UID:
edocfu_9961426915002883
Format:
1 online resource (281 pages) :
,
illustrations.
Edition:
1st ed.
ISBN:
1-00-300776-7
,
0-367-61819-2
,
1-000-21772-8
,
1-000-21778-7
Series Statement:
Routledge research in sustainable urbanism
Content:
Regional and local governments have long recognised the potential for films, television shows, novels and other media texts that are set in their city or country to attract tourists. Although there is a wealth of scholarship on how real-world locales are represented in digital games, to date scholars have largely overlooked the potential for videogames to likewise attract fans and ‘pilgrims’ to the locations in which they are set. This chapter addresses this gap through the case study of Yokosuka City in Japan, which has recognised the cult classic videogame Shenmue (Sega AM2, 1999) as a drawcard for tourists and fans outside the city. Through its ‘Sacred Spot Guide Map’, Yokosuka City officials provide a guide for tourists seeking to visit locations depicted in the game that contrasts their fictional and real-world counterparts and invites visitors to explore its spaces through affiliated promotion campaigns. Drawing on an analysis of the Guide Map, an interview with its creators and field observation in Yokosuka itself, we examine the potential for the Guide Map and other forms of city-funded videogame tourism to put cities overwise overlooked in travel guides and reviews ‘on the map’ and boost their local economy.
Note:
Cover -- Half Title -- Series -- Title -- Copyright -- Contents -- List of figures and tables -- List of contributors -- Acknowledgements -- Foreword -- 1 Introduction: connecting games, play and urban discourse -- Part I The creative and cultural economies of cities -- 2 Games, play and playfulness in the creative city: a brief overview -- 3 Promoting Yokosuka through videogame tourism: the Shenmue Sacred Spot Guide Map -- 4 Geogames for change: cocreating the future of cities with games -- Part II Smart and playable cities -- 5 Urban play in practice: seven lenses exploring the sociocultural value of playable cities -- 6 The postdigital playground: children's public play spaces in the smart city -- 7 Playful mobility and playable infrastructures in smart cities -- 8 In praise of stupid: games, play and ideology in the smart city -- 9 Expanded phenomenologies: leveraging game engines and virtual worlds in design research for the real -- Part III Ecological cities: sustainability and resilience -- 10 Modelling a critical resilience: board games and the agonism of engagement -- 11 Cocreation and participation for designing sustainable playable cities -- 12 Designing the whole Earth as a magic circle: Buckminster fuller's world game and Stewart brand's new games -- Index.
,
English
Additional Edition:
ISBN 0-367-44123-3
Language:
English