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Japan at Play. Investigating the Japanese Dynamics of Cultural Gamification

Research Project

Project/Area Number 23KF0282
Research Category

Grant-in-Aid for JSPS Fellows

Allocation TypeMulti-year Fund
Section外国
Review Section Basic Section 04030:Cultural anthropology and folklore-related
Research InstitutionRitsumeikan University

Principal Investigator

ROTH Martin  立命館大学, 先端総合学術研究科, 准教授 (80867143)

Co-Investigator(Kenkyū-buntansha) 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) 2023-11-15 – 2024-03-31
Project Status Completed (Fiscal Year 2023)
Budget Amount *help
¥300,000 (Direct Cost: ¥300,000)
Fiscal Year 2023: ¥300,000 (Direct Cost: ¥300,000)
Keywordsgame centers / play venues / amusement park / theme park / popular media
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 second year, I further progressed in the analysis of Japanese representation of play venues in Japanese digital games and other popular media texts (manga, anime, tv shows, drama), progressing further in time to the phase after the 2000s. I continued analysing the role, function and representation of these spaces in relation to the game dynamics and narrative setting.
I extended the ethnographic investigations of public places where play is performed (such as game centers, entertainment districts and game events), returning to venues analysed in the previous year, as well as extending the analysis to a new type of venue, theme parks and amusement parks (Tokyo Disneyland, Osaka Universal Studio – NintendoLand, Dragon Quest Island), analysing the interaction between people and place, the playful activities and sociocultural rhetorics.

Report

(1 results)
  • 2023 Annual Research Report
  • Research Products

    (3 results)

All 2024 2023

All Presentation (2 results) (of which Int'l Joint Research: 2 results) Funded Workshop (1 results)

  • [Presentation] This Must be the Place: the Representation of Game Centers in Japanese Popular Media Fiction2023

    • Author(s)
      Vincenzo Idone
    • Organizer
      Replaying Japan 2023
    • Related Report
      2023 Annual Research Report
    • Int'l Joint Research
  • [Presentation] From Play to Playces: the Representation of Contexts of Play in Japanese Games and Popular Media2023

    • Author(s)
      Vincenzo Idone
    • Organizer
      DIGRA 2023
    • Related Report
      2023 Annual Research Report
    • Int'l Joint Research
  • [Funded Workshop] Contexts of Play, playful reframing2024

    • Related Report
      2023 Annual Research Report

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Published: 2023-11-17   Modified: 2024-12-25  

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