Books by Jérémie Pelletier-Gagnon
Lexington Books, 2022
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the orig... more Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English-speaking audience to Japanese video game scholarship while also extending postcolonial and philosophical readings to the Japanese game text. In a three-pronged approach, the collection uses these analyses to look at genre, representation, and liminality, engaging with a multitude of concepts including stereotypes, intersectionality, and the political and social effects of JRPGs on players and industry conventions. Broadly, this collection considers JRPGs as networked systems, including evolved iterations of MMORPGs and card collecting “social games” for mobile devices. Scholars of media studies, game studies, Asian studies, and Japanese culture will find this book particularly useful.
Papers by Jérémie Pelletier-Gagnon
Sciences du jeu, 2023
In this article, we will seek to better understand the place of ideology in video games from the ... more In this article, we will seek to better understand the place of ideology in video games from the perspective of the relationship it has with players. To do this, we will firstly rely on the theory of ideology established by Louis Althusser to think of video games as ideological devices that challenge players who are subjected to the game worlds in which they are called upon to take their place. This discussion will lead into an analysis of the concepts developed by Jean-Jacques Lecercle who proposed an important update of Althusser's theses on ideology and in particular his concept of interpellation. We will then determine the specificities of interpellation through video games in ways that are not only subjugating, but also empowering as they are likely to operate a passage from false consciousness to critical consciousness. We will conclude this article with a presentation and analysis of the videogame Celeste.
Dans cet article, nous chercherons à mieux comprendre la place de l’idéologie dans les jeux vidéo du point de vue du rapport qu’elle entretient avec les joueur·ses. Pour ce faire, nous nous appuierons dans un premier temps sur la théorie de l’idéologie établie par Louis Althusser pour penser les jeux vidéo comme des appareils idéologiques qui interpellent des joueur·ses assujetti·es à des univers ludiques au sein desquels ils·elles sont appelé·es à prendre place. Par la suite, nous nous servirons des analyses de Jean-Jacques Lecercle qui a proposé une actualisation importante des thèses d’Althusser sur l’idéologie et son concept d’interpellation. Nous chercherons ensuite à penser les spécificités d’une interpellation vidéoludique qui ne soit pas seulement assujettissante, mais aussi capacitante, car susceptible d’opérer un passage de la fausse conscience à la conscience critique. Nous terminerons alors notre article par une présentation et analyse du jeu vidéo Celeste.
Études de communication , 2022
Cet article s’intéresse à la manière dont l’activisme fan de certains leadeurs de la communauté d... more Cet article s’intéresse à la manière dont l’activisme fan de certains leadeurs de la communauté des joueurs a participé à la construction du discours et influencé le mouvement de contestation dans le contexte de la « controverse Blitzchung ». Lors de cet événement, débuté le 6 octobre 2019, Blitzchung, un joueur du jeu vidéo Hearthstone, a scandé un message pro-Hong Kong en direct suite à sa victoire lors d’un tournoi. Deux jours plus tard, l’éditeur Blizzard l’a sanctionné, ce qui a entraîné plusieurs actions en ligne et sur le terrain en guise de protestation pour défendre le joueur et dénoncer le pouvoir de l’État chinois. Nous démontrons la manière dont l’activisme fan a participé à la construction du discours et a influencé le mouvement de protestation lors des événements entourant cette polémique.
In this article we examine the fan activism of leaders of the gaming community during the so-called ‘Blitzchung controversy’. The controversy began on October 6, 2019 when Blitzchung, a Hearthstone videogame player, chanted a pro-Hong Kong message live after his victory in a tournament. Two days later, he was sanctioned by the publisher Blizzard, thus triggering a series of actions both online and offline to defend the player and to denounce the power of the Chinese state. We show how fan activism participated in the construction of discourse and influenced the protest movement during the events surrounding this controversy.
Space and Culture
This article explores the Pepe the Frog Internet meme through a spatial approach that targets the... more This article explores the Pepe the Frog Internet meme through a spatial approach that targets the ways in which netizens attempt to repurpose it, so as to build a communal space in which meaning is constantly negotiated and hijacked. We argue that Pepe the Frog and other memes can be interpreted as “cyberplaces” defined as computer environments that display the ideological polemics between netizens as they struggle to build a sense of community. Moreover, the rhizomatic stratification of such cyberplaces reveals a more nuanced view of meme dynamics, one that takes into account the agency of users as they efface and impose meanings on memes, not unlike the process of deterritorialization enacted on places.
The Journal of Replaying Japan, 2021
https://ritsumei.repo.nii.ac.jp/?action=pages_view_main&active_action=repository_view_main_item_d... more https://ritsumei.repo.nii.ac.jp/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=14559&item_no=1&page_id=13&block_id=21
In the context of the increasing use of participatory web platforms by both videogame player communities and game publishers, adapting research protocols in communication studies to integrate text mining tools and methodologies becomes key in understanding emergent discourses and practices on a large scale. Their usefulness has been proven by their integration in various domains in the humanities, but their use for the study of videogames remains scarce despite their nature as digital objects.
This paper provides an assessment of the effectiveness of several text mining techniques regarding their capacity to extract insights on standards and practices from a large corpus of textual data generated by fan communities online. A research protocol was formed and tested against a corpus comprised of the multilingual textual productions generated by fans during a period of five months using the hashtag #PokémonSwordandShield on Twitter. From the extraction of data to its statistical and textual analysis through frequency tables, word association network, and undirected topic modelling, the research team proposes an easily reproducible vertical research protocol developed for the purpose of research in the context of game studies and communication studies. It then applied it for the exploration of social media textual data through the analysis of fan discussion over the ‘shiny’ mechanic feature in Pokémon Sword and Shield (2019). Through comparative analysis, significant differences are observed between the Japanese, English, and French corpora in the distribution of three topics categories: ‘affect’, ‘system’, and ‘promotion’, but evidence of translinguistic textual input also suggests a certain degree of interconnection between linguistic regions. The paper concludes with an assessment and recommendations of tools and methods for further analysis, as well as a reflection on the influence of marketing campaigns on the production of new tweets upon the release of the game as community-led trends emerge and become dominant.
Special issue: Bringing Japan Game Studies and Digital Humanities, 2019
The genre of boys' love (BL), which generally refers to a body of works that depict fictional rel... more The genre of boys' love (BL), which generally refers to a body of works that depict fictional relationships between beautiful "boys," is produced for and consumed mainly by women in Japan. Ludic expressions of sexuality and gender unique to BL have gained popularity on a global scale but have also drawn negative attention. In this article, we employ the concept of asobigokoro (playful spirit/heart) to highlight the importance of regional ideas of play and playfulness in game analysis. We argue that asobigokoro functions as a kind of counter-discourse as it privileges non-Eurocentric ways of knowing, understanding, and "playing" with representations of sexuality. Game analysis through an asobigokoro lens enriches the field of regional gaming by drawing on Japanese sociopolitical contexts to situate a reading of Japanese ludic representations. Asobigokoro stresses the importance of understanding cultural variations of "play" and "playfulness" in order to make sense of "taboo" subjects in culturally nuanced ways. In our textual analysis of Enzai: Falsely Accused, we discover that the simultaneous appropriation and subversion of violent and sexually explicit content, which characterizes the game's asobigokoro, can be traced to Japanese feminist forms of asobi (play), which are rooted within the Yaoi tradition.
Journal of the Japanese Association for Digital Humanities, 2019
Over thirty years ago Nintendo first unveiled a version of their Family Computer, the Nin... more Over thirty years ago Nintendo first unveiled a version of their Family Computer, the Nintendo Entertainment System, in the United States. They showed it at the June 1985 Consumer Electronics Show, seeded it in limited test markets starting in October of 1985, and scaled up to a full release by September of 1986. The NES’s basic “Control Deck” package included Super Mario Bros, a game that also celebrated its thirtieth birthday in 2015. While initially there was skepticism that the NES would do well in a market where video game consoles had almost disappeared entirely, by 1990 thirty percentof American households had anNES, far more than had personal computers. The NES and Super Mario Brosstarted a boom in console gaming and resurrected the video game industry after the shock of the collapse of Atari in 1983. Consoles like the NES were the waymany encountered computing in the 1980s,and not much has changed since then. Video games, whether played on a console, a PC, or a smartphone,are still the way many experience digital media. Japan has played an outsized role in the history of game and console design;Japanese video games are played around the world and are a major cultural export. They represent an alternative game culture that draws on a rich visual tradition in Japan. For all these reasons, thedigital humanities need to pay attention to video games and game culture generally,and to Japanese game culture in particular. This collection of essays examinessome of the concerns that bridge the two fieldsof digital humanities and video games.
Replaying Japan, 2019
https://ritsumei.repo.nii.ac.jp/?action=pages_view_main&active_action=repository_view_main_item_d... more https://ritsumei.repo.nii.ac.jp/?action=pages_view_main&active_action=repository_view_main_item_detail&item_id=7816&item_no=1&page_id=13&block_id=21
This article examines the phenomenon of the non-ludic use of arcade video game cabinets in Japanese game centers. It focuses on the analysis of concrete examples of non-ludic behaviors and activities conducted by venue goers in the game center Tsujishōten located in Kyoto. After a thorough study of its spatial structure and cabinet arrangement. I discuss specific cases of hanging behavior and alternative uses of cabinets in regard to the type of structures that facilitate them. Non-ludic behavior and activities are then analyzed as processes of territorialization of game center that make visible the creation of private spaces of rejuvenation within a public venue in which one negotiates its personal space in the context of constant exposure to others.
The Journal of Gaming and Virtual Worlds, 2018
What types of discourses characterize Japanese role-playing games (JRPGs) as a genre of video gam... more What types of discourses characterize Japanese role-playing games (JRPGs) as a genre of video games? Why is the genre so difficult to define, and why has it become polarizing within the gaming community? This article suggests an outline of the evolution of the discourse surrounding JRPGs based on a macroanalysis of the anglophone online gaming press. Using undirected topic modelling text mining methodology to analyse a corpus of 2053 JRPG reviews gathered from ten different online journalistic outlets posted between 1992 and 2014, this article demonstrates the circumstances of the gradual introduction of the term Japanese role-playing games in online publication, first as an extension of other examples Japanese pop culture in the late 1990s and early 2000s, and subsequently as its own genre appropriated by anglophone gaming culture in the mid-2000s onwards and subjected to this community’s particular regime of values.
Space and Culture, 2018
This article explores the Pepe the Frog Internet meme through a spatial approach that targets the... more This article explores the Pepe the Frog Internet meme through a spatial approach that targets the ways in which netizens attempt to repurpose it, so as to build a communal space in which meaning is constantly negotiated and hijacked. We argue that Pepe the Frog and other memes can be interpreted as “cyberplaces” defined as computer environments that display the ideological polemics between netizens as they struggle to build a sense of community. Moreover, the rhizomatic stratification of such cyberplaces reveals a more nuanced view of meme dynamics, one that takes into account the agency of users as they efface and impose meanings on memes, not unlike the process of deterritorialization enacted on places.
Cet article traite du média du jeu vidéo, de sa circulation transnationale et de sa réinterprétat... more Cet article traite du média du jeu vidéo, de sa circulation transnationale et de sa réinterprétation en portant une attention spéciale à la manière dont la langue y est abordée. À travers l'étude de la localisation amateur d'un genre spécifique, le visual novel, l'auteur montre que ce qui est véritablement en jeu dans le phénomène de la circulation transnationale d'objets culturels n'est pas le problème d'interpréter correctement un produit en fonction du système de valeur duquel il émerge, mais plutôt, que la circulation transnationale d'objet culturels à travers un autre système de valeur permet la réinterprétation et la réaffectation de leur éléments vers de nouveaux rôles. L'analyse de ce phénomène à travers la notion de transfiguration de Dilip P. Gaonkar et Elizabeth A. Povinelli et du concept de « braconnage textuel » (textual poaching) d'Henry Jenkins permet ainsi de jeter un regard nouveau sur la réinterprétation de certains jeux vidéo par les communautés amateurs permettant le plus souvent la réaffectation de la langue japonaise comme marqueur générique.
Book Chapters by Jérémie Pelletier-Gagnon
Japanese Role-Playing Games Genre, Representation, and Liminality in the JRPG, 2022
Rated M for Mature: Sex and Sexuality in Video Games, Oct 22, 2015
Séries cultes et culte de la série chez les jeunes, 2014
Translations by Jérémie Pelletier-Gagnon
Journal of the Japanese Association for Digital Humanities, 2019
Kinephanos, 2015
In the 1980s, Japanese habits were being drastically transformed by the integration of video game... more In the 1980s, Japanese habits were being drastically transformed by the integration of video games in the entertainment industry. This change first took hold in the large network of arcade parlors that were established all over the country, which was a result of the craze of Space Invaders in the summer of 1978 (Taito). Those venues saw a rapid influx of new coin-operated video games that were ever more sophisticated and engaging than before. On the home front, not only had Nintendo’s Family Computer democratized the pleasures of digital entertainment, but it allowed people to play games from arcades comfortably at home. It also allowed them to embark on longer video game adventures with the release of RPGs such as Dragon Quest (Enix, 1986). Such games made computer role playing games accessible to a wider demographic than the small circles of personal computer enthusiasts. However, the suddenness of this invasion in the fabric of everyday life was not without triggering some concerns. Indeed, critics became wary of the negative effects of video games and, around 1985, a feeling of uneasiness towards this new form of entertainment started to spread across Japanese media (Sakamoto, qtd. in Kumada, 2011, p. 2). Arcades were spoken of as hotbeds of delinquency and home video games as sneaky devices shifting children’s focus away from school and social interactions (Katou, 2011, p. 43-47). For many people, video games were a problem. It is in this context that Nakazawa Shin’ichi, in 1984, wrote one of the first academic texts in Japanese on video games, which was about a very influential arcade title of that period called Xevious (Namco, 1983).
Theses by Jérémie Pelletier-Gagnon
4 Résumé 5 Acknowledgment 6
Edited Works by Jérémie Pelletier-Gagnon
Uploads
Books by Jérémie Pelletier-Gagnon
Papers by Jérémie Pelletier-Gagnon
Dans cet article, nous chercherons à mieux comprendre la place de l’idéologie dans les jeux vidéo du point de vue du rapport qu’elle entretient avec les joueur·ses. Pour ce faire, nous nous appuierons dans un premier temps sur la théorie de l’idéologie établie par Louis Althusser pour penser les jeux vidéo comme des appareils idéologiques qui interpellent des joueur·ses assujetti·es à des univers ludiques au sein desquels ils·elles sont appelé·es à prendre place. Par la suite, nous nous servirons des analyses de Jean-Jacques Lecercle qui a proposé une actualisation importante des thèses d’Althusser sur l’idéologie et son concept d’interpellation. Nous chercherons ensuite à penser les spécificités d’une interpellation vidéoludique qui ne soit pas seulement assujettissante, mais aussi capacitante, car susceptible d’opérer un passage de la fausse conscience à la conscience critique. Nous terminerons alors notre article par une présentation et analyse du jeu vidéo Celeste.
In this article we examine the fan activism of leaders of the gaming community during the so-called ‘Blitzchung controversy’. The controversy began on October 6, 2019 when Blitzchung, a Hearthstone videogame player, chanted a pro-Hong Kong message live after his victory in a tournament. Two days later, he was sanctioned by the publisher Blizzard, thus triggering a series of actions both online and offline to defend the player and to denounce the power of the Chinese state. We show how fan activism participated in the construction of discourse and influenced the protest movement during the events surrounding this controversy.
In the context of the increasing use of participatory web platforms by both videogame player communities and game publishers, adapting research protocols in communication studies to integrate text mining tools and methodologies becomes key in understanding emergent discourses and practices on a large scale. Their usefulness has been proven by their integration in various domains in the humanities, but their use for the study of videogames remains scarce despite their nature as digital objects.
This paper provides an assessment of the effectiveness of several text mining techniques regarding their capacity to extract insights on standards and practices from a large corpus of textual data generated by fan communities online. A research protocol was formed and tested against a corpus comprised of the multilingual textual productions generated by fans during a period of five months using the hashtag #PokémonSwordandShield on Twitter. From the extraction of data to its statistical and textual analysis through frequency tables, word association network, and undirected topic modelling, the research team proposes an easily reproducible vertical research protocol developed for the purpose of research in the context of game studies and communication studies. It then applied it for the exploration of social media textual data through the analysis of fan discussion over the ‘shiny’ mechanic feature in Pokémon Sword and Shield (2019). Through comparative analysis, significant differences are observed between the Japanese, English, and French corpora in the distribution of three topics categories: ‘affect’, ‘system’, and ‘promotion’, but evidence of translinguistic textual input also suggests a certain degree of interconnection between linguistic regions. The paper concludes with an assessment and recommendations of tools and methods for further analysis, as well as a reflection on the influence of marketing campaigns on the production of new tweets upon the release of the game as community-led trends emerge and become dominant.
This article examines the phenomenon of the non-ludic use of arcade video game cabinets in Japanese game centers. It focuses on the analysis of concrete examples of non-ludic behaviors and activities conducted by venue goers in the game center Tsujishōten located in Kyoto. After a thorough study of its spatial structure and cabinet arrangement. I discuss specific cases of hanging behavior and alternative uses of cabinets in regard to the type of structures that facilitate them. Non-ludic behavior and activities are then analyzed as processes of territorialization of game center that make visible the creation of private spaces of rejuvenation within a public venue in which one negotiates its personal space in the context of constant exposure to others.
Book Chapters by Jérémie Pelletier-Gagnon
Translations by Jérémie Pelletier-Gagnon
Theses by Jérémie Pelletier-Gagnon
Edited Works by Jérémie Pelletier-Gagnon
Dans cet article, nous chercherons à mieux comprendre la place de l’idéologie dans les jeux vidéo du point de vue du rapport qu’elle entretient avec les joueur·ses. Pour ce faire, nous nous appuierons dans un premier temps sur la théorie de l’idéologie établie par Louis Althusser pour penser les jeux vidéo comme des appareils idéologiques qui interpellent des joueur·ses assujetti·es à des univers ludiques au sein desquels ils·elles sont appelé·es à prendre place. Par la suite, nous nous servirons des analyses de Jean-Jacques Lecercle qui a proposé une actualisation importante des thèses d’Althusser sur l’idéologie et son concept d’interpellation. Nous chercherons ensuite à penser les spécificités d’une interpellation vidéoludique qui ne soit pas seulement assujettissante, mais aussi capacitante, car susceptible d’opérer un passage de la fausse conscience à la conscience critique. Nous terminerons alors notre article par une présentation et analyse du jeu vidéo Celeste.
In this article we examine the fan activism of leaders of the gaming community during the so-called ‘Blitzchung controversy’. The controversy began on October 6, 2019 when Blitzchung, a Hearthstone videogame player, chanted a pro-Hong Kong message live after his victory in a tournament. Two days later, he was sanctioned by the publisher Blizzard, thus triggering a series of actions both online and offline to defend the player and to denounce the power of the Chinese state. We show how fan activism participated in the construction of discourse and influenced the protest movement during the events surrounding this controversy.
In the context of the increasing use of participatory web platforms by both videogame player communities and game publishers, adapting research protocols in communication studies to integrate text mining tools and methodologies becomes key in understanding emergent discourses and practices on a large scale. Their usefulness has been proven by their integration in various domains in the humanities, but their use for the study of videogames remains scarce despite their nature as digital objects.
This paper provides an assessment of the effectiveness of several text mining techniques regarding their capacity to extract insights on standards and practices from a large corpus of textual data generated by fan communities online. A research protocol was formed and tested against a corpus comprised of the multilingual textual productions generated by fans during a period of five months using the hashtag #PokémonSwordandShield on Twitter. From the extraction of data to its statistical and textual analysis through frequency tables, word association network, and undirected topic modelling, the research team proposes an easily reproducible vertical research protocol developed for the purpose of research in the context of game studies and communication studies. It then applied it for the exploration of social media textual data through the analysis of fan discussion over the ‘shiny’ mechanic feature in Pokémon Sword and Shield (2019). Through comparative analysis, significant differences are observed between the Japanese, English, and French corpora in the distribution of three topics categories: ‘affect’, ‘system’, and ‘promotion’, but evidence of translinguistic textual input also suggests a certain degree of interconnection between linguistic regions. The paper concludes with an assessment and recommendations of tools and methods for further analysis, as well as a reflection on the influence of marketing campaigns on the production of new tweets upon the release of the game as community-led trends emerge and become dominant.
This article examines the phenomenon of the non-ludic use of arcade video game cabinets in Japanese game centers. It focuses on the analysis of concrete examples of non-ludic behaviors and activities conducted by venue goers in the game center Tsujishōten located in Kyoto. After a thorough study of its spatial structure and cabinet arrangement. I discuss specific cases of hanging behavior and alternative uses of cabinets in regard to the type of structures that facilitate them. Non-ludic behavior and activities are then analyzed as processes of territorialization of game center that make visible the creation of private spaces of rejuvenation within a public venue in which one negotiates its personal space in the context of constant exposure to others.
Inspired by anthropologist Michael Oppitz’s 1974 text on the semiological analysis of the pinball machine Shangri-La, Nakazawa tries to bridge the gap of our understanding between electromechanical and video games. To do so, Nakazawa chose to transfer Oppitz's framework to Xevious, a video game that―shortly after its release―was starting to captivate players in a new way. The reason behind this success and the fact that it became Nakazawa's object of interest was that it enabled players to interact differently with amusement game machines than they previously had with the pinball machine through the presence of secrets, hidden characters and the technological potential to create bugs. If, according to Oppitz, Shangri-La and its representation of an achievable paradise through the obtention of high-scores was all about the reflection of 1960s high-growth capitalism in the United States, what elements would a reading of Xevious bring us in our understanding of contemporary society and its relation to capitalism? Where can we locate the breaking point between the modes of play provided by pinball machines and video games?
This paper is meant to act as an introduction to the forthcoming translation of Nakazawa's article “Game Freaks Play with Bugs - In Praise of the Video Game Xevious” originally published in the June 1984 edition of the journal Gendai Shisou. Putting this early text in relation to contemporary Japanese video game culture, this paper will focus on one major idea, namely, identifying the elements that made Xevious a noteworthy game for the so called game freaks and investigating their influence on the development of the broader arcade game industry. In more concrete terms, we will investigate what Nakazawa calls the “power of narrative generation” found in Xevious and how it established the foundations of many game genres, market innovations and even social structures around video games and game centre culture in particular. Striving primarily to expand Western awareness of early video game-related Japanese literature, this paper will also make a place for Nakazawa's perspective inspired by issues in religious studies.
Arcade Gamers Hakusho Vol.1. Tokyo: Media Paru, 2010. pp. 76.
Nakazawa, Shin'ichi. “Game Freaks Play with Bugs - In Praise of the Video Game Xevious”, Kinephanos vol.5 (2014). Translated by Jérémie Pelletier-Gagnon and Tsugumi Okabe. Forthcoming.
Oppitz. Michael. “Shangri-la, le panneau de marque d'un flipper. Analyse sémiologique d'un mythe visuel”, L'Homme, tome 14 n°3-4 (1974). pp. 59-83.
The objective of this paper will try to push the boundaries of this discussion and provide a deeper understanding of the media ecology from which the eroge (erotic games or “hentai games”) genre sprang along with an exploration of the history of the fiction between pornographic contents in Japanese video games and the national government, police forces and mainstream society. Issues explored will include the impact of the events surrounding the release of two erotic games—177, published in 1986 by Macadamia, and Saori – Bishôjo-tachi no yakata (Saori: the House of Beautiful Girls), published by FairyTale in 1991—and their influence regarding the re-evaluation of criminal law on the production and circulation of obscene material. This historical overview will try to provide an alternative to essentialist perspectives on the relation between Japanese society and pornography in digital media.
Alexander, Leigh. “And You Thought Grand Theft Auto Was Bad: Should the United States Ban a
Japanese ‘Rape Simulator’ Game?” Slate, March 9 (2009). http://www.slate.com/articles/technology/gaming/2009/03/and_you_thought_grand_theft_au
to_was_bad.single.html.
Lah, Kyung. “‘RapeLay’ Video Game Goes Viral Amid Outrage.” CNN.com. March 31 (2010).
http://www.cnn.com/2010/WORLD/asiapcf/03/30/japan.video.game.rape/.
Miyamoto, Naoki. Eroge - bunka kenkyuu gairon (Adult Games: Introduction to Cultural Studies).
Tokyo, Japan: Sōgō kagaku shuppan, 2013.
Lah, Kyung. “Why would Rapelay thrive in Japan?” CNN.com. April 2nd (2010).
http://edition.cnn.com/2010/WORLD/asiapcf/04/02/rapelay.japan/index.html.
Departing from issues of formal analysis and accounting for the video game industry's reliance on the international market, this presentation will investigate the issue from the general viewpoint of cultural products' transnational circulation. It will be argued that the JRPG's informal establishment as a separate sub-genre is partly the result of Japanese role playing games' transnational circulation― and more specifically― of discursive processes located at the reception level enacted by specific interpretative communities. This will be demonstrated by exploring the general localization and distribution practices that allow videogames to be circulated internationally, as well as by borrowing Benjamin Lee and Edward LiPuma's concept of “cultures of circulation” and Arjun Appadurai's notion of “regimes of value”.