Introduction

Replaying Japan 2017

“Transmedia and Story in Japanese Games”

The Strong National Museum of Play, Rochester, N.Y.

August 21-23

Attendee Registration

#replayingjapan


Keynote Speakers

Thomas J. Kalinske

Former CEO of Sega of America

Rachael Hutchinson

Associate Professor of Japanese Studies, University of Delaware


The Strong Museum/The Rochester Area

The Strong: The Strong (www.museumofplay.org) is a highly interactive, collections-based museum devoted to the history and exploration of play. It is one of the largest history museums in the United States, serving more than 550,000 guests a year.

The Strong houses the world’s largest and most comprehensive collection of historical materials related to play, including more than 60,000 video games and related artifacts and hundreds of thousands of archival materials related to the history of electronic games. It is home to the International Center for the History of Electronic Games, the National Toy Hall of Fame, the World Video Game Hall of Fame, the Brian Sutton-Smith Library and Archives of Play, and the American Journal of Play.

RIT: Founded in 1829, Rochester Institute of Technology is a privately endowed, coeducational university with nine colleges emphasizing career education and experiential learning.

The campus occupies 1,300 acres in suburban Rochester, hosting over 18,000, students. In the 2017 edition, RIT was recognized as a top-tier national university for the first time in the 34-year history of U.S. News & World Report rankings. The change is a result of the university’s reclassification as a “doctoral university” this year due to its rapid increase in research and Ph.D. graduates. RIT taught the first graduate course in computer game programming and its game degree programs in the School of Interactive Games and Media are ranked 3rd (undergraduate) and 6th (graduate) in the country. It’s center for Media, Arts, Games, Interaction and Creativity (MAGIC) and its Magic Spell Studios are breaking new ground in the relationship between academic work and professional practice. It’s new studio facility will open its doors in the fall of 2018.

About Rochester: This metropolitan region situated on the southern shore of Lake Ontario is also part of New York’s breathtaking Finger Lakes region. Known for its vast selection of family-oriented activities and attractions, Rochester hosts nearly two million visitors each year.

The third largest city in New York State, the greater Rochester region is inhabited by a little more than one million people. Conveniently located, Rochester is a six hour drive from New York City, 3 1/2 hours from Toronto and 90 minutes from Niagara Falls.

Rochester is home to world-class events throughout the year. The festival season kicks-off with the world’s largest lilac collection at Highland Park’s Lilac Festival (May) where hundreds of thousands visitors enjoy 10 days of brilliant floral colors, fragrance and entertainment.

Downtown is alive with the sounds of jazz during the Xerox Rochester International Jazz Festival (June) held in the City’s East End Entertainment District, home to the renowned Eastman School of Music. Rochester has been named one of the 10 best golf cities in the country. It is the only city in the U.S. to host both the PGA championship (Oak Hill Country Club) and LPGA championship (Locust Hill Country Club) tournaments in one summer- 2013.

Rochester sits at the center of 100 Must-See Miles of the Erie Canal which when opened in 1825, made Rochester the country’s first “boomtown.” Today, the historic canal thrives as an active recreational waterway with towpaths, shops and charming towns telling America’s story of “how the west began!” Rochester is home to two national historic landmarks open to the public, the National Susan B. Anthony Museum & House and George Eastman Museum. Adults and children are entertained in the second largest children’s museum in the U.S., at the National Museum of Play at The Strong also home to the National Toy Hall of Fame.

Schedule

Click here to download the conference program (PDF).

August 21st
8:30-9:00 Registration (table next to museum admissions desk)
9:00-9:30 Auditorium

Opening Remarks & History of The Strong (Jon-Paul Dyson)

9:30-10:30 Auditorium

Tom Kalinske Keynote

“The Experts are Always Wrong”

10:30-11:00 Coffee break (Outside Activity Rooms C and D)
11:00-12:30 Activity Room C

Players/Fan Studies

BARNABÉ, Fanny – Narrative Misappropriations of Pokémon: How Fanarts and Fanfictions Playfully Feed and Reconfigure a Transmedia Universe

JOHNSON, Daniel – Scripted Laughter in Online Gameplay Videos

MONDELLI, Frank – An Ethnographic Sketch of Remix and Fan Culture in Jikkyou Purei

Moderator: ROCKWELL, Geoffrey

Activity Room D

Marketing and Games

INOUE, Akito – How Was Local Game History Made?

FUKUDA, Kazufumi – Research on Ontology of Package for Game Software

ROTH, Martin, Leander SEIGE, Konstantin FREYBE, Tracy HOFFMANN, André LAHMANN –What can data tell us about Japan’s videogame culture?

Moderator: NAKAMURA, Akinori

12:30-2:00 Lunch break
2:00-3:30 Activity Room C 

Games and Learning

SHIN, Juhyung, JIAO, Yan, JIANG, Yehang, and INABA, Mitsuyuki – Implementing Collaborative Serious Games on Japanese Culture based on Restored Historical Structures and Landscapes in the 3D Metaverse

KISHIMOTO, Yoshihiro – Game Design Workshops for Children Using an Experimental Learning Software Program

Moderator: INABA, Mitsuyuki

Activity Room D

History of Video Game Industry

PICARD, Martin – The Media Mix Engine: transmedia synergies in the Japanese video game industry during the mid-1980s

NAKAMURA, Akinori and Devin Monnens – Comparative Case Studies in Emerging of the Digital Game Platforms in North America

Moderator: ROTH, Martin

3:30-5:30 Activity Room B

Poster Session and Demonstrations

Activity Rooms C-D

Networking Activity

5:30-? Free time for dinner
August 22nd
8:30-9:00 Registration (Main Admissions Desk)
9:00-10:00 Auditorium

Rachael Hutchinson Keynote

“Refracted Visions: Transmedia Storytelling in Japanese Games”

10:00-10:15 Coffee break (Outside Activity Rooms C and D)
10:15-11:45 Activity Room C

Business and Production Studies

HUBER, William – The Luminous Commodity: In-game advertising and rhetorics of globalisation in Final Fantasy XV

SCHEIDING, Ryan, Marc Lajeunesse and Mia Consalvo – Superstar Indies: Understanding a Japanese Videogame Phenomenon

KENNEDY, Morgan – Narratives of Japanese Independent Videogame Developers: A Case Study at 17-Bit

Moderator: INOUE, Akito

Activity Room D 

Chinese DiGRA Roundtable: Towards an Asian game studies

LIU, Felania, CHUNG, Peichi and NAKAMURA Akinori

11:45-1:15 Lunch
1:15-2:45 Activity Room C 

Situated Gaming

AMANO, Keiji and Geoffrey Rockwell – On the Infrastructure of Gaming: The Case of Pachinko

PELLETIER-GAGNON, Jérémie – Playing in Public: Japanese Game Centers Between Local Culture and National Networks

Moderator: PICARD, Martin

Activity Room D

Augmented Gaming and Sandbox Games

KIMURA, Makoto – Strategic use of tying complementary data services: A case of Pokemon

AARSETH, Espen, BLOM, Johanna – Replaying Minecraft? Sandbox building meets Action JRPGs

Moderator: NEWMAN, James

2:45-3:00 Coffee break (Outside Activity Rooms C and D)
3:00-4:30 Activity Room C 

Gender Issues

STANG, Sarah – Gender and Androgyny in The Legend of Zelda Series

deWINTER, Jennifer – Visual Novels & Female Fantasies: BL Transmedia and Participatory Adaptation Cultural Cross-Pollination

SYMONDS, Shannon – Women in Games: The Strong’s Initiative to Document the Roles of Women in the Gaming Industry

Moderator: OKABE, Mimi

4:30-5:45 Behind-the-Scenes Tours of The Strong Collections
5:45-8:00 Leaving from School Bus Entrance

Travel to Rochester Institute Technology and Reception

August 23rd
8:30-9:00 Registration (Main Admissions Desk)
9:00-10:30 Activity Room C

Players Ethnography

van OMMEN, Mattias – Final Fantasy and Ethnography: An Anthropological Approach Towards Fantasy and Video Games in Japan

BAYLISS, Jessica – Exploring Japanese and North American Player Differences in Final Fantasy XIV

GANZON, Sarah – Sweet Solutions for Female Gamers”: Cheritz, Korean Otome Games and Tumblr Otaku Fandoms

Moderator: HUTCHINSON, Rachael

Activity Room D 

Game Preservation Roundtable

Jon-Paul Dyson, Aki Nakamura, Martin Roth, Hosoi Koichi, Geoffrey Rockwell

10:30-11:00 Coffee break (Outside Activity Rooms C and D)
11:00-12:30 Activity Room C

Cross-Cultural and Socio-Cultural Issues

OKABE, Tsugumi (Mimi) – “The Game is afoot:Transmedia Storytelling in Japanese Sherlockian Videogames”

ZANESCU, Andrei – Yasumi Matsuno’s Balkanism

ABEL, Jonathan – The Frames of the Game: The Portal as Portable in Steins;Gate

Moderator: PELLETIER-GAGNON, Jérémie

Activity Room D

Platform Studies

FUST, Philipp – Transmedia storytelling and theory-visualization in the Xeno-verse’

SMITH, Peter – Transmedia Storytelling in the Game & Watch Series

ALTICE, Nathan – Translating Computer to Cardboard

Moderator: DYSON, Jon-Paul

12:30-2:00 Lunch
2:00-3:30 Activity Room C

Close Readings – RPG

FUKUCHI, Kentaro – Names of Playable Characters in Video Games

PAYEN, Sylvain – The final Final Fantasy?

BLOM, Johanna – Characters as gateways to the Game World

Moderator: HOSOI, Koichi

Activity Room D

Platform Studies 2

FREEDMAN, Eric – Engine: The Mechanics of Play

NEWMAN, James – “Slower, squashed and six months late.” Playing Japanese videogames in Europe 1991-2017

ANDLAEIR, Leticia – Transmedia through globalization in otome industry: a reception study of gender representations in France

Moderator: FUKUDA, Kazafumi

5:30-9:30 Strong Museum Happiest Hour (optional museum public program, extra fee)

 

Posters and Demos Posters and Demonstrations: August 21st, 3:30-5:30

Activity Room B

Demonstration SAITOH, Shinya et al Applying Game Design Technology in Visualization Case of VR-Timeline From Digital Humanities Perspective
Demonstration NAKAJIMA, Risa Social logs and visual design -Through design and implementation of “Toilet type UI”-
Demonstration MORITA, Sosuke “The Digital Game Work Which Is Available a Having The Re-Experience Japanese Elementary School Cultures – The VR Eraser Duel -“
Demonstration ITOH, Suguru Towards implementation of Persona and Play Arc in a Fighting game
Poster MUKAE, Shunsuke Beyond the conflicts: How does transmedia storytelling change the relation between digital/analog and interaction/non-interaction in Otome game?
Poster TAKEDA, Shousaku et al. Report on Game Design Work Shop Using “Difficulty Adjsutment Engineering” and Narrative Engineering
Poster JUHYUNG, Shin What Otome Games Can Teach Us? [poster]

Accommodations and Directions

The Strong is centrally located in Rochester, New York. Directions via car, train, and plane are available here: http://www.museumofplay.org/visit/directions-and- parking.

The Holiday Inn Rochester is the official hotel for the Replaying Japan 2017 conference. Located in downtown Rochester, it is within walking distance of the museum and there will also be complimentary shuttle service to and from the museum (subject to availability). The conference has reserved a limited block of rooms (single rate with breakfast — $96.00; double rate with breakfast — $112.00). To reserve at conference rates, rooms must be booked by August 15 and before the entire block of rooms is sold. Attendees may reserve rooms using the following links:

Holiday Inn Rochester Downtown Reservations – Single Occupancy

Holiday Inn Rochester Downtown Reservations – Double Occupancy

Attendees may also call 1-888-HOLIDAY and ask for the Replaying Japan Conference, then either the Single or Double occupancy block.

Keynote Speakers

Thomas J. Kalinske

Tom Kalinske has had a long, distinguished career in the video games, education, and toys industries. He is currently chairman of Gazillion Games and Executive Chairman and co-founder of Global Education Learning, a company that acquires education companies in China focused on improving education for young children ages 2-7.  Previously he has had key executive roles in numerous companies including LeapFrog, Knowledge Universe, Matchbox, and Mattel. From 1990-1996 he was president and CEO of Sega of America during which time the market value of Sega grew from $2 billion to $5 billion. A graduate of the University of Wisconsin.  He earned an MBA from the University of Arizona, and attended the Harvard Business School’s Strategic Management Program.

He and his wife Karen have 6 children and live in Atherton California.

 

Rachel Hutchinson

Rachael Hutchinson is Associate Professor of Japanese Studies at the University of Delaware, where she teaches Japanese language, literature, film and videogames. As chair of the Game Studies faculty, she established the UD Games Lab in 2009 and a Game Studies Minor in 2015. Her work on Japanese games appears in the journals Games and Culture and NMEDIAC: Journal of New Media and Culture, as well as the books Gaming Representation: Race, Gender and Sexuality in Video Game Studies (ed. Jennifer Malkowski and TreaAndrea Russworm, U. Indiana Press) and Introducing Japanese Pop Culture (ed. Alisa Freedman and Toby Slade, Routledge). She has published widely on representation and identity in Japanese literature, film, and manga, and is currently working on a book, Japanese Culture through Videogames. The book analyzes Japanese console games in various genres to explore Japanese ideologies of gender, race, colonialism, bioethics, nuclear power and war.

Call for Papers

CFP DEADLINE EXTENDED TO FEBRUARY 1st

Replaying Japan 2017: 5th International Japan Game Studies Conference

“Transmedia and Story in Japanese Games”

The 5th International Conference on Japan Game Studies will be held at The Strong National Museum of Play, Rochester, USA, from August 21 to 23 2017.

Proposals in Japanese are most welcome! <日本語での発表要旨も受け付けます。>
This conference, co-hosted by The Strong and Rochester Institute of Technology’s School of Interactive Games and Media and MAGIC Center, is organized in collaboration with the Institute of East Asian Studies at Leipzig University, the Ritsumeikan Center for Game Studies, the University of Alberta and DiGRA Japan. This conference, the fifth collaboratively organized event, focuses broadly on Japanese game culture, education, and industry. It aims to bring together a wide range of researchers and creators from many different countries to present and exchange their work.

The main theme of the conference this year will be Transmedia and Story in Japanese Games.

We invite researchers and students to submit paper proposals related to this theme. We also invite papers on other topics relating to games, game culture, education, and the Japanese game industry from the perspectives of humanities, social sciences, business, or education. We also encourage poster/demonstration proposals of games or interactive projects related to these themes. For previous approaches related to these topics, see the 2016 program:http://home.uni-leipzig.de/jgames/replayingjapan2016/program/.

Please send anonymized abstracts of no more than 500 words in English or Japanese via email to <replayingjapan@gmail.com> before February 1st, 2017. Figures, tables and references, which do not count towards the 500 words, may be included on a second page. The following information should be in the accompanying email message:

Type of submission (poster/demonstration or paper):
Title of submission:
Name of author(s):
Affiliation(s):
Address(es):
Email address(es):

Notification of acceptance will be sent out by March 3, 2017.
While the language of this conference will be English, limited communication assistance will be available for those who cannot present in English.

For more information about Replaying Japan 2017, visit the conference home page (replaying.jp) or write to replayingjapan@gmail.com.

Organizing Committee

MAIN ORGANIZERS:

  • Rochester Institute of Technology
  • Strong National Museum of Play

CO-ORGANIZERS:

  • Ritsumeikan Center for Game Studies, Ritsumeikan University
  • Philosophy and Humanities Computing, University of Alberta
  • Institute of East Asian Studies / Japanese Studies, Leipzig University
  • Digital Games Research Association (DiGRA) Japan

CONFERENCE CO-CHAIRS:

  • Jon-Paul DYSON, Direct, International Center for the History of Electronic Games, The Strong National Museum of Play
  • Stephen JACOBS, Professor, School of Interactive Games and Media, Faculty Affiliate, Center for Media, Art, Games, Interaction and Creativity, RIT
  • Akinori NAKAMURA, College of Image Arts and Sciences, Ritsumeikan University
  • Jérémie PELLETIER-GAGNON, Comparative Literature and Humanities Computing, University of Alberta
  • Martin PICARD, Institute of East Asian Studies / Japanese Studies, Leipzig University
  • Martin ROTH, Institute of East Asian Studies / Japanese Studies, Leipzig University

PROGRAMME COMMITTEE:

  • Koichi HOSOI, College of Image Arts and Sciences, Ritsumeikan University
  • Kazufumi FUKUDA, Ritsumeikan Global Innovation Research Organization, Ritsumeikan University
  • Akito INOUE, Graduate School of Core Ethics and Frontier Sciences, Ritsumeikan University
  • Shuji WATANABE, College of Image Arts and Sciences, Ritsumeikan University
  • Tsugumi OKABE, Comparative Literature, University of Alberta
  • Mitsuyuki INABA, College of Policy Science, Ritsumeikan University
  • Geoffrey ROCKWELL, Philosophy and Humanities Computing, University of Alberta
  • Hiroshi YOSHIDA, Graduate School of Core Ethics and Frontier Science, Ritsumeikan University

Call for Papers 2017

CFP DEADLINE EXTENDED TO FEBRUARY 1st

Replaying Japan 2017: 5th International Japan Game Studies Conference

“Transmedia and Story in Japanese Games”

The 5th International Conference on Japan Game Studies will be held at The Strong National Museum of Play, Rochester, USA, from August 21 to 23 2017.

Proposals in Japanese are most welcome! <日本語での発表要旨も受け付けます。>
This conference, co-hosted by The Strong and Rochester Institute of Technology’s School of Interactive Games and Media and MAGIC Center, is organized in collaboration with the Institute of East Asian Studies at Leipzig University, the Ritsumeikan Center for Game Studies, the University of Alberta and DiGRA Japan. This conference, the fifth collaboratively organized event, focuses broadly on Japanese game culture, education, and industry. It aims to bring together a wide range of researchers and creators from many different countries to present and exchange their work.

The main theme of the conference this year will be Transmedia and Story in Japanese Games.

We invite researchers and students to submit paper proposals related to this theme. We also invite papers on other topics relating to games, game culture, education, and the Japanese game industry from the perspectives of humanities, social sciences, business, or education. We also encourage poster/demonstration proposals of games or interactive projects related to these themes. For previous approaches related to these topics, see the 2016 program: http://home.uni-leipzig.de/jgames/replayingjapan2016/program/.

Please send anonymized abstracts of no more than 500 words in English or Japanese via email to <replayingjapan@gmail.com> before February 1st, 2017. Figures, tables and references, which do not count towards the 500 words, may be included on a second page. The following information should be in the accompanying email message:

Type of submission (poster/demonstration or paper):
Title of submission:
Name of author(s):
Affiliation(s):
Address(es):
Email address(es):

 

Notification of acceptance will be sent out by March 3, 2017.
While the language of this conference will be English, limited communication assistance will be available for those who cannot present in English.

For more information about Replaying Japan 2017, visit the conference home page (replaying.jp) or write to replayingjapan@gmail.com.