Ghost Of Tsushima Requirements

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War as Entertainment and Contents Tourism in Japan

This book examines the phenomenon of war-related contents tourism throughout Japanese history, from conflicts described in ancient Japanese myth through to contemporary depictions of fantasy and futuristic warfare. It tackles two crucial questions: first, how does war transition from being traumatic to entertaining in the public imagination and works of popular culture; and second, how does visitation to war-related sites transition from being an act of mourning or commemorative pilgrimage into an act of devotion or fan pilgrimage? Representing the collaboration of ten expert researchers of Japanese popular culture and travel, it develops a theoretical framework for understanding war-related contents tourism and demonstrates the framework in practice via numerous short case studies across a millennium of warfare in Japan including: the tales of heroic deities in the Kojiki (Records of Ancient Matters, AD 712), the Edo poetry of Matsuo Basho, and the Pacific war through lens of popular media such as the animated film Grave of the Fireflies. This book will be of interest to researchers and students in tourism studies and cultural studies, as well as more general issues of war and peace in Japan, East Asia and beyond.
Virtual Identities and Digital Culture

Virtual Identities and Digital Culture investigates how our online identities and cultures are embedded within the digital practices of our lives, exploring how we form community, how we play, and how we re-imagine traditional media in a digital world. The collection explores a wide range of digital topics – from dating apps, microcelebrity, and hackers to auditory experiences, Netflix algorithms, and live theatre online – and builds on existing work in digital culture and identity by bringing new voices, contemporary examples, and highlighting platforms that are emerging in the field. The book speaks to the modern reality of how our digital lives have been forever altered by our transnational experiences – one of those key experiences is the pandemic, but so too is systemic inequality, questions of digital privacy, and the role of joy in our online lives. A vital contribution at a time of significant social and cultural flux, this book will be highly relevant to those studying digital culture within media, communication, cultural studies, digital humanities, and sociology departments.
Mytholudics

Author: Dom Ford
language: en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date: 2025-04-21
Games create worlds made of many different elements, but also of rules, systems and structures for how we act in them. So how can we make sense of them? Mytholudics: Games and Myth lays out an approach to understanding games using theories from myth and folklore. Myth is taken here not as an object but as a process, a way of expressing meaning. It works to naturalise arbitrary constellations of signs, to connect things in meaning. Behind the phrase ‘just the way it is’ is a process of mythologization that has cemented it. Mytholudics lays out how this understanding of myth works for the analysis of games. In two sections each analysing five digital games, it then shows how this approach works in practice: one through the lens of heroism and one through monstrosity. These ask questions such as what heroic mythology is constructed in Call of Duty? What do the monsters in The Witcher tell us about the game’s model of the world? How does Hellblade: Senua’s Sacrifice weave a conflict between Norse and Pictish mythology into one between competing models of seeing mental illness? This method helps to see games and their worlds in the whole. Stories, gameplay, systems, rules, spatial configurations and art styles can all be considered together as contributing to the meaning of the game.