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Readings About JGCThis wiki is in the early stages of development. In other words it has almost nothing in it. I am trying to organize the materials I have come across on the web here both for my own sake and for others. Come back in a few months. Return to JGC main page Some suggested readings on topics around Japanese game culture. This is not meant to be comprehensive, but to give you starting points. When in doubt read something by Peter W. Galbraith, IMHO he is the best writer out there on otaku culture. Introductions
JournalsThere are a number of academic journals that have content about Japanese game culture.
"Mechademia’s subject area extends from manga and anime to game design, fashion, graphics, packaging, and toy industries, as well as a broad range of fan practices related to popular culture in Japan."
Search for Japan.
Other Resources
SubjectsHere are readings organized by subjects. AkihabaraGalbraith, Patrick W. "Akihabara: Conditioning a Public "Otaku" Image." Mechademia 5 (2010): 210-30. Print. See Akihabara for more.
BishojoGalbraith, Patrick W. "Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan." Game Studies 11.2 (2011).
ArcadesAshcroft, Brian. Arcade Mania: The Turbo-Charged World of Japan's Game Centers. Tokyo: Kodansha International, 2008. Print. A good and visual introduction to Japanese arcades.
Game CultureShaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5.4 (2010): 403-24. Print.
GlobalizationConsalvo, Mia. "Console Video Games and Global Corporations: Creating a Hybrid Culture." New Media Society 8.1 (2006): 117-37. Print.
IndustryAoyama, Yuko, and Hiro Izushi. "Hardware Gimmick or Cultural Innovation? Technological, Cultural, and Social Foundations of the Japanese Video Game Industry." Research Policy 32 (2003): 423-44. Print.
Izushi, Hiro, and yuko Aoyama. "Industry Evolution and Cross-Sectoral Skill Transfers: A Comparative Analysis of the Video Game Industry in Japan, the United States, and the United Kingdom." Environment and Planning A 38.10: 1843 – 61. Print.
Japan* Carey, Peter. Wrong About Japan is a short and readable book by novelist Peter Carey about a trip to Japan with his son to learn about manga and anime. The book relates some of the interviews, explores otaku culture and, as the title suggests, discusses how a little knowledge about Japan can be dangerous.
NintendoInoue, Osamu. Nintendo Magic: Winning the Videogame Wars. Trans. Starr, Paul Tuttle. New York: Vertical, 2010. Print.
OtakuCarey, Peter. Wrong About Japan: A Father's Journey with His Son. London: Faber and Faber, 2005. Print.
PachinkoStart with David Slotz's Pachinko Nation and then see the other readings listed under Pachinko.
Science Fiction and Cyberpunk in JapanTry Brown, Steven T. Tokyo Cyberpunk: Posthumanism in Japanese Visual Culture. New York: Palgrave Macmillan, 2010. Print. Brown looks closely at a number of Japanese cyberpunk classics starting with Akira.
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