Atari to Zelda : Japan's video games in global contexts / Mia Consalvo.

"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games...

Full description

Saved in:
Bibliographic Details
Main Author: Consalvo, Mia, 1969-
Format: eBook
Language:English
Published: Cambridge, Massachusetts : MIT Press, ©2016.
Subjects:
Online Access:Click for online access
Click for online access

MARC

LEADER 00000cam a2200000 i 4500
001 ocn946887798
003 OCoLC
005 20241006213017.0
006 m o d
007 cr cnu---unuuu
008 160418s2016 maua ob 001 0 eng d
040 |a N$T  |b eng  |e rda  |e pn  |c N$T  |d OCLCO  |d IDEBK  |d YDXCP  |d CDX  |d EBLCP  |d ORZ  |d IDB  |d COCUF  |d CNNOR  |d LOA  |d MERUC  |d K6U  |d AGLDB  |d ICA  |d CCO  |d PIFAG  |d FVL  |d YDX  |d OCLCO  |d ZCU  |d OCLCQ  |d TEFOD  |d OCLCQ  |d OCLCO  |d U3W  |d D6H  |d WRM  |d STF  |d GILDS  |d VNS  |d OCLCQ  |d VTS  |d CEF  |d KSU  |d CRU  |d ICG  |d JBG  |d INT  |d BRX  |d AU@  |d MITPR  |d OCLCQ  |d G3B  |d TKN  |d OCLCQ  |d DKC  |d OCLCQ  |d OCLCO  |d NJT  |d UKAHL  |d OCLCQ  |d RECBK  |d AJS  |d OCLCO  |d QGK  |d OCLCQ  |d OCLCA  |d OCLCO  |d OCLCL  |d UEJ  |d OCLCQ 
019 |a 995022922  |a 995149049  |a 1003200093  |a 1259226740 
020 |a 9780262332187  |q (electronic bk.) 
020 |a 0262332183  |q (electronic bk.) 
020 |a 9780262332194  |q (electronic bk.) 
020 |a 0262332191  |q (electronic bk.) 
020 |z 9780262034395 
020 |z 0262034395 
035 |a (OCoLC)946887798  |z (OCoLC)995022922  |z (OCoLC)995149049  |z (OCoLC)1003200093  |z (OCoLC)1259226740 
037 |a 2E2F0A86-08C5-4CD2-A9C4-230A7D3A267E  |b OverDrive, Inc.  |n http://www.overdrive.com 
037 |a 8853  |b MIT Press 
037 |a 9780262332187  |b MIT Press 
043 |a a-ja--- 
050 4 |a GV1469.3  |b .C646 2016 
072 7 |a GAM  |x 001000  |2 bisacsh 
049 |a HCDD 
100 1 |a Consalvo, Mia,  |d 1969-  |1 https://id.oclc.org/worldcat/entity/E39PBJjRXFJ6BQJvBBfY7kVgrq 
245 1 0 |a Atari to Zelda :  |b Japan's video games in global contexts /  |c Mia Consalvo. 
264 1 |a Cambridge, Massachusetts :  |b MIT Press,  |c ©2016. 
264 4 |c ©20 
264 4 |c ©2016 
300 |a 1 online resource :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
504 |a Includes bibliographical references (pages 221-251) and index. 
588 0 |a Print version record. 
505 0 0 |g Introduction :  |t The floating world travels west --  |t Playing with cosmopolitanism: Japanese videogames and North American players --  |t Unintended travel: ROM hackers and fan translations of Japanese videogames --  |t Playing Japan's games --  |t Much ado about JRPGs: Square Enix and corporate creation of videogames --  |t Localization: making the strange familiar --  |t The Japanese console game industry: Capcom and Level-5 --  |t A game's building blocks: western developers and Japanese games --  |g Conclusions. 
520 |a "In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket 
546 |a English. 
610 2 7 |a Chōsen Kōgei Kenkyūkai  |2 gnd 
650 0 |a Video games  |z Japan. 
650 0 |a Video games  |x Social aspects  |z Japan. 
650 0 |a Video games industry  |z Japan. 
650 7 |a GAMES  |x Board.  |2 bisacsh 
650 7 |a Video games  |2 fast 
650 7 |a Video games industry  |2 fast 
650 7 |a Video games  |x Social aspects  |2 fast 
651 7 |a Japan  |2 fast  |1 https://id.oclc.org/worldcat/entity/E39PBJkT7GyCmyjxytDfqk6Yfq 
650 7 |a Videospiel  |2 gnd 
758 |i has work:  |a Atari to Zelda (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCGgghRHXxwRTJVydpvTDVP  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Consalvo, Mia, 1969-  |t Atari to Zelda.  |d Cambridge, MA : MIT Press, [2015]  |z 9780262034395  |w (DLC) 2015039702  |w (OCoLC)927104265 
856 4 0 |u https://holycross.idm.oclc.org/login?auth=cas&url=https://doi.org/10.7551/mitpress/8853.001.0001?locatt=mode:legacy  |y Click for online access 
856 4 0 |u https://ebookcentral.proquest.com/lib/holycrosscollege-ebooks/detail.action?docID=4505260  |y Click for online access 
903 |a MIT-D2O-Backfile-Complete 
903 |a EBC-AC 
994 |a 92  |b HCD