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  • 1
    Online Resource
    Online Resource
    Cham :Springer International Publishing :
    UID:
    almahu_9948564058302882
    Format: XVII, 300 p. 30 illus., 7 illus. in color. , online resource.
    Edition: 1st ed. 2020.
    ISBN: 9783030509538
    Content: "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.
    Note: 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
    Additional Edition: Printed edition: ISBN 9783030509521
    Additional Edition: Printed edition: ISBN 9783030509545
    Additional Edition: Printed edition: ISBN 9783030509552
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 2
    Online Resource
    Online Resource
    Cham : Springer International Publishing | Cham : Imprint: Palgrave Macmillan
    UID:
    gbv_1728477166
    Format: 1 Online-Ressource(XVII, 300 p. 30 illus., 7 illus. in color.)
    Edition: 1st ed. 2020
    ISBN: 9783030509538
    Series Statement: Springer eBook Collection
    Content: 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.
    Content: “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.
    Additional Edition: ISBN 9783030509521
    Additional Edition: ISBN 9783030509545
    Additional Edition: ISBN 9783030509552
    Additional Edition: Erscheint auch als Druck-Ausgabe Kamm, Björn-Ole, 1981 - Role-playing games of Japan Cham, Switzerland : Palgrave Macmillan, 2020 ISBN 9783030509521
    Additional Edition: ISBN 9783030509552
    Language: English
    Subjects: Ethnology
    RVK:
    Keywords: Japan ; Rollenspiel ; Japan ; Fantastisches Rollenspiel ; Globalisierung ; Hochschulschrift
    URL: Cover
    Author information: Kamm, Björn-Ole 1981-
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    Cham :Springer International Publishing, | Cham :Palgrave Macmillan.
    UID:
    edocfu_BV046878619
    Format: 1 Online-Ressource (XVII, 300 p. 30 illus., 7 illus. in color).
    Edition: 1st ed. 2020
    ISBN: 978-3-030-50953-8
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50952-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50954-5
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50955-2
    Language: English
    Subjects: Ethnology
    RVK:
    Keywords: Fantastisches Rollenspiel ; Globalisierung
    URL: Volltext  (URL des Erstveröffentlichers)
    Author information: Kamm, Björn-Ole 1981-
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    Cham :Springer International Publishing, | Cham :Palgrave Macmillan.
    UID:
    edoccha_BV046878619
    Format: 1 Online-Ressource (XVII, 300 p. 30 illus., 7 illus. in color).
    Edition: 1st ed. 2020
    ISBN: 978-3-030-50953-8
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50952-1
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50954-5
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-3-030-50955-2
    Language: English
    Subjects: Ethnology
    RVK:
    Keywords: Fantastisches Rollenspiel ; Globalisierung
    URL: Volltext  (URL des Erstveröffentlichers)
    Author information: Kamm, Björn-Ole 1981-
    Library Location Call Number Volume/Issue/Year Availability
    BibTip Others were also interested in ...
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