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Playing Japan: The Transnational Circulation of Japan in Contemporary Video Game Music.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Playing Japan: The Transnational Circulation of Japan in Contemporary Video Game Music./
Author:
Borecky, Andrew James.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2022,
Description:
87 p.
Notes:
Source: Masters Abstracts International, Volume: 83-11.
Contained By:
Masters Abstracts International83-11.
Subject:
Music. -
ISBN:
9798438772859
Playing Japan: The Transnational Circulation of Japan in Contemporary Video Game Music.
Borecky, Andrew James.
Playing Japan: The Transnational Circulation of Japan in Contemporary Video Game Music.
- Ann Arbor : ProQuest Dissertations & Theses, 2022 - 87 p.
Source: Masters Abstracts International, Volume: 83-11.
Thesis (M.A.)--The University of North Carolina at Chapel Hill, 2022.
This item must not be sold to any third party vendors.
Since the 2010s, Japan has become a force of cultural globalization through the exportation of its popular media. As Japanese popular media became desirable in the West, scholars have marked a "shifting identity" in Japanese transnational media from a global aesthetic to one that is now "distinctly Japanese." Drawing on ludomusicology and sound studies, my thesis examines how "distinctly Japanese" representations of Japan have been reworked and retransmitted through popular media, particularly video games, created in the United States. My research focuses on three separate case studies on video games that represent "distinct Japanese-ness" from both Japanese and U.S. game developers. Beginning with representations of Japan from Japanese game studios, Ryu Ga Gotoku and From Software, I then turn to Ghost of Tsushima (2020), a U.S.-made video game portraying the island of Tsushima during the first Mongol invasion of Japan. By examining the exchange of transnational media products and their methods of representation, I assert that the exchange of media can create a loop of representation, in which ideas are transmitted and returned to their point origin.
ISBN: 9798438772859Subjects--Topical Terms:
516178
Music.
Subjects--Index Terms:
Japan
Playing Japan: The Transnational Circulation of Japan in Contemporary Video Game Music.
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Advisor: Katz, Mark.
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Since the 2010s, Japan has become a force of cultural globalization through the exportation of its popular media. As Japanese popular media became desirable in the West, scholars have marked a "shifting identity" in Japanese transnational media from a global aesthetic to one that is now "distinctly Japanese." Drawing on ludomusicology and sound studies, my thesis examines how "distinctly Japanese" representations of Japan have been reworked and retransmitted through popular media, particularly video games, created in the United States. My research focuses on three separate case studies on video games that represent "distinct Japanese-ness" from both Japanese and U.S. game developers. Beginning with representations of Japan from Japanese game studios, Ryu Ga Gotoku and From Software, I then turn to Ghost of Tsushima (2020), a U.S.-made video game portraying the island of Tsushima during the first Mongol invasion of Japan. By examining the exchange of transnational media products and their methods of representation, I assert that the exchange of media can create a loop of representation, in which ideas are transmitted and returned to their point origin.
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