Atari to Zelda: Japan's Videogames in Global Contexts (The MIT Press) 🔍
Mia Consalvo The MIT Press; the MIT Press, MIT Press, Cambridge, Massachusetts, 2016
英语 [en] · PDF · 36.4MB · 2016 · 📗 未知类型的图书 · 🚀/upload · Save
描述
The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of “Japaneseness.”In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the “Japaneseness” of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness—cultural motifs or technical markers. Games were “localized,” subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players'interest in Japanese games (and Japanese culture in general) and then investigating players'DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
备用文件名
upload/aaaaarg/part_007/mia-consalvo-atari-to-zelda-japans-videogames-in-global-contexts-1.PDF
备用文件名
upload/motw_shc_2025_10/shc/Atari to Zelda_ Japan's Videogames in Glob - Mia Consalvo.pdf
备用文件名
motw/Atari to Zelda_ Japan's Videogames in Glob - Mia Consalvo.pdf
备选作者
Consalvo, Mia
备用出版商
AAAI Press
备用版本
United States, United States of America
备用版本
Illustrated, US, 2016
备用版本
Apr 08, 2016
元数据中的注释
producers:
Lionel Li PDF Library
元数据中的注释
Memory of the World Librarian: any body
元数据中的注释
Source title: Atari to Zelda: Japan's Videogames in Global Contexts (The MIT Press)
备用描述
The cross-cultural interactions of Japanese videogames and the West, from DIY localization by fans to corporate strategies of Japaneseness.
In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the Japaneseness of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japanesenesscultural motifs or technical markers. Games were localized, subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West.
Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
备用描述
In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness -- cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West.
Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market.
**
japan
cosmopolitanism
videogame lit
备用描述
"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket
备用描述
Consalvo Begins With Players, First Exploring North American Players' Interest In Japanese Games (and Japanese Culture In General) And Then Investigating Players' Diy Localization Of Games, In The Form Of Rom Hacking And Fan Translating. She Analyzes Several Japanese Games Released In North America And Looks In Detail At The Japanese Game Company Square Enix. She Examines Indie And Corporate Localization Work, And The Rise Of The Professional Culture Broker. Finally, She Compares Different Approaches To Japaneseness In Games Sold In The West And Considers How Japanese Games Have Influenced Western Games Developers. Her Account Reveals Surprising Cross-cultural Interactions Between Japanese Games And Western Game Developers And Players, Between Japaneseness And The Market.--provided By Publisher. Introduction: The Floating World Travels West -- 1. Playing With Cosmopolitanism: Japanese Videogames And North American Players -- 2. Unintended Travel: Rom Hackers And Fan Translations Of Japanese Videogames -- 3. Playing Japan's Games -- 4. Much Ado About Jrpgs: Square Enix And Corporate Creation Of Videogames -- 5. Localization: Making The Strange Familiar -- 6. Japanese Console Game Industry: Capcom And Level-5 -- 7. Game's Building Blocks: Western Developers And Japanese Games -- 8. Conclusions. Mia Consalvo. Includes Bibliographical References And Index.
开源日期
2024-06-27
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