Abstract
Chapter 1, focusing on Katamari Damacy (2004), demonstrates the process of packaging Japanese kitsch culture into a global product, while chapters 2 and 3 go deeper to unveil Japan's exaggerated self-orientalisation and self-image in the two video game examples of Okami (2006) and Karate Champ (1984). While this book does not fill all the gaps in the literature, especially regarding the structure and organisation of the video game industry, it provides a strong cultural analysis of different Japanese video games from different historical and social contexts. Book Review 267 Downloaded from https://academic.oup.com/ssjj/article/24/1/265/6025113 by 81695661, OUP on 19 March 2021 In summary, Japanese Culture through Videogames is an instructive book that presents a welldetailed cultural analysis of video games.
Original language | English |
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Pages (from-to) | 265-268 |
Number of pages | 4 |
Journal | Social Science Japan Journal |
Volume | 24 |
Issue number | 1 |
DOIs | |
State | Published - 2021 |
Keywords
- Video games
- Culture