Japanese Game Centers

One of the things I noticed about Japanese game culture when I was there was the importance of game centers or arcades. I ended up taking a number of pictures at some of the game centers I visited – see Arcade and Pachinko Flickr set. I’ve just found a great MA thesis by Eric Eickhorst on “Game Centers: A Historical and Cultural Analysis of Japan’s Video Amusement Establishments” (Department of East Asian Languages and Cultures, University of Kansas, 2006). The thesis is a readable work that covers the history, the current state (as of 2006), Japanese attitudes and otaku culture. One interesting statistic he discusses has to do with housewives,

Surprisingly, the number one occupation listed by survey participants was housewife, representing 17.3% of the total number of respondents. This perhaps unexpected result merits a closer examination of the function of game centers for housewives. In response to the question of why they visited game centers, 38.6% of housewives replied that their intent was to change their mood or as a means of killing time, suggesting that such audiences may visit game centers as a way of taking a break from household duties. The function of changing one’s mood or killing time at a game center was the second most common response among all survey respondents, accounting for 32.0% of answers to that question. (p. 51-2)

New ‘Digital Divide’ Seen in Wasting Time Online

From @nowviskie a New York Times article on the New ‘Digital Divide’ Seen in Wasting Time Online.

As access to devices has spread, children in poorer families are spending considerably more time than children from more well-off families using their television and gadgets to watch shows and videos, play games and connect on social networking sites, studies show.

This fits in interesting ways with research I’ve come across in two other contexts. First, it fits with what Valerie Steeves talked about at the GRAND 2012 conference I went to. (See my conference notes.) She reported on her Young Canadians in an Online World research – she has been interviewing young Canadians, their parents and teachers over the years. Between 2000 and now there has been a shift in attitude towards the internet from believing it was good for learning to thinking of it as a minefield.

The other context is a cool book I’m reading on keitai or mobile phones in Japan. Personal, Portable, Pedestrian is a collection edited by Mizuko Ito, Daisuke Okabe and Misa Matsuda about the cell phone phenomenon in Japan. They point out in passing how there are significant national/cultural differences in how technologies are picked up and used.

In the case of the PC Internet, differences in adoption were most often couched in terms of a digital divide, of haves and have-nots in relation to a universally desirable technological resource. By contrast, mobile media are frequently characterized as having different attractions depending on local contexts and cultures. The discourse of the digital divide has been mobilized in relation to Japanese keitai Internet access (see chapter 1) and is implicit in the discourse suggesting that the United States needs to catch up to Japanese keitai cultures. (p. 6)

While we need to be aware of differences in access to technology, we also should be critical of the assumptions underlying the discourse of divides. Why do we assume that the Internet is good and mobiles less so? Why did the Japanese discourse switch from viewing keitai as promoting youth rudeness and isolation to arguing for Japanese technonationalist exceptionalism (we use mobiles more because there is something exceptional about Japanese culture/spirit.)

Which reminds me of a TechCrunch article on How The Future of Mobile Lies in the Developing World. Cell phones for us are one more gadget with which to access the Internet. In the developing world they are revolutionary in that they leapfrogged the problems of physical infrastructure (phone wires) and now provide connectivity for many who had none. It is no wonder that the growth in the cell market is in the developing world.

For many communities, simple voice and text connections have brought about revolutions in access to financial, health, agricultural and education services and opportunities for employment.  For example, many farmers in rural areas in Africa and Asia use SMS services to to find out the daily prices of prices of agricultural commodities. This information allows them to improve their bargaining position when taking their goods to market, and also allows them to switch between end markets.

Interview with doujinshi creator

While I was in Japan I had the good fortune to meet a number of people who were involved in the creation of fan circle or doujin manga, anime and games. These circles and the often very professional fan works they publish are a phenomenon that is important to understanding Japanese popular culture so I asked one if I could interview her about her experience. The interview was conducted over email in December of 2011, January and Februrary of 2012. I sent her questions, she sent back answers, and I edited them into this dialogue which she then checked and added to. In my editing I tried to keep her distinctive voice, but did edit for grammar where confident in her meaning. In some cases I have added explanations that are [in brackets and italicized.] I have kept her identity secret at her request.

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Paper at Hiroshima

This last weekend I gave a paper to the Hiroshima Seminar of Digital Humanities for the Dickens Lexicon Project. Dr. Nagasaki also spoke at this event and Dr. Imahayashi organized the event.  This seminar was hosted by the English Research Association of Hiroshima (ERA), and supported by Grants-in-Aid for Scientific Research and the International Institute for Digital Humanities. I spoke on Text Analysis and the Digital Humanities. I showed Voyant.

The Dickens Lexicon project was new to me. I quote from a report Imahayashi wrote (PDF, English) online:

the Dickens Lexicon Project, which was organised in 1998 and consists of twenty scholars who graduated from Hiroshima University and Kumamoto University. The ultimate aim of the project is to compile the Dickens Lexicon from the cards Dr Tadao Yamamoto (1904-91) elaborately drew up and left to us. The Lexicon is expected to be released as “The Dickens Lexicon Online” on the internet website with the multifunctional search engine in the near future.

The Lexicon project goes back to before the war when Yamamoto started gathering materials for the first time.

On the 6th August 1945 the Atomic bomb was dropped on Hiroshima, owing to which his house was completely destroyed and all the cards and materials for the Lexicon were burnt to ashes.

Yamamoto, fortunately survived and he was able to restart the project, though he didn’t finish it.

The day after the seminar I visited the Peace Park and A-Bomb Dome in Hiroshima. Words don’t convey the emotions of visiting this site.

More photos added about arcades, pachinko and emulators

Mario-themed coin pusher game

I’ve posted some more sets of gaming related photographs on my Flickr account.

  • Documentation for emulator test at Ritsumeikan Game Archive Project: I’ve posted photographs of the original consoles and the Nintendo Famicom emulator that I took for an experiment on testing emulators. The Nintendo emulator is the one official emulator around and it was commissioned by Professor Koichi Hosoi.
  • Arcade, Pachinko and other sites in Kyoto: I’ve posted a set of photographs I took on a full day excursion with colleagues to an arcade, a Pachinko parlour and to game related stores. This time I played a bunch of the games.

Interview with Professor Uemura

On Friday the 16th, of December I interviewed Masayuki Uemura who is a Professor at Ritsumeikan since 2003, but is also known as the head of the division that designed the Famicom when he was at Nintendo. Professor Mitsuyuki Inaba translated for us as Professor Uemura doesn’t speak English and I don’t speak Japanese. We talked mostly about his current research into patterns of play.

Uemura and his lab have developed a system that captures play activity as subjects play video games. They simultaneously capture:

  • Video of the game screen,
  • Video of the player with a time and date stamp,
  • Information about the number of times different controller buttons are pressed, and
  • Video of a system of lights that shows what buttons are being pressed and the elapsed time.

This is combined into a single video with four squares so that they can review subjects playing and simultaneously see what they are doing. The controller buttons being pressed is also recorded as data that they can analyze. I asked if they had thought of capturing the controller data (when buttons are pressed and for how long) as MIDI and he said they tried that, but couldn’t get rid of latency in the capture. They are now experimenting with gathering more data like heart rate, but that is intrusive so they are also thinking of eye-tracking. The idea is to capture as much information about player behaviour as possible so as to compare players and try to understand differences between players. He is trying to see if there are types of players (like button mashers vs careful button pressers.) After they capture a subject playing they follow that up with an interview as he feels that there is a lot more to game playing than what happens on the screen. He would like to capture as much context as possible.

He talked about an interesting phenomenon where players repeatedly press a button that doesn’t do anything (the up in the cross-shaped joypad.) He showed me a slide with results of a test of 7 participants with the amount that they pressed the up button in 8 minute segments. Strangely the players that self-identified as experts pressed up a lot more. He has also been looking at when they press combinations of buttons. At the moment he is still gathering data and he is interested in cross-cultural comparisons of how players in different countries play the same games. He has gathered some data from Chinese players (who generally play pirated versions of games) to see if there are differences between Chinese and Japanese players. We talked about gathering data from Canadian players too.

While he described some of his preliminary findings, he was reluctant to speculate as to why there would be differences or why players would continue using a button that doesn’t do anything. It was clear to me that he wanted to be rigorous in the description of player behaviour and not indulge in speculation about the reasons for differences too early.

At the end of the interview (or I should say discussion) we talked a little bit about Nintendo. He has an article coming out in the journal of DiGRA Japan (Japanese) where he discusses his experiences at Nintendo and the development of the Famicom. He encouraged me to read that when it comes out.

Akihabara: Otaku Holy Land

Panorama of Akiba

If you are interested in Japanese otaku culture you have probably heard about Akhihabara or Akiba for short. Akiba is a neighbourhood of Tokyo famous for electronics shops, game shops, maid cafés and arcades. I was lucky to get a tour of Akiba by Michiya Kawajiri and Kiyonori Nagasaki on November 30th, 2011. Akiba is similar to Osaka’s Nipponbashi neighbourhood, but larger and with maid cafés. You can see my photos of Akihabara on Flickr.

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Interview with Akira Baba

On December 1st I met with Akira Baba who was the founding President of DiGRA Japan [Japanese]. He is a professor at the Graduate School of Interdisciplinary Information Studies and a member of the Interfaculty Initiative in Information Studies at the University of Tokyo. The meeting was set up by Kiyonori Nagasaki who is in the same interdisciplinary faculty and we had a student who translated for professor Baba. Our conversation revolved around the challenges of university/industry engagement.

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Japanese Game Centres (Arcades)

Me rubbing a good luck Pachinko ball

Arcades are still popular in Japan and they offer a gaming experience different from the small arcades in airports in Canada. Associate Professor Keiji Amano and his wife took me for a tour of arcades in Nagoya on November 25th and commented on a draft of this post. We visited a variety of arcades including a Pachinko parlour, a floor of claw and crane games in an arcade complex along with a floor of “hard-core” arcade games, and a family oriented arcade in a shopping mall. We also visited a large shop to check out fan dojinshi manga and a card trading/play shop. I’ve posted my photos in a set on Flickr with some comments.
Continue reading Japanese Game Centres (Arcades)