2016年に、「各学術領域の視座からみたデジタルゲーム研究論文」という共著論文が、日本デジタルゲーム学会『デジタルゲーム学研究』8巻1・2号合併号に掲載されました(渋谷明子・七邊信重・藤本徹・三上浩司、17-23頁)。この論文のうち、私は「社会学」の項目を書かせて頂きました。この原稿は、2014年夏に行われた同学会の夏季大会での発表を発展させたものです。
原稿を書いた2015年2月頃、私は国内のローカルな「ゲーム研究」と海外の「Game Studies」の断絶に諦めを感じていたのですが、イェスパー・ユール『ハーフリアル』翻訳などをきっかけとして、日本でもようやく海外のGame Studiesへの注目が高まってきました(東京でも同書の読書会が開催されます)。
そこで、日本におけるゲーム研究の活性化に貢献するため、上記の原稿をブログに転載します。社会学やメディア研究の方から見て物足りない点なども多々あると思いますので、ご意見を伺えたら嬉しいです(引用して頂けたらもっと嬉しいです!) なお、日本デジタルゲーム学会は、学会誌の投稿規定で採録後の掲載原稿の転載を許諾しています。
2017年5月19日金曜日
2017年5月5日金曜日
Art games are not so popular in Japan
“Art games,” which are created as interactive digital media and not necessarily for economic interest, are now actively produced, played and referred to in the world. In my opinion, Art games can be divided into two forms: games for criticizing traditional game convention and games for criticizing modern politics, economy or society.
As the examples of the former, we can select Braid (2008), Journey (2012) and The Stanley Parable (2013). On the other hand, as the examples of the latter, 911 Survivor (2003), September 12th (2003), Passage (2007), Papers, Please (2013), Gone Home (2013) and Inside (2016) can be listed.
There are few art games and their creators in Japan. The works of Kazutoshi Iida are exceptions. He is famous for Aquanaut's Holiday (1996), has developed two innovative and strange indie art games: Discipline (2009) and Monken (2014).
These games expressed critically the modern society by focusing on the crimes, social movement and social control which actually happened in Japan. But they are evaluated mainly from the viewpoint of entertainment and commercial value (such as "interesting" or "sold well"), but not always from the artistic or critical viewpoint (such as "experimental" or "realistic"). The fact that few art games are created, accepted and referred to in Japan shows something about Japanese game culture and society.
As the examples of the former, we can select Braid (2008), Journey (2012) and The Stanley Parable (2013). On the other hand, as the examples of the latter, 911 Survivor (2003), September 12th (2003), Passage (2007), Papers, Please (2013), Gone Home (2013) and Inside (2016) can be listed.
The Stanley Parable (Galactic Cafe)
Papers, Please (3909 LLC)
There are few art games and their creators in Japan. The works of Kazutoshi Iida are exceptions. He is famous for Aquanaut's Holiday (1996), has developed two innovative and strange indie art games: Discipline (2009) and Monken (2014).
These games expressed critically the modern society by focusing on the crimes, social movement and social control which actually happened in Japan. But they are evaluated mainly from the viewpoint of entertainment and commercial value (such as "interesting" or "sold well"), but not always from the artistic or critical viewpoint (such as "experimental" or "realistic"). The fact that few art games are created, accepted and referred to in Japan shows something about Japanese game culture and society.
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