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A Research on the Characteristics of Japan’s Video Games Focused on the Connection of Japan’s Traditional Play Culture

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This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan’s traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan’s inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the ‘spatial’ aspect of game, from the ‘identity’ aspect of game characters, and from the ‘motive’ behind playing game.

Abstract

This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan’s traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan’s inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the ‘spatial’ aspect of game, from the ‘identity’ aspect of game characters, and from the ‘motive’ behind playing game.

참고문헌 (15)

  1. the 2010 survey report on the game users in South Korean and Japan’, , the Korea Creative Content Agency, ~ (2010)
  2. D. Tapscott, "Digital Native: How the Net Generation Is Changing Your World" (2009), McGraw-Hill Korea & Business Books Publishing
  3. M. J. P. Wolf, "Abstraction in the Video Game, In The Video Game Theory Reader" (2003), Routledge
  4. E. Aarseth, "Cybertext: Perspectives on Ergodic Literature" (1997), The John Hopkins University
  5. G. Frasca, "Simulation versus Narrative: Introduction to Ludology, in The Video Game Theory Reader" (2003), Routledge
  6. D. Myers, "The Video Game Aesthetic: Play as Form, in The Video Game Theory Reader 2" (2009), Routledge
  7. J. Huizinga, "Homo Ludens" (1955), The Beacon Press
  8. R. Caillois, "Man, Play and Games" (1961), University of Illinois Press
  9. A. Levi, "Samurai from Outer Space: Understanding Japanese Animation" (1996), Open Court
  10. "Professor Sano Kenji explained animistic characteristics shown in the content and form of the Japanese culture contents through a variety of cases. And, in particular, he made significant comments on the relationship among nature, human beings and kami which symbolically and metaphorically appears in the content and form of Japan’s traditional play. We had an interview with him in his office on April 19", ~ (2010)
  11. "Hironori Takahashi, a researcher, explained a substantial possibility as to the connectivity which the Japanese traditional play and the video game could have, what is discussed in this research. In particular, he explained the formal effects of the traditional play shown in the Japanese video game in a more in-depth way. We had an interview with him in his office on April 20", ~ (2010)
  12. D.I. Cho, "Shinmyungpulee" (1997), Jishiksanup-sa

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