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'...
Main Author: | |
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Format: | Electronic Article |
Language: | English |
Check availability: | HBZ Gateway |
Journals Online & Print: | |
Fernleihe: | Fernleihe für die Fachinformationsdienste |
Published: |
[publisher not identified]
[2016]
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In: |
Gamevironments
Year: 2016, Volume: 4, Pages: 140-160 |
Standardized Subjects / Keyword chains: | B
Japan
/ Graphic novel
/ Visualization
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RelBib Classification: | KBM Asia ZB Sociology |
Online Access: |
Volltext (kostenfrei) Volltext (kostenfrei) |
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. |
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ISSN: | 2364-382X |
Contains: | Enthalten in: Gamevironments
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Persistent identifiers: | URN: urn:nbn:de:gbv:46-00105340-19 |