9780472056149-047205614X-Toward a Gameic World: New Rules of Engagement from Japanese Video Games (Michigan Monograph Series in Japanese Studies) (Volume 100)

Toward a Gameic World: New Rules of Engagement from Japanese Video Games (Michigan Monograph Series in Japanese Studies) (Volume 100)

ISBN-13: 9780472056149
ISBN-10: 047205614X
Author: Ben Whaley
Publication date: 2023
Publisher: University of Michigan Press
Format: Paperback 186 pages
FREE US shipping on ALL non-marketplace orders
Marketplace
from $13.96 USD
Buy

From $13.96

Book details

ISBN-13: 9780472056149
ISBN-10: 047205614X
Author: Ben Whaley
Publication date: 2023
Publisher: University of Michigan Press
Format: Paperback 186 pages

Summary

Toward a Gameic World: New Rules of Engagement from Japanese Video Games (Michigan Monograph Series in Japanese Studies) (Volume 100) (ISBN-13: 9780472056149 and ISBN-10: 047205614X), written by authors Ben Whaley, was published by University of Michigan Press in 2023. With an overall rating of 4.5 stars, it's a notable title among other books. You can easily purchase or rent Toward a Gameic World: New Rules of Engagement from Japanese Video Games (Michigan Monograph Series in Japanese Studies) (Volume 100) (Paperback) from BooksRun, along with many other new and used books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

Description

Toward a Gameic World bridges the gap between Japanese popular culture studies and game studies by encouraging a dialogue centered around Japanese-designed video games and social issues. It examines four contemporary Japanese video games in terms of how they engage with some of Japan's biggest social and personal issues, including traumas: natural disasters (Disaster Report), a declining birthrate and aging population (Catherine), nuclear proliferation (Metal Gear Solid V); and youth social withdrawal (The World Ends with You). This book asks what some of the positive benefits are of working through a site of trauma from within a video game, and how games might teach us about Japanese culture and society through new kinds of interactive narratives, different from literature and film. The book proposes four new strategies of engagement with video games to explore the productive tensions that emerge at the boundaries of virtual reality, augmented reality, and gamification in contemporary Japan.

Rate this book Rate this book

We would LOVE it if you could help us and other readers by reviewing the book