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dc.contributor.authorKamm, Björn-Oleen
dc.date.accessioned2021-12-10T08:53:50Z-
dc.date.available2021-12-10T08:53:50Z-
dc.date.issued2019-10-
dc.identifier.urihttp://hdl.handle.net/2433/266540-
dc.description.abstract[Background] The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity. [Aim] This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. [Method] Cyberethnographic fieldwork including participant observation at larps between 2015 and 2018 forms the data basis for this article, followed by qualitative interviews with larp organizers, larp writers, and designers of analog games as well as observations online in respective webforums. [Results] Replays, novelized transcripts of play sessions, have been an entry point into analog role-playing in Japan since the 1980s. With the advent of video sharing sites, replays moved from the book to audio-visual records and a focus on horror games. Creating a fertile ground for this genre, the first indigenous Japanese larp rulebook built on this interest and the ease of access, namely that players do not need elaborate costumes or equipment to participate in modern horror. [Discussion] The dominant form of larps in Japan are one-room games, that work well with horror mysteries and function as a low threshold of accessibility. Furthermore, the emotional impact of horror larps, the affective interaction between players and their characters, allows for memorable experiences and so continues to draw in new players and organizers.en
dc.language.isoeng-
dc.publisherSAGE Publications Inc.en
dc.rightsBjörn-Ole Kamm, A Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularity, Simulation & Gaming (Volume 50, Issue 5) pp. 621-644. Copyright © 2019 The Author. DOI: 10.1177/1046878119879738.en
dc.rightsThis is not the published version. Please cite only the published version. この論文は出版社版でありません。引用の際には出版社版をご確認ご利用ください。en
dc.subjectanalog role-playing gameen
dc.subjectcyberethnographyen
dc.subjecthorroren
dc.subjectJapanen
dc.subjectlarpen
dc.subjectreplayen
dc.titleA Short History of Table-Talk and Live-Action Role-Playing in Japan: Replays and the Horror Genre as Drivers of Popularityen
dc.typejournal article-
dc.type.niitypeJournal Article-
dc.identifier.jtitleSimulation & Gamingen
dc.identifier.volume50-
dc.identifier.issue5-
dc.identifier.spage621-
dc.identifier.epage644-
dc.relation.doi10.1177/1046878119879738-
dc.textversionauthor-
dc.addressSenior Lecturer, Transcultural Studies, Graduate School of Letters, Kyoto Universityen
dcterms.accessRightsopen access-
dc.identifier.pissn1046-8781-
dc.identifier.eissn1552-826X-
出現コレクション:学術雑誌掲載論文等

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