Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces

Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces PDF Author: Jérémie Pelletier-Gagnon
Publisher: Routledge
ISBN: 9781032226859
Category : Computers
Languages : en
Pages : 0

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Book Description
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.

Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces

Space and Play in Japanese Videogame Arcades: Contextualizing Play in Japanese Amusement Spaces PDF Author: Jérémie Pelletier-Gagnon
Publisher: Routledge
ISBN: 9781032226859
Category : Computers
Languages : en
Pages : 0

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Book Description
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.

Space and Play in Japanese Videogame Arcades

Space and Play in Japanese Videogame Arcades PDF Author: Jérémie Pelletier-Gagnon
Publisher: Taylor & Francis
ISBN: 1040029140
Category : Social Science
Languages : en
Pages : 195

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Book Description
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‐floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

Space and Play in Japanese Videogame Arcades: Case Studies of Play and Space in Japanese Game Centres

Space and Play in Japanese Videogame Arcades: Case Studies of Play and Space in Japanese Game Centres PDF Author: Jérémie Pelletier-Gagnon
Publisher:
ISBN: 9781032226927
Category : Games & Activities
Languages : en
Pages : 0

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Book Description
"This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early 19th century to the modern multi-floor and interconnected arcade complexes that characterizes the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience . Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society"--

Expressive Space

Expressive Space PDF Author: Gregory Whistance-Smith
Publisher: Walter de Gruyter GmbH & Co KG
ISBN: 3110723735
Category : History
Languages : en
Pages : 273

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Book Description
Video game spaces have vastly expanded the built environment, offering new worlds to explore and inhabit. Like buildings, cities, and gardens before them, these virtual environments express meaning and communicate ideas and affects through the spatial experiences they afford. Drawing on the emerging field of embodied cognition, this book explores the dynamic interplay between mind, body, and environment that sits at the heart of spatial communication. To capture the wide diversity of forms that spatial expression can take, the book builds a comparative analysis of twelve video games across four types of space, spanning ones designed for exploration and inhabitation, kinetic enjoyment, enacting a situated role, and enhancing perception. Together, these diverse virtual environments suggest the many ways that video games enhance and extend our embodied lives.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 256

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Book Description
James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Japanese Culture Through Videogames

Japanese Culture Through Videogames PDF Author: Rachael Hutchinson
Publisher: Routledge
ISBN: 0429655940
Category : Games & Activities
Languages : en
Pages : 534

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Book Description
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 analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique are conveyed through game narrative and character design as well as user interface, cabinet art, and peripherals. This book also considers how ‘Japan’ has been packaged for domestic and overseas consumers, and how Japanese designers have used the medium to express ideas about home and nation, nuclear energy, war and historical memory, social breakdown and bioethics. Placing each title in its historical context, Hutchinson ultimately shows that videogames are a relatively recent but significant site where cultural identity is played out in modern Japan. Comparing Japanese videogames with their American counterparts, as well as other media forms, such as film, manga and anime, Japanese Culture Through Videogames will be useful to students and scholars of Japanese culture and society, as well as Game Studies, Media Studies and Japanese Studies more generally.

Architectonics of Game Spaces

Architectonics of Game Spaces PDF Author: Andri Gerber
Publisher: transcript Verlag
ISBN: 3839448026
Category : Architecture
Languages : en
Pages : 347

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Book Description
What consequences does the design of the virtual yield for architecture and to what extent can the nature of architecture be used productively to turn game-worlds into sustainable places - over here, in »reality«? This pioneering collection gives an overview of contemporary developments in designing video games and of the relationships such practices have established with the design of architecture. Due to their often simulatory nature, games reveal constructions of reality while positively impacting spatial ability and allowing for alternative avenues to complex topics and processes of negotiation. Granting insight into the merging of the design of real and virtual environments, this volume offers an invaluable platform for further debate.

Gaming Rhythms

Gaming Rhythms PDF Author: Tom Apperley
Publisher: Lulu.com
ISBN: 908160211X
Category : Computers
Languages : en
Pages : 169

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Book Description
"Global gaming networks are heterogenous collectives of localized practices, not unified commercial products. Shifting the analysis of digital games to local specificities that build and perform the global and general, Gaming Rhythms employs ethnographic work conducted in Venezuela and Australia to account for the material experiences of actual game players. This book explores the materiality of digital play across diverse locations and argues that the dynamic relation between the everyday life of the player and the experience of digital game play can only be understood by examining play-practices in their specific situations." -- Website.

Ancient Greece and Rome in Videogames

Ancient Greece and Rome in Videogames PDF Author: Ross Clare
Publisher: Bloomsbury Publishing
ISBN: 135015721X
Category : Games & Activities
Languages : en
Pages : 241

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Book Description
This volume presents an original framework for the study of video games that use visual materials and narrative conventions from ancient Greece and Rome. It focuses on the culturally rich continuum of ancient Greek and Roman games, treating them not just as representations, but as functional interactive products that require the player to interpret, communicate with and alter them. Tracking the movement of such concepts across different media, the study builds an interconnected picture of antiquity in video games within a wider transmedial environment. Ancient Greece and Rome in Videogames presents a wide array of games from several different genres, ranging from the blood-spilling violence of god-killing and gladiatorial combat to meticulous strategizing over virtual Roman Empires and often bizarre adventures in pseudo-ancient places. Readers encounter instances in which players become intimately engaged with the “epic mode” of spectacle in God of War, moments of negotiation with colonised lands in Rome: Total War and Imperium Romanum, and multi-layered narratives rich with ancient traditions in games such as Eleusis and Salammbo. The case study approach draws on close analysis of outstanding examples of the genre to uncover how both representation and gameplay function in such “ancient games”.

Perspectives on Localization

Perspectives on Localization PDF Author: Keiran J. Dunne
Publisher: John Benjamins Publishing
ISBN: 9027231893
Category : Business & Economics
Languages : en
Pages : 363

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Book Description
Over the past two decades, international trade agreements such as GATT and NAFTA have lowered international trade barriers. At the same time, the information revolution has fueled profound shifts in the ways companies conduct business and communicate with their customers, and worldwide acceptance of the ISO 9000 standard has established the notion that quality must be defined in terms of customer satisfaction. Falling trade barriers and rising quality standards have made linguistic and cultural issues increasingly important. To successfully compete in today's global on-demand economy, companies must localize their products and services to fit the needs of the local market in terms of language, culture, functionality, work practices, as well as legal and regulatory requirements. In recognition of the growing importance of localization, this volume explores a certain number of key issues, including: • Return on investment and the localization business case • Localization cost drivers and cost-containment strategies • Localization quality and customer-focused quality management • Challenges posed by localization of games, including Massively Multiplayer Online Role-Playing Games (MMORPGs) • Using a meta-language to facilitate accurate translation of disembodied content • The case for managing source-language terminology • Terminology management in the localization process • Reconciling industry needs and academic objectives in localization education • Localization standards and the commoditization of linguistic information • The creation and application of language industry standards • Rethinking customer-focused localization through user-centered design • Moving from translation reuse to language reuse