform to the Interconnected Arcade (1976-2016) 4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming Part II - Case Studies of Play and Space in Japanese Game Centres 5. Player-flâneurs and Extended Spatiality: Play Between Performance and Observation in A-cho 6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujish ten 7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO 8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian Index
Preface
Acknowledgements
List of Figures
List of acronyms and abbreviations
Part I - Contextualizing Play in Japanese Amusement Spaces
1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice
2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978)
3. Policing and Centralization: Game Centre Spaces from the Shinfueih Reform to the Interconnected Arcade (1976-2016)
4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming
Part II - Case Studies of Play and Space in Japanese Game Centres
5. Player-flâneurs and Extended Spatiality: Play Between Performance and Observation in A-cho
6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujish ten
7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO
8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian
Index
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