"Reading" Japanese Video Games
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This talk explores how Japanese video games (terebi gēmu) from the 1980s and 1990s can be productively “read” as literary texts, highlighting a unique relationship between early game designers and literature that encourages the use of a narrative lens as an approach to the then-emerging medium. Through the application of genre, sekai, and sekaikan, critical concepts taken from traditional and modern Japanese literature and theater, an understanding of games becomes possible which, when paired with a consideration of the games’ place within the intermedial ecologies and production specifics of the period (their “gameic” mixes), facilitates a comprehensive picture of important historical and cultural issues of modern Japan that manifest over a wide spectrum of game types, from the adventure games of Horii Yūji, to nascent harbingers of the “JRPG” like Sega’s Phantasy Star series, to multi-platform releases of prominent media mix franchises like Aramaki Yoshio’s Deep Blue Fleet.
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