Roth, MartinYoshida, HiroshiPicard, Martin2021-12-132021-12-132021978-3-948791-20-9https://crossasia-books.ub.uni-heidelberg.de/xasia/catalog/book/971https://mediarep.org/handle/doc/18067<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>engCreative Commons Attribution Share Alike 4.0 GenericJapanMedia CultureVideo GameMangaAnime300Japan's Contemporary Media Culture between Local and Global. Content, Practice and Theoryhttps://doi.org/10.11588/xabooks.97110.25969/mediarep/17150Metal Gear Solid 3PokémonDark Souls