17 research outputs found

    PAPER PEOPLE AND DIGITAL MEMORY: RECREATING THE PUBLIC AND PRIVATE IN JAPAN

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    This research examines how reading and writing on digital platforms establishes public and private spheres in Tokyo, Japan. Based upon findings from a group of students at an international University, I develop new modes of thinking about people and their use of Internet capable devices by exploring the paradoxes present in contemporary literacies. Contextualizing reading and writing within the speech patterns and exchange rituals (aisatsu) which mark public spheres in Japan, writing practices are found to reflect multiple nuanced identity performances in which the varied use of the cultural principles uchi/soto (inside/outside) and ura/omote (back/front) create parallel publics. Constructed by authors and recognized by readers, these parallel publics are the result of student agency as well as the materiality of platform programing and device capabilities. Contemporary literacies have developed conventions which account for the message recipient carrying an ever-present Internet capable device, leading authors to utilize message practices which align the proximity of a platform to levels of intimacy in a relationship. Authors also compose messages which are less likely to require the receiver to excuse themselves from any given social situation. The ubiquity of human-device pairs has also impacted memory practices, with youths prioritizing recognition skills over memorization

    Design revolutions: IASDR 2019 Conference Proceedings. Volume 4: Learning, Technology, Thinking

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    In September 2019 Manchester School of Art at Manchester Metropolitan University was honoured to host the bi-annual conference of the International Association of Societies of Design Research (IASDR) under the unifying theme of DESIGN REVOLUTIONS. This was the first time the conference had been held in the UK. Through key research themes across nine conference tracks – Change, Learning, Living, Making, People, Technology, Thinking, Value and Voices – the conference opened up compelling, meaningful and radical dialogue of the role of design in addressing societal and organisational challenges. This Volume 4 includes papers from Learning, Technology and Thinking tracks of the conference

    KEER2022

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    AvanttĂ­tol: KEER2022. DiversitiesDescripciĂł del recurs: 25 juliol 202

    IMAGINING, GUIDING, PLAYING INTIMACY: - A Theory of Character Intimacy Games -

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    Within the landscape of Japanese media production, and video game production in particular, there is a niche comprising video games centered around establishing, developing, and fulfilling imagined intimate relationships with anime-manga characters. Such niche, although very significant in production volume and lifespan, is left unexplored or underexplored. When it is not, it is subsumed within the scope of wider anime-manga media. This obscures the nature of such video games, alternatively identified with descriptors including but not limited to ‘visual novel’, ‘dating simulator’ and ‘adult computer game’. As games centered around developing intimacy with characters, they present specific ensembles of narrative content, aesthetics and software mechanics. These ensembles are aimed at eliciting in users what are, by all intents and purposes, parasocial phenomena towards the game’s characters. In other words, these software products encourage players to develop affective and bodily responses towards characters. They are set in a way that is coherent with shared, circulating scripts for sexual and intimate interaction to guide player imaginative action. This study defines games such as the above as ‘character intimacy games’, video game software where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters. To do so, however, player must recognize themselves as playing that type of game, and to be looking to develop that kind of response towards the game’s characters. Character Intimacy Games are contingent upon player developing affective and bodily responses, and thus presume that players are, at the very least, non-hostile towards their development. This study approaches Japanese character intimacy games as its corpus, and operates at the intersection of studies of communication, AMO studies and games studies. The study articulates a research approach based on the double need of approaching single works of significance amidst a general scarcity of scholarly background on the subject. It juxtaposes data-driven approaches derived from fan-curated databases – The Visual Novel Database and Erogescape -Erogē Hyōron Kūkan – with a purpose-created ludo-hermeneutic process. By deploying an observation of character intimacy games through fan-curated data and building ludo-hermeneutics on the resulting ontology, this study argues that character intimacy games are video games where traversal is contingent on players knowingly establishing, developing, and fulfilling intimate bonds with fictional characters and recognizing themselves as doing so. To produce such conditions, the assemblage of software mechanics and narrative content in such games facilitates intimacy between player and characters. This is, ultimately, conductive to the emergence of parasocial phenomena. Parasocial phenomena, in turn, are deployed as an integral assumption regarding player activity within the game’s wider assemblage of narrative content and software mechanics

    THE ROLE OF JAVANESE CULTURE IN CHARACTER BUILDING AT ELEMENTARY SCHOOL

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    Nowadays, character education becomes a major concern in Indonesia. Character development has been done by various strategy, but the results is yet to be seen. Character development should beginin elementary school in order that the children's charactercould formed early so that it could be developed until they are mature. One of the efforts of character building is integrating the local wisdom in learning. One of them is the Javanese culture. Javanese culture has a variety of rules called the "unggah-ungguh" that always give good models to the public community, especially to the Javanese. Along with the times, the Javanese culture that upholds ethics began to degraded and replaced by foreign cultures that came later. The parents’ roles in instilling the Javanese culture to their children also decreased gradually. This paper will examine the Javanese culture’s roles toward the character building in elementary schools’ students. Descriptive method supported by a depth review of the literature and the previous studies is used in this paper as a method. Based on the results of these reviews, we obtain some information about the types and mechanisms of Javanese culture in character building of students, especially elementary school students
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