Preface
Acknowledgements
List of Figures
List of acronyms and abbreviations
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Part I - Contextualizing Play in Japanese Amusement Spaces
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1. Introduction: Play in Japanese Videogame Arcades as a Culturally Situated Practice
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2. Balls, Medals, and the Other: Techno-Orientalism in Videogame Arcades and the Early Amusement Spaces in Japan (1903-1978)
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3. Policing and Centralization: Game Centre Spaces from the ShinfkeihM Reform to the Interconnected Arcade (1976-2016)
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4. Software, Hardware, and Space: Theoretical Aspects of Public Gaming
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Part II Case Studies of Play and Space in Japanese Game Centres
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5. Player-fl?neurs and Extended Spatiality: Play Between Performance and Observation in A-cho
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6. Old Surfaces, New Interfaces: Palimpsest and Territorialization in TsujishMten
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7. Media Mixes and the National Network: Compartmentalizing Play in Sega Ikebukuro GIGO
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8. Conclusion: Game Centres and Videogame Arcade Play as a Rupture of the Quotidian
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Index
This book presents a scholarly investigation of the development and culture of Japanese videogame arcades, both from a historical and contemporary point of view. In treating videogames as sets of circumstances, the book identifies the opportunities for ludic practices that videogame arcades provide in