LEADER 04288nam 22005415 450 001 9910483321903321 005 20200828165129.0 010 $a3-030-50953-2 024 7 $a10.1007/978-3-030-50953-8 035 $a(CKB)4100000011401241 035 $a(MiAaPQ)EBC6321286 035 $a(DE-He213)978-3-030-50953-8 035 $a(EXLCZ)994100000011401241 100 $a20200828d2020 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aRole-Playing Games of Japan $eTranscultural Dynamics and Orderings /$fby Björn-Ole Kamm 205 $a1st ed. 2020. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Macmillan,$d2020. 215 $a1 online resource (xvii, 300 pages) 311 $a3-030-50952-4 327 $a1. 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. 330 $a?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.? -- ?tsuka 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 Studies 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. 606 $aEthnology?Asia 606 $aYouth?Social life and customs 606 $aPopular Culture 606 $aAsian Culture$3https://scigraph.springernature.com/ontologies/product-market-codes/411040 606 $aYouth Culture$3https://scigraph.springernature.com/ontologies/product-market-codes/411140 606 $aPopular Culture $3https://scigraph.springernature.com/ontologies/product-market-codes/411170 615 0$aEthnology?Asia. 615 0$aYouth?Social life and customs. 615 0$aPopular Culture. 615 14$aAsian Culture. 615 24$aYouth Culture. 615 24$aPopular Culture . 676 $a301.50952 676 $a301 700 $aKamm$b Björn-Ole$4aut$4http://id.loc.gov/vocabulary/relators/aut$0949947 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910483321903321 996 $aRole-Playing Games of Japan$92147582 997 $aUNINA