Unboxing Japanese Videogames: A Metadata-Based Approach to the Production and Distribution of Spatial Instability
暫譯: 開箱日本電子遊戲:基於元數據的空間不穩定性生產與分發方法

Roth, Martin

  • 出版商: MIT
  • 出版日期: 2025-02-25
  • 售價: $1,620
  • 貴賓價: 9.5$1,539
  • 語言: 英文
  • 頁數: 192
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 0262552221
  • ISBN-13: 9780262552226
  • 海外代購書籍(需單獨結帳)

相關主題

商品描述

A new perspective on the spatial complexity and plurality of Japanese videogames.

Unboxing Japanese Videogames uncovers the complex and plural spatialities of commercial videogames published in Japan between 1985 and 2015. Rejecting the "boxing" inherent in the phrase "Japanese videogames," Martin Roth explores a series of spatialities that unfold in videogame production and distribution. The book develops a notion of spatialization that is applied in the analysis of contents or genre distributions in Japan, the US, the UK, Germany, and France, the distribution of videogame works across different important markets, the geography of actors involved in videogame production and their gradual spatialization over time, and the functional spatialization of game production across a diverse range of platforms.

This book is the first English-language study to provide an overview of the subject and also the first to explore the spatial history of FromSoftware games. It stands out because it does so quantitatively, offering a macro-perspective on the field of commercial videogames instead of relying on sales statistics or case studies. In addition to a wide range of related scholarship in English, the book engages actively with scholarship and other relevant resources in Japanese. Over thirty visualizations make the findings of the book tangible and invite the reader to explore the spatial complexity of commercial videogames further.

商品描述(中文翻譯)

對日本電子遊戲的空間複雜性和多樣性的新視角。

開箱日本電子遊戲 揭示了1985年至2015年間在日本發行的商業電子遊戲的複雜和多樣的空間性。馬丁·羅斯(Martin Roth)拒絕了「日本電子遊戲」這一短語中固有的「框架」,探討了一系列在電子遊戲製作和發行中展開的空間性。本書發展了一種空間化的概念,應用於對日本、美國、英國、德國和法國的內容或類型分佈的分析,電子遊戲作品在不同重要市場的分佈,參與電子遊戲製作的行業角色的地理分佈及其隨時間的逐步空間化,以及在多樣平台上遊戲製作的功能性空間化。

本書是第一部提供該主題概述的英文研究,也是第一部探討FromSoftware遊戲空間歷史的著作。它的特點在於以定量的方式進行,提供了商業電子遊戲領域的宏觀視角,而不是依賴銷售統計或案例研究。除了廣泛的相關英文學術研究外,本書還積極參與日本的學術研究和其他相關資源。超過三十個視覺化圖表使本書的發現具體化,並邀請讀者進一步探索商業電子遊戲的空間複雜性。

作者簡介

Martin Roth is Associate Professor at Ritsumeikan University and a Research Fellow at Stuttgart Media University. He works on videogames, play, and digital culture, with a regional focus on Japan. His first monograph, Thought-Provoking Play, is available open access from ETC Press.

作者簡介(中文翻譯)

馬丁·羅斯(Martin Roth)是立命館大學的副教授,同時也是斯圖加特媒體大學的研究員。他專注於電子遊戲、遊戲和數位文化,並以日本為區域重點。他的第一本專著《引人深思的遊戲》(Thought-Provoking Play)可從ETC Press以開放存取的方式獲得。

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