Pokaż uproszczony rekord

dc.contributor.authorSimond, Stefan H.
dc.contributor.authorKlös, Tobias
dc.date.accessioned2024-05-27T12:46:53Z
dc.date.available2024-05-27T12:46:53Z
dc.date.issued2024-05-27
dc.identifier.issn2391-8551
dc.identifier.urihttp://hdl.handle.net/11089/52245
dc.description.abstractThis article applies the concept of heterotopia as developed by Michel Foucault to cozy aesthetics in JRPGs. After introducing the concept of heterotopia and its six key principles, the term JRPG is briefly reflected upon. We then analyze key aspects of the games Ni no Kuni: Wrath of the White Witch and Final Fantasy VII Remake regarding the significance of heterotopias for their sense of coziness. We conclude that Foucault’s concept of heterotopia helps in understanding the way in which coziness, on the one hand, offers a respite from the crises of life while, on the other hand, enabling an engagement with said crises in a safe environment.en
dc.language.isoen
dc.publisherWydawnictwo Uniwersytetu Łódzkiegopl
dc.relation.ispartofseriesReplay. The Polish Journal of Game Studies;1en
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectcozy gamesen
dc.subjectheterotopiaen
dc.subjectJapanese role-playing gamesen
dc.subjectgame studiesen
dc.titleCozy Heterotopias in JRPGs: A Foucauldian Perspective on the Spatiality of Coziness in Japanese Role-Playing Gamesen
dc.typeArticle
dc.page.number93-109
dc.contributor.authorAffiliationSimond, Stefan H. - Philipps University of Marburgen
dc.contributor.authorAffiliationKlös, Tobias - Heidelberg University of Educationen
dc.identifier.eissn2449-8394
dc.referencesAarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press. https://doi.org/10.56021/9780801855788en
dc.referencesAarseth, E. (2001). Allegories of Space: The Question of Spatiality in Computer Games. In: M. Eskelinen & R. Koskimaa (Eds.), Cybertext Yearbook 2000 (pp. 152–171). University of Jyväskylä.en
dc.referencesAarseth, E. & Günzel, S. (Eds.). (2019). Ludotopia: Spaces, Places and Territories in Computer Games. Transcript. https://doi.org/10.1515/9783839447307en
dc.referencesBellingham, H. (2022, July 26). Cozy Gaming. Why a Wholesome Trend Became a Recognized Genre. Gamesradar. Online: https://www.gamesradar.com/cozy-gaming-why-a-wholesome-trend-became-a-recognized-genre (accessed on December 5, 2023).en
dc.referencesBizzocchi, J. & Tanenbaum, T. (2011). Well Read: Applying Close Reading Techniques to Gameplay Experiences. In: D. Davidson (Ed.), Well Played 3.0 (pp. 289–316). ETC Press.en
dc.referencesBlom, J. (2021). Characters in Fire Emblem Three Houses: A Ludo Mix Perspective. Transactions of the Digital Games Research Association, 5(2), 101–130. https://doi.org/10.26503/todigra.v5i2.117en
dc.referencesBrown, L. (2023). Rethinking Remakes: Value and Culture in Video Game Temporalization. Games and Culture. Online: https://journals.sagepub.com/doi/en
dc.referencesepub/10.1177/15554120231163655 (accessed on December 5, 2023). https://doi.org/10.1177/15554120231163655en
dc.referencesCampbell, C. (2022, November 28). What Are Cozy Games, and What Makes Them Cozy? Gamesindustry.biz. Online: https://www.gamesindustry.biz/what-makes-a-cozy-game-cozy (accessed on May 23, 2023).en
dc.referencesDenison, R. (2023). Studio Ghibli: An Industrial History. Palgrave Animation. Springer International Publishing. https://doi.org/10.1007/978-3-031-16844-4en
dc.referencesFeige, D.M. (2015). Computerspiele: Eine Ästhetik. Berlin: Suhrkamp.en
dc.referencesFoucault, M. (1986). Of Other Spaces. Diacritics – A Review of Contemporary Criticism (trans. J. Miskowiec), 16(1), 22–27. https://doi.org/10.2307/464648en
dc.referencesGünzel, S. (2008). The Space-Image. Interactivity and Spatiality of Computer Games. In: S. Günzel, M. Liebe, D. Mersch, & S. Möhring (Eds.), Conference Proceedings of the Philosophy of Computer Games 2008 (pp. 170–188). University Press.en
dc.referencesGünzel, S. (2020). Raum: Eine kulturwissenschaftliche Einführung. Transcript. https://doi.org/10.36198/9783838553603en
dc.referencesHuizinga, J.H. (1938/1980). Homo Ludens: A Study of the Play-Element in Culture. Routledge.en
dc.referencesIPCC. (2021). Climate Change 2021: The Physical Science Basis. Contribution of Working Group I to the Sixth Assessment Report of the Intergovernmental Panel on Climate Change [V. Masson-Delmotte, P. Zhai, A. Pirani, S.L. Connors, C. Péan, S. Berger, N. Caud, Y. Chen, L. Goldfarb, M.I. Gomis, M. Huang, K. Leitzell, E. Lonnoy, J.B.R. Matthews, T.K. Maycock, T. Waterfield, O. Yelekçi, R. Yu, & B. Zhou (Eds.)]. Cambridge University Press.en
dc.referencesJenkins, H. (2008). Convergence Culture: Where Old and New Media Collide. New York University Press.en
dc.referencesKhayl, A. (2023, September 15). Final Fantasy 7 Remake Crosses the 7 Million Copies Sold Mark. Pushsquare. Online: https://www.pushsquare.com/news/2023/09/final-fantasy-7-remake-crosses-the-7-million-copies-sold-mark (accessed on November 8, 2023).en
dc.referencesKoberg, H. (2021). Freies Spiel: Digitales Spielen und die Sehnsucht nach Wirkmächtigkeit. Büchner-Verlag.en
dc.referencesLiesen, M. (2008). Games, heterotopias e experiência estética. VII Symposium on Computer Games and Digital Entertainment. In: C. Coscarelli, F. Marinho, R. Tavares, & Z. Patrocínio (Eds.), Proceedings of SBGames’08: Game & Culture Track (pp. 78–84). Sociedade Brasileira de Computação – SBC.en
dc.referencesMc Glynn, J.D. (2023). The “Cinematic Promise” of Video Game Music. Journal of Sound and Music in Games, 4(4), 108–138. https://doi.org/10.1525/jsmg.2023.4.4.108en
dc.referencesMcNamee, S. (2000). Foucault’s Heterotopia and Children’s Everyday Lives. Childhood, 7(4), 479–492. https://doi.org/10.1177/0907568200007004006en
dc.referencesNavarro-Remesal, V. (2013). Ni No Kuni: Puentes ludonarrativos al Otro Mundo de Ghibli. Archivos de La Filmoteca, (72), 77–90.en
dc.referencesPicard, M. (2013). The Foundation of Geemu: A Brief History of Early Japanese Video Games. Game Studies, 13(2), Online: https://gamestudies.org/1302/articles/picard (accessed on March 1, 2024).en
dc.referencesPicard, M. & Pelletier-Gagnon, J. (2015). Introduction: Geemu, Media Mix, and the State of Japanese Video Game Studies. Kinephanos: Journal of Media Studies and Popular Culture, 5(1).en
dc.referencesRoth, M., Yoshida, H., & Martin, P. (Eds.). (2021). Japan’s Contemporary Media Culture between Local and Global. CrossAsia-eBooks.en
dc.referencesSapach, S.C. (2017). Gotta Catch Em’ All: The Compelling Act of Creature Collection in Pokémon, Ni No Kuni, Shin Megami Tensei, and World of Warcraft. Loading… The Journal of the Canadian Game Studies Association, 10(16), 53–74.en
dc.referencesSchules, D. (2015). Kawaii Japan: Defining JRPGs through the Cultural Media Mix. Kinephanos: Journal of Media Studies and Popular Culture, 5(1), 53–76.en
dc.referencesShort, T.X., Ordon, A., Hurd, D., Howe, C., Forbes, J., Eiserloh, S., Diaz, J., Cook, D., & Meiners, R. (2018, January 24). Cozy games. Lostgarden. Online: https://lostgarden.home.blog/2018/01/24/cozy-games/ (accessed on February 28, 2024).en
dc.referencesSkill Up. (2023, February 28). I played Final Fantasy XVI (and interviewed Yoshi-P!) – Hands on Impressions. Skill Up. Online: https://www.youtube.com/watch?v=8ZTNoV2Iey0 (accessed on May 23, 2023).en
dc.referencesUnterhuber, T. (2022). Spiel(en) als Heterochronie: Die Zeitlichkeit des Spiels und des Spielens. In: E. Kreuzmair, M. Pflock, & E. Schumacher (Eds.), Feeds, Tweets & Timelines – Schreibweisen der Gegenwart in Sozialen Medien (pp. 157–174). Transcript. https://doi.org/10.1515/9783839463857-011en
dc.referencesVan Ommen, M. (2018). Emergent Affect in Final Fantasy VII and Japanese Role-Playing Games. Journal of Gaming & Virtual Worlds, 10(1), 21–39. https://doi.org/10.1386/jgvw.10.1.21_1en
dc.referencesvgchartz. (n.d.). Ni No Kuni: Wrath of the White Witch (PS3) Sales. vgchartz. Online: https://www.vgchartz.com/game/45870/ni-no-kuni-wrath-of-the-white-witch/sales (accessed on November 8, 2023).en
dc.referencesVirgen Castro, D.J., Olsen Tvedebrink, T.D., & Martínez De Albeniz, I. (2018). The Heterotopias of Food: Spaces and (Other) Places in Food Practices. In: R. Bonacho, A.P. De Sousa, C. Viegas, J.P. Martins, M.J. Pires, & S.V. Estêvão (Eds.), Experiencing Food, Designing Dialogues (pp. 129–133). CRC Press. https://doi.org/10.1201/9781351271967-28en
dc.referencesWada, T. (2017). History of Japanese Role-Playing Games. Annals of Business Administrative Science, 16(3), 137–147. https://doi.org/10.7880/abas.0170228aen
dc.referencesWaszkiewicz, A. (2022). Delicious Pixels: Food in Video Games. De Gruyter. https://doi.org/10.1515/9783110716603en
dc.referencesWaszkiewicz, A., Bakun, M. (2020). Towards the Aesthetics of Cozy Video Games. Journal of Gaming & Virtual Worlds, 12(3), 225–240. https://doi.org/10.1386/jgvw_00017_1en
dc.referencesAmccus et al. (1996–). Harvest Moon series [Game Boy et al.]. Marvelous et al.en
dc.referencesCD Projekt Red. (2007). The Witcher [PC, Mac]. Atari, CD Projekt.en
dc.referencesConcernedApe. (2016). Stardew Valley [Nintendo Switch]. ConcernedApe.en
dc.referencesLevel-5. (2011). Ni no Kuni: Wrath of the White Witch [PlayStation 3]. Namco Bandai Games.en
dc.referencesNintendo. (1985–). Super Mario series [Nintendo Entertainment System et al.]. Nintendo.en
dc.referencesSquare. (1997). Final Fantasy VII [PlayStation]. Sony Computer Entertainment.en
dc.referencesSquare Enix. (2013). Final Fantasy XIV [PlayStation 4, online game]. Square Enix.en
dc.referencesSquare Enix Business Division 1. (2020). Final Fantasy VII Remake [PlayStation 5]. Square Enixen
dc.referencesSquare Enix Creative Business Unit III. (2023). Final Fantasy XVI [PlayStation 5]. Square Enix.en
dc.referencesSquare et al. (1987–) Final Fantasy series [Nintendo Entertainment System et al.]. Square et al.en
dc.contributor.authorEmailSimond, Stefan H. - stefan.simond@staff.uni-marburg.de
dc.contributor.authorEmailKlös, Tobias - tobias.kloes@staff.uni-marburg.de
dc.identifier.doi10.18778/2391-8551.11.07
dc.relation.volume11


Pliki tej pozycji

Thumbnail

Pozycja umieszczona jest w następujących kolekcjach

Pokaż uproszczony rekord

https://creativecommons.org/licenses/by-nc-nd/4.0
Poza zaznaczonymi wyjątkami, licencja tej pozycji opisana jest jako https://creativecommons.org/licenses/by-nc-nd/4.0