Mapping Methods: Visualizing Visual Novels' Cultural Production in Japan.

This research report presents mapping methods visualizing Visual Novels' cultural production in Japan. Three mapping of the East section of Ikebukuro city in Tokyo are presented in order to unravel the urban environment surrounding the production of Visual Novels for “girls” (Otome and Boy'...

Full description

Saved in:  
Bibliographic Details
Main Author: Alban, Edmund Ernest Dit (Author)
Format: Electronic Article
Language:English
Check availability: HBZ Gateway
Journals Online & Print:
Drawer...
Fernleihe:Fernleihe für die Fachinformationsdienste
Published: [2016]
In: Gamevironments
Year: 2016, Volume: 4, Pages: 140-160
Standardized Subjects / Keyword chains:B Japan / Graphic novel / Visualization
RelBib Classification:KBM Asia
ZB Sociology
Online Access: Volltext (kostenfrei)
Volltext (kostenfrei)
Description
Summary:This research report presents mapping methods visualizing Visual Novels' cultural production in Japan. Three mapping of the East section of Ikebukuro city in Tokyo are presented in order to unravel the urban environment surrounding the production of Visual Novels for “girls” (Otome and Boy's Love games). The imbrications of a typology of Visual Novel and their paraphernalia, with cartographies of the urban infrastructures and events sustaining Visual Novel's paraphernalia circulation therefore invites to question of the definition of a “game environment” as the emergence of a urban cultural network emerging from the circulation of game paraphernalia.
ISSN:2364-382X
Contains:Enthalten in: Gamevironments
Persistent identifiers:URN: urn:nbn:de:gbv:46-00105340-19