
Role-Playing Games of Japan
Transcultural Dynamics and Orderings
Björn-Ole Kamm(Author)
Palgrave Macmillan (Publisher)
1st Edition
Published on 29. August 2020
Book
Hardback
320 pages
978-3-030-50952-1 (ISBN)
Description
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.
More details
Product info
HC runder Rücken kaschiert
Edition
1st ed. 2020
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
23 s/w Abbildungen, 7 farbige Abbildungen
7 Illustrations, color; 23 Illustrations, black and white; XVII, 300 p. 30 illus., 7 illus. in color.
Dimensions
Height: 216 mm
Width: 153 mm
Thickness: 22 mm
Weight
528 gr
ISBN-13
978-3-030-50952-1 (9783030509521)
DOI
10.1007/978-3-030-50953-8
Schweitzer Classification
Other editions
Additional editions

Book
08/2021
1st Edition
Palgrave Macmillan
€96.29
Shipment within 7-9 days

E-Book
08/2020
1st Edition
Palgrave Macmillan
€96.29
Available for download
Person
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.
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.