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03639aam a2200469 i 4500 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 videÌo $x Aspect social $z Japon. 651 6 $a Japon $x Civilisation $y 21e sieÌcle. 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 IOHInitiate Another SILO Locator Search