LEADER 03618nam 2200625 450 001 9910465304803321 005 20200520144314.0 010 $a0-262-33218-3 035 $a(CKB)3710000000644500 035 $a(EBL)4505260 035 $a(SSID)ssj0001652379 035 $a(PQKBManifestationID)16427508 035 $a(PQKBTitleCode)TC0001652379 035 $a(PQKBWorkID)14813433 035 $a(PQKB)10728615 035 $a(MiAaPQ)EBC4505260 035 $a(OCoLC)946887798$z(OCoLC)995022922$z(OCoLC)995149049$z(OCoLC)1003200093 035 $a(OCoLC-P)946887798 035 $a(MaCbMITP)8853 035 $a(Au-PeEL)EBL4505260 035 $a(CaPaEBR)ebr11207227 035 $a(CaONFJC)MIL915505 035 $a(OCoLC)946887798 035 $a(EXLCZ)993710000000644500 100 $a20160526h20162016 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aAtari to Zelda $eJapan's videogames in global contexts /$fMia Consalvo 210 1$aCambridge, Massachusetts ;$aLondon, England :$cThe MIT Press,$d2016. 210 4$dİ2016 215 $a1 online resource (269 p.) 300 $aIncludes index. 311 $a0-262-03439-5 327 $aContents; Acknowledgments; Introduction; 1 Playing with Cosmopolitanism; 2 Unintended Travel; 3 Playing Japan's Games; 4 Much Ado about JRPGs; 5 Localization; 6 The Japanese Console Game Industry; 7 A Game's Building Blocks; 8 Conclusions; Notes; Index 330 $a"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket. 606 $aVideo games$zJapan 606 $aVideo games$xSocial aspects$zJapan 606 $aVideo games industry$zJapan 608 $aElectronic books. 615 0$aVideo games 615 0$aVideo games$xSocial aspects 615 0$aVideo games industry 676 $a794.80952 686 $a006.7768 CON 700 $aConsalvo$b Mia$f1969-$0890600 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910465304803321 996 $aAtari to Zelda$92124100 997 $aUNINA