Japan at Play


Book Description

This book explores the myth, so abused by the mass media, that the Japanese are a grey, anonymous mass of efficient, obedient workers. The articles shed light on a Japan outside officialdom, a lively Japan of tumultuous and independent thought, inefficient and aesthetic, pleasure-loving, aggressive and wasteful, creative and anti-authoritarian. The book's truly international contributors examine the role in modern Japanese society of a range of leisure and play activities, from drinking to travel, football to karaoke, tattoos to rock fandom. They explore how things which seem like play in one context are deadly serious in another, and how the fun and enjoyment may be achieved in unexpected ways. They also draw attention to the importance of such activities in understanding the deeper structure and meaning pervading all areas of the society in which they take place. This book will be of great interest to students and scholars of Japanese Studies, Sociology, Anthropology and Cultural Studies.




Japan at Play


Book Description

This book explores the myth, so abused by the mass media, that the Japanese are a grey, anonymous mass of efficient, obedient workers. The articles shed light on a Japan outside officialdom, a lively Japan of tumultuous and independent thought, inefficient and aesthetic, pleasure-loving, aggressive and wasteful, creative and anti-authoritarian. The book's truly international contributors examine the role in modern Japanese society of a range of leisure and play activities, from drinking to travel, football to karaoke, tattoos to rock fandom. They explore how things that seem like play in one context are deadly serious in another, and how the fun and enjoyment may be achieved in unexpected ways. They also draw attention to the importance of such activities in understanding the deeper structure and meaning pervading all areas of the society in which they take place. This book will be of great interest to students and scholars of Japanese Studies, Sociology, Anthropology and Cultural Studies.




Child's Play


Book Description

Few things make Japanese adults feel quite as anxious today as the phenomenon called the “child crisis.” Various media teem with intense debates about bullying in schools, child poverty, child suicides, violent crimes committed by children, the rise of socially withdrawn youngsters, and forceful moves by the government to introduce a more conservative educational curriculum. These issues have propelled Japan into the center of a set of global conversations about the nature of children and how to raise them. Engaging both the history of children and childhood and the history of emotions, contributors to this volume track Japanese childhood through a number of historical scenarios. Such explorations—some from Japan’s early-modern past—are revealed through letters, diaries, memoirs, family and household records, and religious polemics about promising, rambunctious, sickly, happy, and dutiful youngsters.




Prayer and Play in Late Tokugawa Japan


Book Description

The unique amalgam of prayer and play at the Sensōji temple in Edo is often cited as proof of the “degenerate Buddhism” of the Tokugawa period. This investigation of the economy and cultural politics of Sensōji, however, shows that its culture of prayer and play reflected changes taking place in Tokugawa Japan, particularly in the city of Edo. Hur’s reappraisal of prayer and play and their inherent connectedness provides a cultural critique of conventional scholarship on Tokugawa religion and shows how Edo commoners incorporated cultural politics into their daily lives through the pursuit of prayer and play.




Japanese Role-Playing Games


Book Description

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.




Media Technologies for Work and Play in East Asia


Book Description

Media technologies for play have become major industries in Japan and South Korea. Even in North Korea, citizens bypass the state to enjoy popular culture. At the same time, corporations and governments encourage people to produce economic values through play. The first comparative study of media technologies in Japan and the two Koreas, this book illuminates the peculiar geopolitical relations between the three countries through their development and use of digital technologies. Drawing from political economy, cultural studies and technology studies, this book will be essential reading for researchers and students of media technologies and popular culture in Northeast Asia.




Reworking Japan


Book Description

Reworking Japan examines how the past several decades of neoliberal economic restructuring and reforms have challenged Japan's corporate ideologies, gendered relations, and subjectivities of individual employees. With Japan's remarkable economic growth since the 1950s, the lifestyles and life courses of "salarymen" came to embody the "New Middle Class" family ideal. However, the nearly three decades of economic stagnation and reforms since the bursting of the economic bubble in the early 1990s has intensified corporate retrenchment under the banner of neoliberal restructuring and brought new challenges to employees and their previously protected livelihoods. In a sweeping appraisal of recent history, Gagné demonstrates how economic restructuring has reshaped Japanese corporations, workers, and ideals, as well as how Japanese companies and employees have resisted and actively responded to such changes. Gagné explores Japan's fraught and problematic transition from the postwar ideology of "companyism" to the emergent ideology of neoliberalism and the subsequent large-scale economic restructuring. By juxtaposing Japan's economic transformation with an ethnography of work and play, and individual life histories, Gagné goes beyond the abstract to explore the human dimension of the neoliberal reforms that have impacted the nation's corporate governance, socioeconomic class, workers' subjectivities, and family relations. Reworking Japan, with its firsthand analysis of how the supposedly hegemonic neoliberal regime does not completely transform existing cultural frames and social relations, will shake up preconceived ideas about Japanese men and the social effects of neoliberalism.




Playing War


Book Description

Playing War: Field games. Paper battles -- Picturing war: The moral authority of innocence. Queering war -- Epilogue: the rule of babies in pink




Atari to Zelda


Book Description

The cross-cultural interactions of Japanese videogames and the West—from DIY localization by fans to corporate strategies of “Japaneseness.” 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.




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


Book Description

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.