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E-raamat: Space and Play in Japanese Videogame Arcades

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"This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. Providing an overview of the historical evolution of public amusement spaces from the earlyrooftop amusement spaces from the early 19th century to the modern multi-floor and interconnected arcade complexes that characterizes the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience . Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society"--

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view.

Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi-floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience.

In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.



This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan.

Preface

Acknowledgements

List of Figures

List of acronyms and abbreviations

Part I - Contextualizing Play in Japanese Amusement Spaces

1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated
Practice

2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and
the Early Amusement Spaces in Japan (1903-1978)

3. Policing and Centralization: Game Centre Spaces from the Shinfeih Reform
to the Interconnected Arcade (1976-2016)

4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming

Part II Case Studies of Play and Space in Japanese Game Centres

5. Player-flâneurs and Extended Spatiality: Play Between Performance and
Observation in A-cho

6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in
Tsujishten

7. Media Mixes and the National Network: Compartmentalizing Play in Sega
Ikebukuro GIGO

8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the
Quotidian

Index
Jérémie Pelletier-Gagnon is a Postdoctoral Fellow at the Université du Québec à Montréal, Canada.