Role-Playing Games of Japan / Progress in Mathematics (PDF)
"At length, proponents of Japanese geek or otaku culture have been shunning both themselves and others asking about the relationship between games and reality. With the advent of this book, which should be titled "The otaku, or There and Back...
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"At length, proponents of Japanese geek or otaku culture have been shunning both themselves and others asking about the relationship between games and reality. With the advent of this book, which should be titled "The otaku, or There and Back Again," I believe that research on otaku finally gained a map to return from virtual reality to reality."
-- Otsuka Eiji, International Research Center for Japanese Studies, Japan
"Kamm's book is an important look at an understudied culture of play, and a very fascinating, engaging read."
-- J. Tuomas Harviainen. Editor, Simulation & Gaming
"A thoughtful analysis of Japanese role-playing habits which carefully analyses some of the key tropes and representations of the Japanese gamer. The author presents a well observed picture of the ways in which role-playing is understood, played and represented through Japanese culture and play practices. Overall, this provides a detailed study of how role-playing has developed and is understood as a cultural tool, and how this can be used to understand play practices around the world."
-- Esther MacCallum-Stewart, University of Sussex, UK
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.
- Autor: Björn-Ole Kamm
- 2020, 1st ed. 2020, 300 Seiten, Englisch
- Verlag: Springer-Verlag GmbH
- ISBN-10: 3030509532
- ISBN-13: 9783030509538
- Erscheinungsdatum: 28.08.2020
Abhängig von Bildschirmgröße und eingestellter Schriftgröße kann die Seitenzahl auf Ihrem Lesegerät variieren.
- Dateiformat: PDF
- Größe: 5.98 MB
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