ゲーム研究の資料

把握できている日本語のゲーム研究に関する出版物・書籍・論文のリストを共有します。

https://www.zotero.org/groups/5213092/game_research_ja/library

院生の木村さんが主に作成したものですが、今後より多くの人に活用して新たな情報を加えていただけたら幸いです。以下の資料を元に作りました。

榊祐一(2021)「日本における人文系のビデオゲーム研究・批評 ver.4 」 .
松永伸司(2017)「ゲーム研究の全体マップ」『ゲーム研究の手引き』文化庁.
沢月耀(2007)「コンピュータゲームに関連する書籍・論文・学会発表」http://sawaduki.la.coocan.jp/game/sawa/gamerep.html

Zoteroグループにもなっているので、オンラインで書く文献のメタデータを確認することもできる。ぜひご活用ください。記載漏れや新しい資料を追加したい人、整理を手伝いたい人はロートまでご連絡ください。

グループ情報は、以下のリンクからアクセスできます。https://www.zotero.org/groups/5213092/game_research_ja/

Literature on Gamic Expression

2023年度春学期立命館大学で開催した授業「ゲーム応用購読」の参加者が作成した参考文献リストです。

This literature list was curated by the participants of the 2023 advanced reading seminar on gamic expression, held at Ritsumeikan University.

1525227 F5KHNQTV 1 chicago-author-date 50 creator asc 1 465 https://www.asobiba.de/wp-content/plugins/zotpress/
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ゲームと戦争2022 参考文献 | Games and War 2022 Literature

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.

4672057 6AQ4AFVC 1 chicago-author-date 50 creator asc 1 453 https://www.asobiba.de/wp-content/plugins/zotpress/
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KIRSH, STEVEN J. 1998. “Seeing the World Through Mortal Kombat-Colored Glasses: Violent Video Games and the Development of a Short-Term Hostile Attribution Bias.” Childhood 5 (2): 177–84. https://doi.org/10.1177/0907568298005002005. Cite
Lowood, Henry. 2016. “War Engines: Wargames as Systems from the Tabletop to the Computer.” In Zones of Control: Perspectives on Wargaming, edited by Pat Harrigan and M G Kirschenbaum, 83–105. Cambridge: The MIT Press. Cite
Lunning Frenchy. 2009. War/time. University of Minnesota Press. https://ci.nii.ac.jp/ncid/BB00339350. Cite
Machin, David, and Usama Suleiman. 2006. “Arab and American Computer War Games: The Influence of a Global Technology on Discourse.” Critical Discourse Studies 3 (01): 1–22. Cite
Maloney, Marcus. 2019. “Ambivalent Violence in Contemporary Game Design.” Games and Culture 14 (1): 26–45. https://doi.org/10.1177/1555412016647848. Cite
Mantello, Peter. 2017. “Military Shooter Video Games and the Ontopolitics of Derivative Wars and Arms Culture: Military Shooter Video Games.” American Journal of Economics and Sociology 76 (2): 483–521. https://doi.org/10.1111/ajes.12184. Cite
Mead Corey. 2013. War play : video games and the future of armed conflict. Houghton MifflHarcourt. https://ci.nii.ac.jp/ncid/BB14750440. Cite
Noon, Derek, and Nick Dyer-Witheford. 2010. “Sneaking Mission: Late Imperial America and Metal Gear Solid.” In Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play, edited by J. Talmadge Wright, David G. Embrick, and András Lukács, 73–95. Lanham (Md), Plymouth: Lexington Books. Cite
Patterson, Christopher B. 2015. “Role-Playing the Multiculturalist Umpire: Loyalty and War in BioWare’s Mass Effect Series.” Games and Culture 10 (3): 207–28. https://doi.org/10.1177/1555412014551050. Cite
Patterson, Christopher B. 2020. Open World Empire. New York: NYU Press. Cite
Payne, Matthew Thomas. 2014. “War Bytes: The Critique of Militainment in Spec Ops: The Line.” Critical Studies in Media Communication 31 (4): 265–82. https://doi.org/10.1080/15295036.2014.881518. Cite
Perla, Peter P. 1987. “War Games, Analyses, and Exercises.” Naval War College Review 40 (2): 44–52. https://www.jstor.org/stable/44636822. Cite
Peterson, Jon. 2012. Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. San Diego: Unreason Press. Cite
Peterson, Rolfe Daus, Andrew Justin Miller, and Sean Joseph Fedorko. 2013. “The Same River Twice: Exploring Historical Representation and the Value of Simulation in the Total War, Civilization, and Patrician Franchises.” Playing with the Past: Digital Games and the Simulation of History, 33–48. Cite
Pfister, Eugen. n.d. “„Wie es wirklich war.“ – Wider die Authentizitätsdebatte im digitalen Spiel.” Accessed May 9, 2018. https://gespielt.hypotheses.org/1334. Cite
Pötzsch, Holger. 2017. “Selective Realism: Filtering Experiences of War and Violence in First-and Third-Person Shooters.” Games and Culture 12 (2): 156–78. Cite
Power, Marcus. 2007. “Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence.” Security Dialogue 38 (2): 271–88. https://doi.org/10.1177/0967010607078552. Cite
Quiroga, Stefan Aguirre. 2022. White Mythic Space: Racism, the First World War, and ›Battlefield 1‹. De Gruyter Oldenbourg. https://doi.org/10.1515/9783110729306. Cite
Ramsay, Debra. 2015. “Brutal Games: ‘Call of Duty’ and the Cultural Narrative of World War II.” Cinema Journal 54 (2): 94–113. Cite
Ramsay, Debra. 2017. American Media and the Memory of World War II. First issued in paperback. Routledge Research in Cultural and Media Studies 71. New York London: Routledge. Cite
Sabin, Philip. 2012. Simulating War: Studying Conflict through Simulation Games. London: Bloomsbury Academic. Cite
Saklofske, Jon, Alyssa Arbuckle, and Jon Bath, eds. 2019. Feminist War Games?: Mechanisms of War, Feminist Values, and Interventional Games. London: Routledge. https://doi.org/10.4324/9780429276996. Cite
Schulzke, Marcus. 2013. “Refighting the Cold War: Video Games and Speculative History.” Edited by Matthew Wilhelm Kapell and Andrew B.R. Elliott. Playing with the Past: Digital Games and the Simulation of History, 261–75. Cite
Šisler, Vít. 2016. “Contested Memories of War in Czechoslovakia 38-89: Assassination: Designing a Serious Game on Contemporary History.” Game Studies 16 (2). Cite
Sparrow, Robert, Rebecca Harrison, Justin Oakley, and Brendan Keogh. 2018. “Playing for Fun, Training for War.” Games and Culture 13 (2): 174–92. https://doi.org/10.1177/1555412015615025. Cite

Game Studies readings: basic, advanced, additional

This is a growing list of readings I recommend for students interested in exploring digital games. This is just a start, more readings will be added…

basic readings

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advanced readings

1525227 ILNQAZH6 1 chicago-author-date 50 creator asc 1 417 https://www.asobiba.de/wp-content/plugins/zotpress/
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Nakazawa [中沢], Shin’ichi [新一], and Daichi [大地] Nakagawa [中川], eds. 2019. ゲーム学の新時代. Tokyo: NTT Shuppan [NTT 出版]. Cite
Nicoll, Benjamin, and Brendan Keogh. 2019. The Unity Game Engine and the Circuits of Cultural Software. Cham: Palgrave Macmillan. https://link.springer.com/book/10.1007/978-3-030-25012-6. Cite
Nihon kigō gakkai [日本記号学会], ed. 2014. ゲーム化する世界 コンピュータゲームの記号論[Gēmuka Suru Sekai - Konpyūta Gēmu No Kigōron]. 2nd ed. Tokyo: Shinyōsha [新曜社]. Cite
Schrank, Brian. 2014. Avant-Garde Videogames. Cambridge (Mass) / London: The MIT Press. Cite
Shaw, Adrienne. 2015. Gaming at the Edge: Sexuality and Gender at the Margins of Gamer Culture. Minneapolis: University of Minnesota Press. Cite
Sicart, Miguel. 2014. Play Matters. Cambridge, UNITED STATES: MIT Press. Cite
Sutton-Smith, Brian. 1997. The Ambiguity of Play. Cambridge (Mass) / London: Harvard University Press. Cite
Taylor, T. L. 2018. Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton and Oxford: Princeton University Press. Cite
Wright, Talmadge, David G. Embrick, and András Lukács, eds. 2010. Utopic Dreams and Apocalyptic Fantasies: Critical Approaches to Researching Video Game Play. Lanham, MD: Lexington Press. Cite
松井[Matsui] 広志[Hiroshi], 井口[Iguchi] 貴紀[Takanori], 大石[Ōishi] 真澄[Masumi], 秦[Hata] 美香子[Mikako], eds. 2019. 多元化するゲーム文化と社会[Diversifying game culture and society]. Tachikawa: ニューゲームズオーダー[New Games Order]. Cite

additional readings

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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

Game Studies journals

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]

Replaying Japan [English/Japanese]

Journal of Sound and Music in Games [English]

Transactions of the Digital Games Research Association [English]

Games and Culture [English]

Eludamos: Journal for Computer Game Culture [English]

Paidia [German]

日本シミュレーション&ゲーミング [Japanese]

デジタルゲーム学研究 [Japanese]

Japanese Visual Media Graph

Role: Co-PI
Duration: 2019 – 2022
Funding: DFG (German Research Foundation)

Visit the project website: https://jvmg.iuk.hdm-stuttgart.de/

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.

Databased Infrastructure for Global Games Culture Research (2017-2019)

Role: Co-PI
Duration: 2017 – 2019
Funding: DFG (German Research Foundation)

Visit the project website: https://diggr.link

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.