Miscellany: Japan's Contemporary Media Culture between Local and Global. Content, Practice and Theory
dc.contributor.editor | Roth, Martin | |
dc.contributor.editor | Yoshida, Hiroshi | |
dc.contributor.editor | Picard, Martin | |
dc.date.accessioned | 2021-12-13T19:10:51Z | |
dc.date.available | 2021-12-13T19:10:51Z | |
dc.date.issued | 2021 | |
dc.description.tableofcontents | <ul> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=10'>Martin Roth et al.: <i>Introduction</i></a></li> </ul> <h4>Local spaces</h4> <ul> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=20'>Martin Picard: <i>Gēmu Communities and Otaku Consumption. The (Sub) Culture(s) of Videogames in Japan</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=46'>Yasuo Kawasaki: <i>The Power of “Place” in Videogame Culture. Focusing on Game Centers in Japan (Column)</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=50'>Dorothea Mladenova: <i>Platformization in the Funeral Industry. The Case of Online Funeral Discounters</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=74'>Masako Hashimoto: <i>Beyond Character Consumerism. A Manga Adaptation of CAN'T BE HOWLIN' AT THE MOON and the Problem of War Poetry</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=94'>Tani Levy: <i>Entering Another World. A Cultural Genre Discourse of Japanese Isekai Texts and Their Origin in Online Participatory Culture</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=126'>Zoltan Kacsuk: <i>Using Fan-Compiled Metadata for Anime, Manga and Video Game Research. Revisiting Azuma's “Otaku: Japan’s Database Animals” Twenty Years On</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=152'>Luca Bruno: <i>A Glimpse of the Imaginative Environment. Exploring the Potential of Data-driven Examinations of Visual Novel Characters</i></a></li> </ul> <h4>Transnational spaces</h4> <ul> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=182'>Kyohei Ito: <i>Mystery of Plane Symmetry. A Philosophical Approach to Mirror Image and Shadow</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=196'>Stevie Suan: <i>Performing Virtual YouTubers. Acting Across Borders in the Platform Society</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=234'>Melanie Fritsch: <i>Ludomusicology meets Japanese Game Studies. An experience report</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=250'>Juhyung Shin: <i>Gaming Places. Where We Play, Where We Learn (Column)</i></a></li> </ul> <h4>Transregional spaces</h4> <ul> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=260'>Fanny Barnabé: <i>The Transformative Power of Speedrun. Deconstruction and Recodification of POKÉMON Games’ Communicative Structures</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=290'>Konstantin Freybe: <i>How METAL GEAR SOLID 3: SNAKE EATER Obscures Moral Ambiguities</i></a></li> <li><a href ='https://mediarep.org/bitstream/handle/doc/18067/Roth_ea_2021_Japan_.pdf#page=324'>Peter Mühleder and Martin Roth: <i>Playing Out of Bounds? Cross-Platform Community Practice in and Beyond DARK SOULS</i></a></li> </ul> | |
dc.identifier.doi | https://doi.org/10.11588/xabooks.971 | |
dc.identifier.doi | http://dx.doi.org/10.25969/mediarep/17150 | |
dc.identifier.isbn | isbn:978-3-948791-20-9 | |
dc.identifier.uri | https://crossasia-books.ub.uni-heidelberg.de/xasia/catalog/book/971 | |
dc.identifier.uri | https://mediarep.org/handle/doc/18067 | |
dc.language | eng | |
dc.publisher | CrossAsia-eBooks | |
dc.publisher.place | Heidelberg | |
dc.rights | Creative Commons Attribution Share Alike 4.0 Generic | |
dc.rights.uri | https://creativecommons.org/licenses/by-sa/4.0 | |
dc.subject | Japan | en |
dc.subject | Media Culture | en |
dc.subject | Video Game | en |
dc.subject | Manga | en |
dc.subject | Anime | en |
dc.subject.ddc | ddc:300 | |
dc.subject.work | Metal Gear Solid 3 | |
dc.subject.work | Pokémon | |
dc.subject.work | Dark Souls | |
dc.title | Japan's Contemporary Media Culture between Local and Global. Content, Practice and Theory | en |
dc.type | book | |
dc.type.status | publishedVersion | |
dspace.entity.type | Misc | en |
local.coverpage | 2021-12-13T20:11:43 | |
local.identifier.firstpublished | https://crossasia-books.ub.uni-heidelberg.de/xasia/catalog/book/971 | |
local.subject.gnd | https://d-nb.info/gnd/ | |
local.subject.gnd | https://d-nb.info/gnd/4630629-8 | |
local.subject.wikidata | https://www.wikidata.org/wiki/Q247935 | |
local.subject.wikidata | https://www.wikidata.org/wiki/Q864 | |
local.subject.wikidata | https://www.wikidata.org/wiki/Q99431276 |
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