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Role-Playing Games of Japan: Transcultural Dynamics and Orderings PDF

314 Pages·2020·6.018 MB·English
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Role-Playing Games of Japan Transcultural Dynamics and Orderings Björn-Ole Kamm Role-Playing Games of Japan Björn-Ole Kamm Role-Playing Games of Japan Transcultural Dynamics and Orderings Björn-Ole Kamm Graduate School of Letters Kyoto University Kyoto, Japan ISBN 978-3-030-50952-1 ISBN 978-3-030-50953-8 (eBook) https://doi.org/10.1007/978-3-030-50953-8 © The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2020 This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval,electronicadaptation,computersoftware,orbysimilarordissimilarmethodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such namesareexemptfromtherelevantprotectivelawsandregulationsandthereforefreefor general use. Thepublisher,theauthorsandtheeditorsaresafetoassumethattheadviceandinforma- tion in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respecttothematerialcontainedhereinorforanyerrorsoromissionsthatmayhavebeen made.Thepublisherremainsneutralwithregardtojurisdictionalclaimsinpublishedmaps and institutional affiliations. Cover credit: Björn-Ole Kamm This Palgrave Macmillan imprint is published by the registered company Springer Nature Switzerland AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland Acknowledgements I cannot express in words the gratitude, warmth and appreciation I feel for all those who helped me during the research for and writing process of this book. The scholars who have supported me on the road with critique and encouragementaretoonumeroustobenamedhere.HasanAshraf,Myriel Balzer,JaquelineBerndt,RafaelBienia,VolkerElis,HaraldFuess,Patrick W.Galbraith,J.TuomasHarviainen,CarolaHommerich,Ito¯ Kimio,Kam ThiamHuat,Kato¯ Ko¯hei,DavidMervart,BarbaraMittler,SophieRoche, Takahashi Muneyuki and Wagner L. Schmit may stand as representatives. Mostimportantly,Iwanttoexpressmygratitudetoalltherole-players, larpers, game designers and organisers, who contributed to this project with comments, information and questions. My thanks go especially to those who took part in my interviews and who let me come to their events. I am in debt to Kondo¯ Ko¯shi and Adventure Planning Service, to OkadaAtsuhiroandTRPGCaféDaydream,toNicoStahlbergandCastle Tintagel,totheMoroishisandLaymu¯nLarp/CLOSSandmostdearlyto the members of the youth-larp group in Germany and the TRPG circle in Tokyo that took me in and to all the anonymous interviewees, who participated in this study. Thisbookisbasedonresearchconductedformydissertation“Playing with Uncertainty” at the Philosophical Faculty of Heidelberg Univer- sity, which would not have been possible without the support of several organisations and the opportunity to work in a number of outstanding v vi ACKNOWLEDGEMENTS research centres. My first fieldwork phase is indebted to a scholarship fromtheGermanInstituteforJapaneseStudies(DIJ),Tokyo.Afterwards the Friedrich Ebert Foundation (FES) supported me with a fellowship. I receivedmostifnotallofmytheoreticalinputfromtheClusterofExcel- lence “Asia and Europe in a Global Context,” Heidelberg, its reading classesandcolloquia,especiallyfromthePopcultgroup.Mysecondphase offieldworkwasmadepossiblethroughafellowshipoftheGlobalCentre ofExcellence“TheIntimateandthePublicSpheres”atKyotoUniversity. Lastly, the Yamaoka Memorial Foundation also supported later stages of the research refining the original dissertation. Without these supporters, this journey and project would not have been possible. Lastbutnotleast,mygratitudegoestofriendsandfamilywhodidnot tire to encourage me in my endeavour throughout the years. Kyoto, Japan Björn-Ole Kamm February 2020 Notes on Language and Conventions (cid:129) JapanesewordsinthisbookarewritteninrevisedHepburnRoman- isation. Names appear in the Japanese order of family name first and given name second except for those cases when Japanese authors of English-languagetextshavethemselveslistedtheirgivennamesfirst. (cid:129) Macrons (e.g. o¯, u¯) have been omitted in commonly used words or place names, such as Tokyo. (cid:129) All names of personal interlocutors are pseudonyms except where permission was granted to the author, e.g. from game designers or publishersactiveinthepublicdomain.Anynamesresemblingactual individuals are coincidental. (cid:129) Translations of Japanese, German or other Non-English texts and interviews are by the author unless otherwise noted. vii Contents 1 Introduction—Before Play 1 1.1 Prelude 1 1.2 Controversies of Role-Playing 7 Uncertainty and Fluidity 9 Controversy and Knowledge 11 Translation and Transculturality 16 An Assemblage of Practices 20 1.3 “How to Use This Book” 22 References 24 2 Games—Playing with Borders of Reality, or the First Act 29 2.1 The (Ancient) Origins of Role-Playing Games 29 A History with Reality 32 Kriegsspiel—From India to Prussia and Beyond 34 The Network Wargaming 38 2.2 Creating Markets and Acronyms: D&D, TRPGs, and LARP 39 Translating TRPGs: Different Languages, Diverse Media 44 Ages of Winter and Countermeasures: Moé, VTT, PoD, and Other Abbreviations 50 The Network Table-Top Role-Playing 55 ix x CONTENTS Live-Action Role-Play—Theatre, Therapy, and Education 57 The Network of Larping 66 2.3 Defining and Designing the “Magic Circle” 67 Introducing the Magic Circle 69 Game Design Considerations 73 Typifying Players, or Not? 74 Games as Enterprise 79 2.4 Governing Games: Escapism and the Serious Side of Life 83 Escapism: Stepping Out of (Globalised?) Reality 84 From Moratorium to Withdrawal 86 Playing, the Self and Governing Mentalities 88 Borders and Circles 92 References 94 3 Stereotypes—The Agency of Labels, or the Second Act 111 3.1 Labelling or Making-up People 111 Stereotypes and Representation 130 Practicing Stereotypes 134 Dynamics and Agencies of Stereotypes 143 3.2 Child-Murdering, Satanic Play, and the Otaku 148 Unpacking Black Boxes 150 Establishing the Otaku 151 Suicidal Geniuses, Worried Parents, and Dungeons & Dragons 157 Recursive Modes of Ordering 168 3.3 Negotiating Stereotypes and Bad Players 171 Gamer Stereotypes 171 “Playing” Otaku 173 Connected Worlds of Stereotypes 179 References 181 4 Mediation—Counterpoints of Dis/Connection, or the Third Act 197 4.1 AMediator’sCounterpoint:Non-HumanandHuman Actors 197 4.2 The Internet as a Dis/Connector 200 Japan’s Internet Access 201 CONTENTS xi Connection: Websites and Forums 204 Disconnection: Identity Technologies and Privacy 217 4.3 “Cultural Brokers” and Translators: Human Mediators 220 From Japan to “the West:” Tenra Bansho¯ Zero 223 Tenra and “Western” Values 228 From Berlin to Iruma: Larping 231 The Making of Patoria So¯ris and Laym¯un Larp 236 The Role of Language 242 The Roles of Mediators: Cultural Brokers Revisited 246 References 250 5 After Play—Knowledge (and) Practices 257 5.1 Ordering Knowledge Practices 257 Lists of Knowledge and Truth In-Game 260 5.2 Knowledge Through Play: Education and Professionalisation 264 Learning by Playing 264 The Fine Insider 269 Nordic Nodal Points 274 5.3 The Modes of Ordering RPGs 277 The Mode of Enterprise 278 The Mode of Disclaiming 279 The Mode of Authenticity 281 The Mode of the Magic Circle 282 5.4 The Shape of Partial Connections: Role-Playing Games as a Practice-Network 283 References 287 Index 295

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