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Preface Acknowledgements List of Figures List of acronyms and abbreviations Part I - Contextualizing Play in Japanese Amusement Spaces 1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice 2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978) 3. Policing and Centralization: Game Centre Spaces from the Shinf?eih? Reform to the Interconnected Arcade (1976-2016) 4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming Part II ? Case Studies of Play and Space in Japanese Game Centres 5. Player-flaneurs and Extended Spatiality: Play Between Performance and Observation in A-cho 6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in Tsujish?ten 7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO 8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian Index |