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日本における文化のゲーミフィケーションの変化とグローバルな位置づけ、影響

Research Project

Project/Area Number 22F21770
Research Category

Grant-in-Aid for JSPS Fellows

Allocation TypeSingle-year Grants
Section外国
Review Section Basic Section 04030:Cultural anthropology and folklore-related
Research InstitutionRitsumeikan University
Host Researcher ROTH Martin  立命館大学, 先端総合学術研究科, 准教授 (80867143)
Foreign Research Fellow IDONE CASSONE VINCENZO  立命館大学, 衣笠総合研究機構, 外国人特別研究員
Project Period (FY) 2022-04-22 – 2023-03-31
Project Status Completed (Fiscal Year 2022)
Budget Amount *help
¥1,100,000 (Direct Cost: ¥1,100,000)
Fiscal Year 2022: ¥1,100,000 (Direct Cost: ¥1,100,000)
Keywordsgame centers / popular media / arcades / contexts of play / play venues
Outline of Research at the Start

The reseach will investigate three dimensions: 1) the reframing in the Japanese contexts and boundaries of play; 2 the development of new play praxis linked to the statal and business interventions during the Leisure boom; 3) the progressive key role of games in media mix practices.

Outline of Annual Research Achievements

The research project at the Ritsumeikan Center for Game Studies, Ritsumeikan University, involved the investigation of the contemporary Japanese contexts of play (i.e. game centers, entertainment districts, theme parks) and how the act of playing in these contexts is represented in popular media.
During the first year, I performed an extensive literature review on the theory of play spaces, on specific game venues such as game centers, the evolution of public play practices and the historical traditions of play in Japan.
Simultaneously, I began performing textual analysis of the representation of play venues in Japanese digital games and other popular media texts (manga, anime, tv shows, drama), analysing the role, function and representation of these spaces in relation to the game dynamics and narrative setting.
Furthermore, I performed a series of ethnographic investigations of public places where play is performed, such as game centers, entertainment districts and game events, analysing the interaction between people and place, the playful activities and sociocultural rhetorics.

Research Progress Status

令和4年度が最終年度であるため、記入しない。

Strategy for Future Research Activity

令和4年度が最終年度であるため、記入しない。

Report

(1 results)
  • 2022 Annual Research Report
  • Research Products

    (2 results)

All 2022

All Presentation (2 results) (of which Int'l Joint Research: 2 results)

  • [Presentation] Japanese Ludiquity: the Reframing of Play Contexts in Contemporary Japan2022

    • Author(s)
      Vincenzo Idone
    • Organizer
      DIGRA 2022
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research
  • [Presentation] The Gameplace of Games: Representation of Japanese Game Centers in Media Fiction2022

    • Author(s)
      Vincenzo Idone
    • Organizer
      Replaying Japan 2022
    • Related Report
      2022 Annual Research Report
    • Int'l Joint Research

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Published: 2022-04-28   Modified: 2024-12-25  

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