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dc.contributor.authorNavarro Remesal, Víctor
dc.contributor.authorLoriguillo López, Antonio
dc.date.accessioned2016-09-07T10:13:01Z
dc.date.available2016-09-07T10:13:01Z
dc.date.issued2015-01
dc.identifier.citationNAVARRO-REMESAL, Victor; LORIGUILLO-LÓPEZ, Antonio. What Makes Gêmu Different? A Look at the Distinctive Design Traits of Japanese Video Games and Their Place in the Japanese Media Mix. Journal of Games Criticism, 2015, vol. 2, no 1, p. 1-18.ca_CA
dc.identifier.issn2374-202X
dc.identifier.urihttp://hdl.handle.net/10234/162253
dc.description.abstractThe popularity and influence enjoyed by Japanese video games is irrefutable. There is little doubt, for many scholars, that the Japanese video game industry has helped establish the standard procedures of production, distribution and localization for the global sector. However, beyond titles of overwhelming international repercussion—from Space Invaders (Taito, 1978) to Silent Hills (2015), without forgetting Super Mario Bros. (Nintendo, 1985)—very little has been published on the production of Japanese video games destined for the domestic market, where genres unpopular in the West, such as visual novels or dating sims, are the staples. This leads us to consider the effectiveness and necessity of the term gêmu (Picard, 2013) as a separate category for the critique of Japanese video games. In this paper, we start with Picard’s contribution, which defined the socio-economic variables of gêmus, and set out to explore their design and aesthetic features in the broad context of Japanese entertainment products. To do so, we try to delimit the role that gêmu have played in the expansion of Cool Japan and the synergies between them, manga and anime within the Japanese media mix. This allows us to describe a list of particular aesthetic and creative features of gêmu; a set of characteristics which, although not universal, can be usefully applied in game criticism to provide a better understanding of the particular features of gêmu.ca_CA
dc.format.extent17 p.ca_CA
dc.format.mimetypeapplication/pdfca_CA
dc.language.isoengca_CA
dc.publisherRensselaer Polytechnic Instituteca_CA
dc.relation.isPartOfJournal of Games Criticism Volume 2, Issue 1, January 2015ca_CA
dc.rights© 2013 - 2015 Journal of Games Criticism, all rights reserved.ca_CA
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/*
dc.subjectvideo gamesca_CA
dc.subjectJapanese video game industryca_CA
dc.subjectgêmuca_CA
dc.titleWhat Makes Gêmu Different? A Look at the Distinctive Design Traits of Japanese Video Games and Their Place in the Japanese Media Mixca_CA
dc.typeinfo:eu-repo/semantics/articleca_CA
dc.rights.accessRightsinfo:eu-repo/semantics/openAccessca_CA


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