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Space and Play in Japanese Videogame Arcades (Routledge Contemporary Japan Series)

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Book Details
Language
English
Publishers
Routledge; 1st edition (7 May 2024)
Weight
0.45 KG
Publication Date
07/05/2024
ISBN-10
1032226854
Pages
194 pages
ISBN-13
9781032226859
Dimensions
15.6 x 1.6 x 23.39 cm
SKU
9781032226859
Author Name
Jérémie Pelletier-Gagnon (Author)
Jérémie Pelletier-Gagnon is an assistant professor in the Pôle d'études et de recherches en cultures numériques at the Université de l’Ontario français in Toronto where he teaches both theoretical and practical approaches to the social issues raised by digital media. His work focuses on the study of videogames from a cultural, transnational and spatial perspective, mainly through the study of Japanese videogames. He is also interested in the analysis of textual data and the study of artificial intelligence in the context of videogames.Read more about this authorRead less about this author
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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. .

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