
Role-Playing Games of Japan
Transcultural Dynamics and Orderings
Björn-Ole Kamm(Author)
Palgrave Macmillan (Publisher)
1st Edition
Published on 29. August 2021
Book
Paperback/Softback
320 pages
978-3-030-50955-2 (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
Paperback
Edition
1st ed. 2020
Language
English
Place of publication
Cham
Switzerland
Publishing group
Springer International Publishing
Target group
Professional and scholarly
Illustrations
7 farbige Abbildungen, 23 s/w Abbildungen
7 Illustrations, color; 23 Illustrations, black and white; XVII, 300 p. 30 illus., 7 illus. in color.
Dimensions
Height: 210 mm
Width: 148 mm
Thickness: 18 mm
Weight
416 gr
ISBN-13
978-3-030-50955-2 (9783030509552)
DOI
10.1007/978-3-030-50953-8
Schweitzer Classification
Other editions
Additional editions

Book
08/2020
1st Edition
Palgrave Macmillan
€96.29
Shipment within 7-9 days
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.