“只针对日本?”成人电脑游戏流通中的边界跨越与重新刻划

Patrick W. Galbraith
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摘要

本章通过分析日本国内外成人电子游戏的消费情况,探讨“日本”如何以及为何在全球化世界的游戏流通中发挥重要作用。尽管日本电子游戏出口到国外,但成人电脑游戏通常被视为具有鲜明的“日本特色”。这一章认为成人电子游戏是一种利基类型;制作人和玩家组成了一个紧密联系的社区,因为担心西方媒体会大肆报道这类游戏,所以他们对非日本人持怀疑态度。西方对这类游戏的报道导致国际社会向日本政府施压,要求其取缔这类游戏。虽然成人游戏社区中的一些人认为,如果这款游戏只面向国内的日本人,那就再好不过了,但也有人希望将这款游戏扩展到日本以外的地区。本章最后提出,有必要超越国家和民族化的话语,看到国家边界内和超越国界的互动的细微差别。
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‘For Japan Only?’ Crossing and Re-inscribing Boundaries in the Circulation of Adult Computer Games
This chapter considers how and why 'Japan' comes to matter in the circulation of games in a globalised world by examining the consumption of adult video games inside and outside Japan. Despite the export of Japanese video games abroad, adult computer games are often seen to be distinctively 'Japanese.' This chapter argues that adult video games are a niche genre; producers and players form a close-knitted community that is suspicious of non-Japanese out of the fear that the Western media will widely report such games. Western reports about such games have led the international community to put pressure on the Japanese government to stamp out such genre. While some in the adult game community believe that it'd be the best if the game would only be played by Japanese inside the country, others are keen to expand the community outside Japan. The chapter concludes by suggesting the need to go beyond national and nationalising discourse to see the nuance of interactions within national borders and exceeding them.
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