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Titlebook: Role-Playing Games of Japan; Transcultural Dynami Björn-Ole Kamm Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive

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发表于 2025-3-21 16:59:21 | 显示全部楼层 |阅读模式
书目名称Role-Playing Games of Japan
副标题Transcultural Dynami
编辑Björn-Ole Kamm
视频video
概述Represents one of the first book-length scholarly studies of non-digital role-playing games (RPGs) in Japan.Takes a transcultural approach that extends beyond the national borders of Japan and challen
图书封面Titlebook: Role-Playing Games of Japan; Transcultural Dynami Björn-Ole Kamm Book 2020 The Editor(s) (if applicable) and The Author(s), under exclusive
描述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..         .
出版日期Book 2020
关键词RPG; Role-playing games; Table-top role playing; Live-action role playing; Japanese gaming; Role playing
版次1
doihttps://doi.org/10.1007/978-3-030-50953-8
isbn_softcover978-3-030-50955-2
isbn_ebook978-3-030-50953-8
copyrightThe Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerl
The information of publication is updating

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发表于 2025-3-21 22:48:33 | 显示全部楼层
,Games—Playing with Borders of Reality, or the First Act,nting the concept of . to sum them up. This chapter deals with different modes of ordering this practice, with a focus on its trajectory to and from Japan, followed by a literature review on the specialist discourse of game design as well as governmental concerns about escapism, the flight from “reality.”
发表于 2025-3-22 01:40:40 | 显示全部楼层
,After Play—Knowledge (and) Practices,ct? The chapter wraps up with a summary of the ordering conflicts entangling the assemblage. It delivers a contingent sketch of the possibilities of role-playing games and the uncertainties revolving around their dynamics and ordering in Japan and beyond: The assemblage of role-playing is more than one and less than many.
发表于 2025-3-22 06:04:19 | 显示全部楼层
Book 2020d 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 embody
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,Stereotypes—The Agency of Labels, or the Second Act,murder and fandom in Japan. These disputes played major roles in tracing the agencies of stereotypes, in how stereotypes make people act. Both debates still impact discussions on Internet forums but also actualisations at game tables.
发表于 2025-3-22 17:12:39 | 显示全部楼层
,Mediation—Counterpoints of Dis/Connection, or the Third Act,s who play at being spokespersons for the collective of role-playing. Some of them want to promote not only elements of the practice of role-playing but seek to carve a space for themselves at the same time.
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