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Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan

Thought-Provoking Play: Political Philosophies in Science Fictional Videogame Spaces from Japan
Author: Martin Roth
Publisher: Lulu.com
Total Pages: 226
Release: 2018-01-05
Genre: Performing Arts
ISBN: 1387438808

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This book considers videogames as spaces of political philosophy. Emerging from a negotiation between designers, player and computer, they prompt us to rethink life in common and imagine alternatives to the status quo. Several case studies on science fictional videogames from Japan serve to demonstrate this potential for thought-provoking play.


National Identity and Millennials in Northeast Asia

National Identity and Millennials in Northeast Asia
Author: Vanessa Frangville
Publisher: Taylor & Francis
Total Pages: 206
Release: 2023-08-10
Genre: Political Science
ISBN: 100096289X

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This book examines how the young in Northeast Asia engage with the political, especially in terms of the production, reformulation, or contestation of their national identities. Through case studies covering China, Japan, South Korea, North Korea and Taiwan, the contributions provide a study of the online spaces where youth engage with current debates regarding national identities. The book also unpacks the distinctive forms of expression and negotiation of national identities favoured by younger generations across Northeast Asia and asks questions specifically raised by their political mobilisation. For example, how their public mobilisation for a given cause has forced them to rethink their place in national and global communities. This book will be a valuable resource for scholars and students of East Asian culture and politics, media studies and youth studies. The Introduction of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND) 4.0 license.


Capture Japan

Capture Japan
Author: Marco Bohr
Publisher: Bloomsbury Publishing
Total Pages: 325
Release: 2022-12-01
Genre: Art
ISBN: 1350186783

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Capture Japan investigates the formation of visual tropes and how these have contributed to perceptions of Japan in the global imagination. The book proposes that images are not incidental in the formation of such perceptions, but central to notions about identity, history and memory. From a tentative western ally in 1952 to a 'soft power' superpower with a huge global influence in the 21st century, the book locates questions about Japan in the global imagination to the country's transforming geopolitical position. By adopting an interdisciplinary approach, with a multiplicity of perspectives from around the world, Capture Japan goes beyond binarisms to uncover how images can also produce discourses that challenge, subvert or even contradict each other. The word 'capture' in the title of the book recognises both the deeply problematic role that images have played in relation to colonialism, as well as the potential dominance that visual spectacles can wield in a contemporary context. Diverse essays from a wide range of perspectives investigate the institutional framework that has allowed certain types of images of Japan to be promoted, while others have been suppressed. In doing so, the book points to a vast network of images that have shaped the perception of Japan both from within and from outside, revealing how these images are inextricably linked to wider ideological, political, cultural or economic agendas.


Japanese Role-Playing Games

Japanese Role-Playing Games
Author: Rachael Hutchinson
Publisher: Rowman & Littlefield
Total Pages: 337
Release: 2022-04-11
Genre: Social Science
ISBN: 1793643555

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Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.


Toward a Gameic World

Toward a Gameic World
Author: Ben Whaley
Publisher: University of Michigan Press
Total Pages: 187
Release: 2023-05-03
Genre: Social Science
ISBN: 047205614X

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Examines the ways in which Japanese video games engage with social issues and national traumas


Hideo Kojima

Hideo Kojima
Author: Bryan Hikari Hartzheim
Publisher: Bloomsbury Publishing USA
Total Pages: 241
Release: 2023-08-24
Genre: Computers
ISBN:

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An exploration of the influential work of Hideo Kojima, creator of cinematic titles such as the blockbuster Metal Gear Solid franchise, which has moved over 50 million units globally, as well as Snatcher, Policenauts, and Death Stranding. As the architect of the Metal Gear Solid franchise, Kojima is synonymous with the “stealth game” genre, where tension and excitement is created from players avoiding enemies rather than confronting them. Through the franchise, Kojima also helped to bridge the gap between games and other forms of media, arguing that games could be deep experiences that unearthed complex emotions from players on the same level as films or novels. Drawing on archives of interviews in English and Japanese with Kojima and his team, as well as academic discourses of social/political games and cinematic narrative/world-building, this book examines Kojima's progressive game design as it applies to four key areas: socially-relevant narratives, cinematic aesthetics, thematically-connected systems, and reflexive spaces.


New Perspectives on Imagology

New Perspectives on Imagology
Author:
Publisher: BRILL
Total Pages: 464
Release: 2022-11-14
Genre: Literary Criticism
ISBN: 9004513159

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With this volume, the editors Katharina Edtstadler, Sandra Folie, and Gianna Zocco propose an extension of the traditional conception of imagology as a theory and method for studying the cultural construction and literary representation of national, usually European characters. Consisting of an instructive introduction and 21 articles, the book relates this sub-field of comparative literature to contemporary political developments and enriches it with new interdisciplinary, transnational, intersectional, and intermedial perspectives. The contributions offer [1] a reconsideration and update of the field’s methods, genres, and theoretical frames; [2] trans-/post-national, migratory, and marginalized perspectives beyond the European nation-state; [3] insights into geopolitical dichotomies such as Orient/Occident; [4] intersectional approaches considering the entanglements of national images with notions of age, class, gender, sexuality, and ethnicity/race; [5] investigations of the role of national images in visual narratives and music.


Constellation Games

Constellation Games
Author: Leonard Richardson
Publisher:
Total Pages: 368
Release: 2012-04
Genre: Fiction
ISBN: 9781936460236

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First contact isn't all fun and games. Ariel Blum is pushing thirty and doesn't have much to show for it. His computer programming skills are producing nothing but pony-themed video games for little girls. His love life is a slow-motion train wreck, and whenever he tries to make something of his life, he finds himself back on the couch, replaying the games of his youth. Then the aliens show up. Out of the sky comes the Constellation: a swarm of anarchist anthropologists, exploring our seas, cataloguing our plants, editing our wikis, and eating our Twinkies. No one knows how to respond--except for nerds like Ariel who've been reading, role-playing and wargaming first-contact scenarios their entire lives. Ariel sees the aliens' computers, and he knows that wherever there are computers, there are video games. Ariel just wants to start a business translating alien games so they can be played on human computers. But a simple cultural exchange turns up ancient secrets, government conspiracies, and unconventional anthropology techniques that threaten humanity as we know it. If Ariel wants his species to have a future, he's going to have to take the step that nothing on Earth could make him take. He'll have to grow up.


Speculative Everything

Speculative Everything
Author: Anthony Dunne
Publisher: MIT Press
Total Pages: 235
Release: 2013-12-06
Genre: Design
ISBN: 0262019841

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How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.


Software Takes Command

Software Takes Command
Author: Lev Manovich
Publisher: A&C Black
Total Pages: 377
Release: 2013-07-04
Genre: Social Science
ISBN: 1623567459

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Offers the first look at the aesthetics of contemporary design from the theoretical perspectives of media theory and 'software studies'.