001385632 000__ 03526cam\a2200541Ii\4500 001385632 001__ 1385632 001385632 003__ MaCbMITP 001385632 005__ 20240325105004.0 001385632 006__ m\\\\\o\\d\\\\\\\\ 001385632 007__ cr\cn\nnnunnun 001385632 008__ 160418s2016\\\\maua\\\\ob\\\\001\0\eng\d 001385632 020__ $$a9780262332187$$q(electronic bk.) 001385632 020__ $$a0262332183$$q(electronic bk.) 001385632 020__ $$a9780262332194$$q(electronic bk.) 001385632 020__ $$a0262332191$$q(electronic bk.) 001385632 020__ $$z9780262034395 001385632 020__ $$z0262034395 001385632 035__ $$a(OCoLC)946887798$$z(OCoLC)995022922$$z(OCoLC)995149049$$z(OCoLC)1003200093 001385632 035__ $$a(OCoLC-P)946887798 001385632 040__ $$aOCoLC-P$$beng$$erda$$epn$$cOCoLC-P 001385632 050_4 $$aGV1469.3$$b.C646 2016 001385632 072_7 $$aGAM$$x001000$$2bisacsh 001385632 08204 $$a794.80952$$223 001385632 1001_ $$aConsalvo, Mia,$$d1969- 001385632 24510 $$aAtari to Zelda :$$bJapan's video games in global contexts /$$cMia Consalvo. 001385632 264_1 $$aCambridge, Massachusetts :$$bMIT Press,$$c©2016. 001385632 264_4 $$c©20 001385632 264_4 $$c©2016 001385632 300__ $$a1 online resource :$$billustrations 001385632 336__ $$atext$$btxt$$2rdacontent 001385632 337__ $$acomputer$$bc$$2rdamedia 001385632 338__ $$aonline resource$$bcr$$2rdacarrier 001385632 506__ $$aAccess limited to authorized users. 001385632 520__ $$a"In the early days of arcades and Nintendo, many players didn't recognize Japanese games as coming from Japan; they were simply new and interesting games to play. But since then, fans, media, and the games industry have thought further about the "Japaneseness" of particular games. Game developers try to decide whether a game's Japaneseness is a selling point or stumbling block; critics try to determine what elements in a game express its Japaneseness--cultural motifs or technical markers. Games were "localized," subjected to sociocultural and technical tinkering. In this book, Mia Consalvo looks at what happens when Japanese games travel outside Japan, and how they are played, thought about, and transformed by individuals, companies, and groups in the West. Consalvo begins with players, first exploring North American players' interest in Japanese games (and Japanese culture in general) and then investigating players' DIY localization of games, in the form of ROM hacking and fan translating. She analyzes several Japanese games released in North America and looks in detail at the Japanese game company Square Enix. She examines indie and corporate localization work, and the rise of the professional culture broker. Finally, she compares different approaches to Japaneseness in games sold in the West and considers how Japanese games have influenced Western games developers. Her account reveals surprising cross-cultural interactions between Japanese games and Western game developers and players, between Japaneseness and the market."--Booki jacket. 001385632 588__ $$aOCLC-licensed vendor bibliographic record. 001385632 650_0 $$aVideo games$$zJapan. 001385632 650_0 $$aVideo games$$xSocial aspects$$zJapan. 001385632 650_0 $$aVideo games industry$$zJapan. 001385632 653__ $$aGAME STUDIES/Game History 001385632 653__ $$aCULTURAL STUDIES/Global Studies 001385632 653__ $$aBUSINESS/Business Technology 001385632 655_0 $$aElectronic books 001385632 852__ $$bebk 001385632 85640 $$3MIT Press$$uhttps://univsouthin.idm.oclc.org/login?url=https://doi.org/10.7551/mitpress/8853.001.0001?locatt=mode:legacy$$zOnline Access through The MIT Press Direct 001385632 85642 $$3OCLC metadata license agreement$$uhttp://www.oclc.org/content/dam/oclc/forms/terms/vbrl-201703.pdf 001385632 909CO $$ooai:library.usi.edu:1385632$$pGLOBAL_SET 001385632 980__ $$aBIB 001385632 980__ $$aEBOOK 001385632 982__ $$aEbook 001385632 983__ $$aOnline