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dc.contributor.authorBruno, Luca Paolo
dc.date.accessioned2025-01-31T14:35:25Z
dc.date.available2025-01-31T14:35:25Z
dc.date.issued2024
dc.date.submitted2024-12-20T12:44:17Z
dc.identifierONIX_20241220_9791221504224_405
dc.identifier2975-0261
dc.identifierhttps://library.oapen.org/handle/20.500.12657/96611
dc.identifier.urihttps://doab-dev.siscern.org/handle/20.500.12854/150590
dc.description.abstractJapanese Adult Computer Games feature a plethora of setting and themes, ranging from science fiction and fantasy to romantic comedies set in present-day Japan. A subset of these video games features historical or pseudo-historical backdrops for their narratives. An illustrative instance of this approach is the bakumatsu period in Japan, characterized by its unique societal mores and representational affordances. Despite such a setup, this video games remain firmly entrenched in anime-manga industry conventions. This brief contribution explores how these industry practices take precedence over strict adherence to historical accuracy, and what this means for approaches based in Japanese studies.
dc.languageItalian
dc.relation.ispartofseriesConnessioni. Studies in Transcultural History
dc.rightsopen access
dc.subject.otheradaruto gēmu
dc.subject.otherGame Studies
dc.subject.otherJapanese Studies
dc.subject.otherCharacter Intimacy
dc.subject.otherAnime-manga Media
dc.subject.otherthema EDItEUR::C Language and Linguistics::CF Linguistics
dc.subject.otherthema EDItEUR::D Biography, Literature and Literary studies
dc.titleChapter Bikini nel bakumatsu, intimi anacronismi. Il caso di Ōka Sabaki
dc.typechapter
oapen.identifier.doi10.36253/979-12-215-0422-4.26
oapen.relation.isPublishedBy2ec4474d-93b1-4cfa-b313-9c6019b51b1a
oapen.relation.isbn9791221504224
oapen.pages10
oapen.place.publicationFlorence
dc.seriesnumber3
dc.abstractotherlanguageJapanese Adult Computer Games feature a plethora of setting and themes, ranging from science fiction and fantasy to romantic comedies set in present-day Japan. A subset of these video games features historical or pseudo-historical backdrops for their narratives. An illustrative instance of this approach is the bakumatsu period in Japan, characterized by its unique societal mores and representational affordances. Despite such a setup, this video games remain firmly entrenched in anime-manga industry conventions. This brief contribution explores how these industry practices take precedence over strict adherence to historical accuracy, and what this means for approaches based in Japanese studies.


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