Space and Play in Japanese Videogame Arcades

Space and Play in Japanese Videogame Arcades

Pelletier-Gagnon, Jeremie

Taylor & Francis Ltd

05/2024

178

Dura

9781032226859

15 a 20 dias

Descrição não disponível.
Preface

Acknowledgements

List of Figures

List of acronyms and abbreviations

Part I - Contextualizing Play in Japanese Amusement Spaces

1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice

2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978)

3. Policing and Centralization: Game Centre Spaces from the Shinfueiho Reform to the Interconnected Arcade (1976-2016)

4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming

Part II - Case Studies of Play and Space in Japanese Game Centres

5. Player-flaneurs and Extended Spatiality: Play Between Performance and Observation in A-cho

6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujishoten

7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO

8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian

Index
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gaming;videogames;Japanese culture;game centres;SEGA;arcade gaming;video arcades