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Detailed contents listing here: http://www.hardcoregaming101.net/books/the-untold-history-of-japanese-game-developers-volume-2/ Nearly 400 pages and over 30 interviews, with exclusive content on the history of Japanese games. The origins of Hudson, Masaya's epic robot sagas, Nintendo's funding of a PlayStation RTS, detailed history of Westone Entertainment, and a diverse range of unreleased games. Includes exclusive office layout maps, design documents, and archive photos. In a world first - something no other journalist has dared examine - there's candid discussion on the involvement of Japan's yakuza in the industry. Forewords by Retro Gamer founding editor Martyn Carroll and game history professor Martin Picard.
“Cultural shock measuring 9.5 on the Richter scale . . .A SEARING, FAST-MOVING, SOPHISTICATED book, full of action and social comment.”—The New York Times Book Review Shoji Kobayashi, owner of the Yokohama Bay Stars baseball team and godfather to the Japanese mob buys a beautiful woman from Filipino pirates. When he discovers that the woman is the daughter of the Vice President of the United States, he uses her to upset ongoing trade negotiations with the U.S., but the Vice President has a hired ace up his sleeve, ex-CIA assassin James Burlane. "The daughter of the U.S. Vice President is kidnapped in the Philippines and sold to the yakuza as a sex slave. When the gangsters learn who she is, they attempt to blackmail the U.S. into softening its stance in trade negotiations. Enter maverick former CIA agent James Burlane, who, after examining each country's approach to baseball, decides that hardball is the only game the kidnappers will understand. Hoyt fans . . . will ask for Japanese Game."—Booklist A novel of suspense and “three age-old Japanese cultural traditions: trade protectionism, white slavery, and baseball . . . IRRESISTIBLY ENJOYABLE.”—Kirkus Reviews "SNAPPY, FAST-PACED . . . James Burlane is SLICK, TOUGH AND LETHAL . . . Hoyt is an ADROIT AND ZESTFUL writer."—Minneapolis Star-Tribune "Richard Hoyt has FUN . . . VERY WELL WRITTEN and will hold your attention from the start." — The New York Times Book Review "SUSPENSEFUL AND WELL-PACED."—Library Journal
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Japan has produced thousands of intriguing video games. But not all of them were released outside of the country, especially not in the 1980s and 90s. While a few of these titles have since been documented by the English-speaking video game community, a huge proportion of this output is unknown beyond Japan (and even, in some cases, within it). Hardcore Gaming 101 Presents: Japanese Video Game Obscurities seeks to catalogue many of these titles – games that are weird, compelling, cool or historically important. The selections represent a large number of genres – platformers, shoot-em-ups, role-playing games, adventure games – across nearly four decades of gaming on arcade, computer and console platforms. Featuring the work of giants like Nintendo, Sega, Namco and Konami alongside that of long-forgotten developers and publishers, even those well versed in Japanese gaming culture are bound to learn something new.
"A must have. I warmly welcome this milestone work." -Tina Christensen, President of the European Mahjong Association. Welcome my intrepid adventurer to the wonderful world of mahjong. This is the game that legends adorn, of scholars, and treasures, where dragons are borne. With winds that blow and fortunes that flow, it's here through it all, our good fortune will call. "The best book about mahjong I have ever read." -Martin Divi, European Riichi Mahjong Champion 2013-2016. Prepare to learn about a four-player tile game of winning hands, lucky tiles, sacred discards, glory, and woe. Are you up to the challenge? ""A wonderful journey through both the rules and the spirit of riichi mahjong." -David Bresnick, President of the United States Professional Mahjong League."
The road to stardom of video games comes from the unprecedented growth of mobile game.? Now, the top ranked “freemium” mobile game gains over $1 billion revenue and over 50% profit, which is going to surpass the historical blockbusters of Arcade, Console, and PC titles by far. Where, how, and why does this market gave first cry? As like the legendary birth of PAC-MAN, Super Mario, and Pocket Monster, this mobile game market also begins from Japan truthfully. The author will continuously surprise you to bring his own unique analysis based on his various mobile gaming experience as a business development of DeNA, a consultant of Deloitte Touche Tohmatsu, and a Studio head of Bandai Namco Studios Vancouver. 今やビデオゲーム業界は8兆円市場となり、映画やテレビなど20世紀のコンテンツ業界を代表する二大業界に迫る勢いを見せている。 本書は、データを示しつつこの日本でモバイルゲームが成長した過程に迫るとともに、日米文化の比較分析まで視野に含めた野心的な書である。 【PHP研究所】
Arcade Mania introduces overseas readers to the fascinating world of the Japanese gemu senta (game center). Organized as a guided tour of a typical game center, the book is divided into nine chapters, each of which deals with a different kind of game. The tour begins with UFO catchers and print club machines at the entrance and continuing through rhythm games, fighting games, shooting games, retro games, gambling games, card-based games, and only-in-Japan games. Covering classics from Space Invaders to Street Fighter, games that are familiar to Americans in their home console versions (Rock Band, Guitar Hero and Dance, Dance Revolution), as well as the unique, quirky games found only in Japan, Arcade Mania is crammed full of interviews with game makers and star players, and packed with facts about each game, all lavishly illustrated with photographs and game graphics.
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.
An almost obsessional use of numbers characterizes Japanese popular culture. A wide variety of numerical formulae and strategies provide the means for explaining events and solving problems occurring in everyday life. These include such matters as the choice of the name for a child, ranking in almost any game or sport, the diagnosis and cure of illness or the decision to accept a new job. This text provides a general study of the field of Japanese popular numeracy. It introduces the reader to a world of numbers in which fortune-telling, the abacus and games involving numbers, as well as curious numerical names (of both people and places), illustrate the importance of systems of counting, calculation and forecasting. The study explores the cultural roots of attitudes towards numbers and makes suggestions about the contemporary implications of a culture in which mechanical numeracy (and number obsession) is general but the highest levels of academic mathematics still fall short of world standards.