ABSTRACT

This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view.

Providing an overview of the historical evolution of public amusement spaces from the early rooftop amusement spaces from the early nineteenth century to the modern multi‑floor and interconnected arcade complexes that characterize the urban fabric of contemporary Japan, the book argues that arcade videogames and their associated practices must be examined in the context in which they are played, situated in the interrelation between the game software, the cabinets as material conditions of play, and the space of the venue that frames the experience. Including three case studies of distinct and significant game centres located in Tokyo and Kyoto, the book addresses of play in public, including the notion of performance and observation as play practices, spatial appropriation, as well as the compartmentalization of the play experience.

In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in Japan. As such, it will appeal to students and scholars of Game Studies and Digital Media Studies, as well as those of Japanese Culture and Society.

part I|84 pages

Contextualizing Play in Japanese Amusement Spaces

chapter 1|22 pages

Introduction

Play in Japanese Videogame Arcades as a Culturally Situated Practice

chapter 2|15 pages

Balls, Medals, and the Other

Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903–1978)

chapter 3|21 pages

Policing and Centralization

Game Centre Spaces from the Shinfūeihō Reform to the Interconnected Arcade (1976–2016)

chapter 4|24 pages

Software, Hardware, and Space

Theoretical Aspects of Public Gaming

part II|88 pages

Case Studies of Play and Space in Japanese Game Centres

chapter 5|24 pages

Player-flâneurs and Extended Spatiality

Play Between Performance and Observation in A-cho

chapter 6|23 pages

Old Surfaces, New Interfaces

Palimpsest and Territorialization in Tsujishōten

chapter 7|31 pages

Media Mixes and the National Network

Compartmentalizing Play in Sega Ikebukuro GIGO

chapter 8|8 pages

Conclusion

Game Centres and Videogame Arcade Play as a Rupture of the Quotidian