This is a list of relevant literature on the relation between games and war gathered by the participants in the course Applied Reading VII 2022: Games and War at Ritsumeikan University. It will be updated as the course progresses.
Castell, Suzanne de, and Jennifer Jenson, eds. 2007. Worlds in Play. Vol. 21. New Literacies and Digital Epistemologies. New York, Bern, Berlin, Bruxelles, Frankfurt am Main, Oxford, Wien: Peter Lang. Cite
Haraway, Donna J. 1991. “A Cyborg Manifesto: Science, Technology, and Socialist-Feminism in the Late Twentieth Century.” In Simians, Cyborgs, and Women, by Donna J. Haraway, 149–81. New York: Routledge. Cite
Henricks, Thomas S. 2015. Play and the Human Condition. Urbana: University of Illinois Press. Cite
Walz, Steffen P., and Sebastian Deterding, eds. 2014. The Gameful World: Approaches, Issues, Applications. Cambridge (Mass): The MIT Press. Cite
If you are researching digital games, there are many resources to consider when identifying the state of research with regards to a particular topic. Here is a tentative list, which I hope to update over time.GameStudies.org [English]
JVMG collaborates with enthusiastic fan communities, aiming to create a research resource on Japanese visual media, including, but not limited to anime, manga, computer games and visual novels. In the process, we also evaluate and conduct research on the data. The intended users of the resources are researchers in Japan Studies and Media Studies who focus on modern media and its expressions, themes, topics, characters and reception. We envision a graph-based, highly interconnected database structure, similar to the Google knowledge graph, that is combined with a flexible search interface and analytic tools.
diggr (Databased Infrastructure for Global Games Culture Research) a collaborative research project funded by DFG and conducted by Leipzig University Library (UBL) and Japanese Studies (Institute of East Asian Studies) of Leipzig University. During the first project phase from 2017 to 2019, our research focusses on Japanese videogames in the context of global resp. globalized videogame culture. Our multidisciplinary team (Information Science, Librarianship, Cultural Studies, Japanese Studies) integrates expertise in data management with research of humanities scholars. The project’s goal is to answer various research questions by building a data-driven research infrastructre that uses Linked Open Data among other technologies.
Growing out of the Japan Studies department’s second focus area “Japan in the age of new and digital media”, the “Japanese Games Research Initiative” aims to enable, support, realize and connect (collaborative) research on Japanese gaming culture from various perspectives.