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Mediation—Counterpoints of Dis/Connection, or the Third Act
Role-Playing Games of Japan pp | Cite as
- Björn-Ole Kamm
Abstract
Related to connectedness and leading towards “global” group formations, the Internet and “new” communication technologies form the third avenue of uncertainty. The Internet’s uncertainty of interest in the third Act is its ability to connect. Until very recently Japan was believed to know only computer RPGs. The plethora of Japanese non-digital games was unknown in the US or Europe until a small number of English-speaking insider-scholars and translators made their knowledge public on websites around The Internet might conflate space and time. How does this work in the case of role-players in Japan, Europe, and the US? Who bridges barriers and goes beyond borders? I encountered a number of gatekeepers, translators, and insider-scholars who play at being spokespersons for the collective of role-playing. Some of them want to promote not only elements of the practice of role-playing but seek to carve a space for themselves at the same time.
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- www.cronistalascolonias.com.arte School of LettersKyoto UniversityKyotoJapan
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