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  • 1
    Online-Ressource
    Online-Ressource
    Cham :Springer International Publishing, | Cham :Palgrave Macmillan.
    UID:
    almafu_BV046878619
    Umfang: 1 Online-Ressource (XVII, 300 p. 30 illus., 7 illus. in color).
    Ausgabe: 1st ed. 2020
    ISBN: 978-3-030-50953-8
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50952-1
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50954-5
    Weitere Ausg.: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50955-2
    Sprache: Englisch
    Fachgebiete: Ethnologie
    RVK:
    Schlagwort(e): Pen-&-Paper-Rollenspiel ; Globalisierung ; Hochschulschrift
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Volltext  (URL des Erstveröffentlichers)
    URL: Cover
    Mehr zum Autor: Kamm, Björn-Ole 1981-
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 2
    Bild
    Bild
    Cham, Switzerland :Palgrave Macmillan,
    UID:
    almahu_BV046927100
    Umfang: xvii, 300 pages : , illustrations ; , 22 cm.
    ISBN: 978-3-030-50952-1 , 978-3-030-50955-2
    Weitere Ausg.: Electronic version Kamm, Björn-Ole Role-playing games of Japan Cham, Switzerland : Palgrave Macmillan, [2020] ISBN 3030509532
    Sprache: Englisch
    Fachgebiete: Ethnologie
    RVK:
    Schlagwort(e): Pen-&-Paper-Rollenspiel ; Globalisierung
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
  • 3
    Online-Ressource
    Online-Ressource
    Cham :Springer International Publishing :
    UID:
    almahu_9948564058302882
    Umfang: XVII, 300 p. 30 illus., 7 illus. in color. , online resource.
    Ausgabe: 1st ed. 2020.
    ISBN: 9783030509538
    Inhalt: "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." -- Ōtsuka 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.
    Anmerkung: 1. 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.
    In: Springer Nature eBook
    Weitere Ausg.: Printed edition: ISBN 9783030509521
    Weitere Ausg.: Printed edition: ISBN 9783030509545
    Weitere Ausg.: Printed edition: ISBN 9783030509552
    Sprache: Englisch
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
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  • 4
    UID:
    gbv_1733139125
    Umfang: xvii, 300 Seiten , Illustrationen
    ISBN: 9783030509521 , 9783030509552
    Originaltitel: Playing with uncertainty$drole-playing games and the construction and crossing of boudaries between Japan, Germany and the U.S
    Inhalt: “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.” -- Ōtsuka 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.
    Anmerkung: Eingereicht unter dem Titel: Playing with Uncertainty. Role-Playing Games and the Construction and Crossing of boudaries between Japan, Germany and the U.S , Dissertation Heidelberg University 2015
    Weitere Ausg.: ISBN 9783030509538
    Weitere Ausg.: Erscheint auch als Online-Ausgabe Kamm, Björn-Ole, 1981 - Role-playing games of Japan Cham : Springer International Publishing, 2020 ISBN 9783030509538
    Sprache: Englisch
    Fachgebiete: Ethnologie
    RVK:
    Schlagwort(e): Japan ; Rollenspiel ; Japan ; Pen-&-Paper-Rollenspiel ; Globalisierung ; Hochschulschrift
    URL: Cover
    Mehr zum Autor: Kamm, Björn-Ole 1981-
    Bibliothek Standort Signatur Band/Heft/Jahr Verfügbarkeit
    BibTip Andere fanden auch interessant ...
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