The Locator -- [(title = "war game =")]

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001 E1B55524214711EEBC7340321FECA4DB
003 SILO
005 20230713010558
008 190417s2019    enka     b    001 0 eng  
010    $a 2019008735
020    $a 0367111381
020    $a 9780367111380
035    $a (OCoLC)1084413351
040    $a DLC $b eng $e rda $c DLC $d OCLCO $d OCLCF $d YDX $d MNN $d ERASA $d OCLCQ $d ORZ $d OCLCQ $d OCLCO $d SILO
042    $a pcc
043    $a a-ja---
050 00 $a GV1469.34.S68 $b H87 2019
082 00 $a 794.80952 $2 23
100 1  $a Hutchinson, Rachael, $e author.
245 10 $a Japanese culture through videogames / $c Rachael Hutchinson.
250    $a First edition.
264  1 $a Abingdon, Oxon ; $b Routledge, $c [2019]
300    $a ix, 294 pages : $b illustrations ; $c 24 cm.
490 1  $a Contemporary japan series ; $v Volume 80
504    $a Includes bibliographical references and index.
505 00 $t Conclusions. $t Japanese culture as playable object -- $t Katamari damacy : nostalgia and kitsch -- $t Packaging the past in Okami -- $t Japan and its others in fighting games -- $t Ideology and critique in Japanese games -- $t Absentee parents in the JRPG -- $t Nuclear discourse in final fantasy -- $t Bioethics meets nuclear crisis -- $t History, memory, and re-imagining war -- $t An uncomfortable genre : the Japanese war game -- $t Hiroshima and violence in metal gear solid -- $t The colonial legacy -- $t Conclusions.
520 8  $a 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.
650  0 $a Video games $x Social aspects $z Japan.
651  0 $a Japan $x In popular culture.
651  0 $a Japan $x Civilization $y 21st century.
650  6 $a Jeux vidéo $x Aspect social $z Japon.
651  6 $a Japon $x Civilisation $y 21e siècle.
650  7 $a Civilization. $2 fast $0 (OCoLC)fst00862898
650  7 $a Video games $x Social aspects. $2 fast $0 (OCoLC)fst01166440
651  7 $a Japan. $2 fast $0 (OCoLC)fst01204082
648  7 $a 2000-2099 $2 fast
776 08 $i Online version: $a Hutchinson, Rachael, author. $t Japanese culture through videogames $b First edition. $d Abingdon, Oxon ; New York, NY : Routledge, [2019] $z 9780429025006 $w (DLC)  2019021748
830  0 $a Routledge contemporary Japan series ; $v v.80.
941    $a 1
952    $l PLAX964 $d 20230718100044.0
956    $a http://locator.silo.lib.ia.us/search.cgi?index_0=id&term_0=E1B55524214711EEBC7340321FECA4DB
994    $a 92 $b IOH

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