ISBN:
9783319438177
Sprache:
Englisch
Seiten:
1 Online-Ressource (223 pages)
Serie:
East Asian Popular Culture
Serie:
East Asian Popular Culture Ser
Paralleltitel:
Print version Pulos, Alexis Transnational Contexts of Culture, Gender, Class, and Colonialism in Play : Video Games in East Asia
DDC:
301
Schlagwort(e):
Ethnology-Asia
;
Ethnology-Asia
;
Electronic books
Kurzfassung:
Contents -- About the Editors -- Contributor Bios -- List of Figures -- List of Tables -- Chapter 1: Introduction -- Introduction: Developing Critical Contexts of Gameplay -- Notes -- References -- Part I Gamer Culture -- Chapter 2: Bullet Hell: The Globalized Growth of Danmaku Games and the Digital Culture of High Scores and World Records -- Amusement Arcades, Shmups and Danmaku Games -- From Japan to the West -- High Scores, eSports and Speedrunning -- High Scores as eSports? -- High Scores and Speedrunning? -- The Epistemology of the World Record -- Cooperation, Competition and Sportsmanship -- The "Winner" and the Million Losers -- Conclusion -- Note -- References -- Chapter 3: Content Production Fields and Doujin Game Developers in Japan: Non-economic Rewards as Drivers of Variety in Games -- Introduction -- Previous Studies -- Analytical Framework and Research Method -- Analytical Framework -- Research Method -- Characteristics of Doujin Game Development: Consciousness and Production Practices -- Consciousness: Purpose of Production -- Production Practices: Variety of Works -- Production Practices: Autonomy of Production with Small Number of Developers -- Production Practices: Flexibility of Production Process -- Production Practices: Production Period -- Production Practices: Closeness and Interaction Between Developers and Users -- Production Practices: Incomplete Debugging -- Characteristics of Doujin Game Distribution: Livelihood Earning Opportunities -- Economic Rewards and Earning Livelihood as Un-Intended Results -- Development of Local Distribution Network of Doujin Game: 1970s to 2010s -- Livelihood Earning Opportunity by Doujin Game Distribution -- Globalization of the Distribution Channels after 2010 -- Conclusion -- References
Kurzfassung:
Chapter 4: From Pioneering Amateur to Tamed Co-operator: Tamed Desires and Untamed Resistance in the Cosplay Scene in China -- Cosplay in China -- The Missing Discussion of the Cosplay and Cultural Economy -- From Amateur to Professional and Commercialized -- Case Study: Hangzhou304 COS -- Tamed Struggle: Subcultural and Authorial Dynamics During the Transformation from Amateur to Professional -- Example of Tamed Struggle: Yaoi (Homosexual) and Drag (Transgender) Performances -- Homosexuality as Offensive and a Censored Issue -- The Negotiation of HZ304 in the Tamed Struggle -- Conclusion: The Dilemma of the Professional and the Subcultural -- References -- Part II Gender and Class -- Chapter 5: Making Masculinity: Articulations of Gender and Japaneseness in Japanese RPGs and Machinima -- Phantom Japaneseness: The English Localization of JRPGs -- Masculinity and Heteronormativity in FFVII Game Fiction -- Fan Textual Productions: Using Japaneseness to Reinforce Gender Norms -- Notes -- References -- Chapter 6: Living the Simple Life: Defining Agricultural Simulation Games Through Empire -- Introduction -- Characteristics of Hay Day -- Hay Day and the Global Agricultural Market -- Theoretical Frameworks -- Empire -- Immaterial Labor -- Commodity Fetishism -- Applying Theories of Ideology to Video Games -- Method -- Themes and Analysis -- Theme 1: A Focus on the Exchange of Goods (n = 346) -- Theme 2: Member Recruitment and Community Building (n = 135) -- Theme 3: Complaints and Suggestions (n = 209) -- Conclusions -- References -- Part III Colonialism and Transnationalism -- Chapter 7: Virtual Colonialism: Japan's Others in SoulCalibur -- Stereotype and SoulCalibur -- Videogames and Colonial Discourse -- Timeless Essentialization: The Western Other -- Establishing an 'Orient': Western versus Eastern Characters -- The Japanese Self: Mythic Archetype
Kurzfassung:
The Tōyō Paradox: Japan's Positioning vis-à-vis Asia -- Virtual Colonialism -- Conclusions -- Notes -- References -- Chapter 8: A Chinese Cyber-Diaspora: Contact and Identity Negotiation in a Game World -- Introduction -- Literature Review -- Game Ecology and Presence -- Cyberspace Architecture -- Migration and Diaspora -- Methods and Data -- Historical Background -- The Burning Crusade Rush-A Visible Minority in "the 70s" -- The Wrath of the Lich King Rush in "the 80s" -- Collective Migration -- Decisions to Permanently Reside on TW Servers -- Stay Here or Go Home? -- Primary Findings -- Political Interaction: Expression, Conflict, and Looking-on -- Political Identity on Display: Sarcasm as a Part of Game Worlds -- Open Nationalist Confrontations -- Private Exchanges of Viewpoints -- Factors Affecting Virtual Cross-Border Interactions -- Seeking Segregation Based on Linguistic and Cultural Differences -- Player Types and Positions Affecting Contact Experience Tracks -- Effects of Population Ratios on Collective Dynamics -- Discussion -- Emergence of an Integrated and Hybrid Culture -- New Understanding Through Daily and Long-Term Contact -- The Power of Virtual World Social Design: The Most Recent Example -- Conclusion -- Notes -- References -- Index
Permalink