Björn-Ole Kamm. -- Palgrave Macmillan, -- [2020], --

所蔵

所蔵は 1 件です。

所蔵館 所蔵場所 資料区分 請求記号 資料コード 所蔵状態 資料の利用
配架日 協力貸出 利用状況 返却予定日 資料取扱 予約数 付録注記 備考
中央 1F話題の洋書 一般洋図書 F/798.0/K15/R 7113633212 配架図 Digital BookShelf
2021/08/24 可能 利用可   0
Eメールによる郵送複写申込みは、「東京都在住」の登録利用者の方が対象です。

資料詳細 閉じる

ISBN 3030509524 (hardback)
ISBN13桁 9783030509521 (hardback)
無効なISBN等 9783030509538 (PDF ebook)
テキストの言語 英語                  
分類:NDC10版 798
個人著者標目 Kamm, Björn-Ole.
本タイトル Role-playing games of Japan :
タイトル関連情報 transcultural dynamics and orderings /
著者名 Björn-Ole Kamm.
出版地・頒布地 Cham, Switzerland :
出版者・頒布者名 Palgrave Macmillan,
出版年・頒布年 [2020],
数量 xvii, 300 pages :
他の形態的事項 illustrations ;
大きさ 22 cm.
書誌注記 Includes bibliographical references and index.
内容注記 1. Introduction -- Before Play -- 2. Games -- Playing with Borders of Reality, or the First Act -- 3. Stereotypes -- The Agency of Labels, or the Second Act -- 4. Mediation -- Counterpoints of Dis/Connection, or the Third Act -- 5. After Play -- Knowledge (and) Practices.
要約、抄録、注釈等 "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." -- Ōtsuka 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 This book engages non-digital role-playing games--such as table-top RPGs and live-action role-plays--in and from Japan, to sketch their possibilities and fluidities in a global context. Currently, non-digital RPGs are experiencing a second boom worldwide and are increasingly gaining scholarly attention for their inter-media relations. This study concentrates on Japan, but does not emphasise unique Japanese characteristics, as the practice of embodying an RPG character is always contingently realised. The purpose is to trace the transcultural entanglements of RPG practices by mapping four arenas of conflict: the tension between reality and fiction; stereotypes of escapism; mediation across national borders; and the role of scholars in the making of role-playing game practices. Björn-Ole Kamm teaches and researches in Transcultural Studie s 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.
一般件名 Fantasy games -- Japan.
Role playing -- Social aspects -- Japan.
地名件名 Japan
資料情報1 『Role-playing games of Japan : transcultural dynamics and orderings /』 Björn-Ole Kamm. Palgrave Macmillan, [2020], (所蔵館:中央  請求記号:F/798.0/K15/R  資料コード:7113633212)
URL https://catalog.library.metro.tokyo.lg.jp/winj/opac/switch-detail.do?lang=ja&bibid=1352046903