Introduction
Geemu, media mix, and the state of Japanese video game studies
Abstract
It is safe and true to say that Japan’s contribution to the development of the video game industry is undeniable. Nevertheless, despite the impact of games and franchises such as Super Mario Bros. (Nintendo, 1985-), Final Fantasy (Square Enix, 1987-) or Pokémon (Nintendo, 1995-), specifics issues related to Japanese video games (terebi geemu or simply geemu in Japanese) only achieved in raising the interest of a small group of fans.
Many factors explain this gap, but there is no doubt that the language barrier is the main difficulty preventing the realization of convincing research on the local market. However, another important aspect―and one that is somewhat linked to the previous issue―needs to be taken into account: the lack of knowledge of Japanese studies. In order to fully understand the characteristics of Japanese video games, previous knowledge about Japan, and not only about its culture, but also its history, economy and its modern and contemporary development is not only preferable, but essential. In short, we consider that the ideal theoretical position in the context of Japanese video game studies is located at the junction of game studies and East Asian studies.
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Copyright (c) 2015 Martin Picard, Jérémie Pelletier-Gagnon

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