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Fuji Enterprises’ Kamikaze

While going through old issues of Game Machine, I stumbled on an add that picked my interest. The add in question was published in February of 1976 and dedicates a full page to a game called Kamikaze set up in an upright game cabinet, a standard a time when most video games were still either imported or consisted of blatant copies of Atari’s products.

Here comes Fuji Enterprises, publishing a game that is presumably about crashing your Mitsubishi A60 (also called Rei-shiki) against various naval vessels. The cabinet itself is a recreation of a cockpit, complete with a control stick and some pseudo-flight instruments. Most cabinets of this type during the 1974-1978 period where racing games, which makes this specific game quite unique in its design and (somewhat dark) subject matter.

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There is very little information about this game or its reception at the time; the only thing I was able to find is this advertisement. Game Machine never ended up writing about the game itself. If you know something about that game, please share it with us.

Public Talk at RCGS on March 11

I will be giving a talk about my thesis project during the last week of my stay at Ritsumeikan on March 11. This presentation will be part of the ongoing conference series that RCGS hosts regularly to showcase new research in game studies. I will present a summary of my research objectives as well as some case studies of arcade video games that require an understanding of interactive games as the synergy of software, cabinet and space.

This will be my very first official public talk in Japanese and, needless to say, this is making me very nervous. I will spend the next week brushing my vocabulary up so that won’t have to rely on English too much.

Wish me luck!

Will Japan’s Elderly Population Save Game Centers?

Last week, I attended a small student conference at Kansai Daigaku organized by a research group entitled Pluralistic Gaming Research (tagenka suru gêmu bunka kenkyûkai). The highlight of the day was a presentation by Prof. Katô Hiroyasu, a sociologist and communication scholar who wrote extensively about socialization patterns in game centers. Since his work constitutes a big part of the backbone of my thesis, I was looking forward to meet him in person and find out about what is going on in game center research in 2016. I took a few notes about his talk.

Katô covered the emergence and evolution of the media discourse surrounding Japan’s elderly population spending some of their free time in game centers. He started by demonstrating that the connection between elderly and video games has been present in the press since the late 1990s when therapists realized that video game held great potential to be used within rehabilitation programs. In 1997, game centers specifically targeting the elderly demographic started to appear, and while they were financially sustainable for a while, by the year 2000, the majority would close down. However, the topic would appear throughout the years until now and monopolize a lot of media attention.

While it is true game centers are sometimes frequented by elderly people who predominantly like to play coin pusher machines, Katô suggests that, in fact, this proportion is infinitely smaller than what mass media often suggests. Citing a 2012 survey, Katô states that, while there is interest in spending time in game centers, it seems that only about 0.2% bother to go. Other more traditional spaces like supermarket, cafés, malls and social community centers are still much more attractive to this demographic.

These spaces are much more accommodating for many reasons (easier access, drink service, etc.), but with medal games’ continuous drop in popularity in recent years and the increase of market share that networked games (a general term that points at all arcade machines connected to the internet) continue to acquire every year, it is easy to see why game centers are not such a popular option for elderly. Their presence in this space is one that needs to be negotiated. They need to co-exist with plethora other machines that appeal to different demographics, and at different times. The audio-visual frenzy that rythm games and UFO catchers provide clashes with the monotonous and laid back atmosphere of medal game sections in most game centers. Without the proper spacial structure, the fantasy of arcades’s economic revival through customers over 60 years old is an illusion.

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Kyoto’s Plaza Capcom, late at night

While parts of this discourse also reach us through thought news outlets such as The Japan Times, it is important to bear in mind that this whole situation is more of a project than a reality.

Virtua Fighter: A Tale of Two Cabinets

Released on December 6 1993, Virtua Fighter was the most popular fighting game of 1994; it was far ahead of its competition (Super Street Fighter II) on the technical front, and made a big impression amongst gamers and journalists. However, the game was what we can call a « late bloomer » in the game center industry. While typical successful titles hit the top position in popularity charts almost at the moment of their release, Virtua Fighter staying under the radar for about a month after its release. A lot of factors may explain this, but according to some research in RCGS’s archives, the design of the cabinet into which the game was installed played a significant role.

It has become clear to me that Virtua Fighter is a good example to put emphasis on the relation between social affordances and cabinet design; the game ran onto two different cabinet designs implemented at different times, but that were still present in games centers in parallel to each other. One can make the case that each had its own role to attract different audiences, and that these cabinets generated different affordances that resonated well with certain crowds. In other words, the play experience and the social affordances that these two models generated were completely different.

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Super Megalo 50 (picture from Virtua Fighter Maniacs)

Virtua Fighter was first released on a modified version of the Super Megalo 50, a very large cabinet made of two distinct parts: a 50-inch screen and a separate installation that combined both the commands and the seats. The two parts could be placed at various distances from each other. Essentially, two players would sit side-by-side and battle each other within a relatively close space. When the game was first released in this fashion, advertisement campaigns publicized the cabinet’s impressive screen size as much as the game’s technical innovations (the first polygon-based fighting game).

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Astrocity 2 (picture from Virtua Fighter Maniacs)

A month later, Sega released Virtua Fighter for a modified version of the Astrocity 2 cabinet, a standard competition cabinet (taisendai). The screen was much smaller and a separate bench was required to play, and while two sets of controls were installed on the machine, it was more commonly in tandem with another similar unit installed directly behind the cabinet. Both machines were connected via network, and players could play together on two different units. It is at this point that Virtua Fighter took game centers by storm, and dominated the fighting game scene until November of 1994.

According to Game Machine (which ranks games according to the number of machine sold and the general « impression » expressed by the operators surveyed), the evolution of the bimonthly raking of Virtua Fighter is very different according to the cabinet it was shipped in. The Super Megalo 50 version started in first position in the first week, but dropped to second place two weeks after, never to recover again. Game Machine ranks games according to cabinet type and provides a better idea than Coin Journal‘s monthly ranking, which does not make any distinction between them (its ranking system is also very subjective, but that’s a story for another day). However, the latter conducts more precise interviews with operators, and in a specific interview, the reporter states that the introduction of the Astrocity 2 version of the game, along with a slightly better presence in game centers, turned the title from a moderately interesting game to a great crowd pleaser, and that, a month after the release of the second cabinet. A look at Game Machine‘s 1994 ranking confirms that the Astrocity 2 version remains in top position during the year, while the Super Megalo 50 gradually drops lower in the top 15 in its category (it would come back in first position only for two weeks in June of that year).

This story is confirmed in many players and journalist’s accounts of the era where one can read that sitting on a single bench at a machine was a little embarrassing with strangers, especially when matches were one sided. While no sources directly confirms it, it is reasonable to assume that a very different type of crowds made use of the Super Megal0 50 version of Virtua Fighter, people whose purpose in going to the arcade (their « trajectories » as Doreen Massey) was much more compatible with the social affordances of the machine (users’ responses to close-proximity play and its high potential for performing to a crowd is more adapted to players familiar with their opponent). These would have been very different than the socialization patterns that normally characterize game cabinets when the identity of the opponent is often unknown. This is most likely why « power gamers » and beginners felt uneasy using the bigger cabinet; while the game was similar, the social affordances of the cabinet designs were very different.

 

Audience Formation/Game Center Representation in 1978

Field Research At Ritsumeikan University

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The research for my PhD project on Japanese game centers has officially started.

Two weeks ago I received word from SSHRC informing me that my request for the Michael Smith Foreign Study Supplements available only to Joseph-Armand Bombardier Doctoral Fellowship recipients was finally granted. This means that I will be in Japan from January to April 2016 to conduct the final steps of my field research before I can start working on the project properly.

From January to March, I will stay in Kyoto in order to work with my research trip supervisor Prof. Koichi Hosoi on his arcade game preservation project. There, I will follow the most recent trends on arcade game preservation in Japan and I will have access to all sorts of material (cabinets, magazines, photographs, …) that will help develop some of the arguments in my own thesis. I also hope to be able to talk to both academics and industry people in the project.

I plan to write weekly reports of this three-month adventure on this blog to share discoveries and thoughts. Stay tuned, and don’t forget to let me know if you are in either Kyoto or Tokyo next year!

December 18: The Thesis Awakens

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Yesterday marked the release of the new Star Wars movie, as well as the oral examination of my PhD research project. In both cases, it was the start of two massive long-term projects. On one hand,  unending stream of a new generation of Star Wars products that Disney will convince the planet to purchase over the next decade and, on the other hand, the official start of my research on game centers, the biggest academic endeavour of my career. My thesis truly awoke amidst the fruitful conversations with the seven professors in the room that day.

A few things to remember during the writing process.

  • Let’s be careful with the theories of space. My understanding of space was entangled with other elements such as social affordances and architecture. This will need to be addressed before reading the game centers of different eras.
  • Is Space Invaders representative of its era or an exceptional case? I might reconsider how I choose my case studies.
  • Should I interview people or not? No clear answer was suggested.
  • Finally, to what extend game centers are supported by the cool Japan campaign? This should be easy to figure out if I ask the right people.

I thoroughly appreciated the experience and I am grateful that my extended committee granted by a unanimous pass three minutes after the two hour-long debate. I am looking forward to start working on this project right after the holiday break and a well-deserved trip back to Quebec.

But for now, I’m off to watch Star Wars.

 

 

A Text Mining Week at Texas A&M (2)

I am now back from my Texan adventures in humanities computing at Texas A&M, but I still wish to mention some of the later projects to which I was introduced during my stay.

One of the major difference between DH at Texas A&M and the UoA is that researchers at the former institution focus on an older corpus of texts that is both difficult to access and challenging to digitize on a large scale. While we work with tweets and other born-digital documents, they work with books from the 18th century. The difficulty resides in the fact that, even when digitized, they remain difficult to transform into machine-readable format due to various problems such as the absence of standards for typeset and various noise that ink can produce when read by a machine. The EBBO and ECCO corpora are fraught with these problems.

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Considering these problems, the Initiative for Digital Humanities, Media & Culture worked on making these texts more reachable for the broader academic community with the 18th Connect portal. This search engine is linked to different other online collections and repositories and allows to look through libraries and collections for specific texts published in the 18th century.

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Feeling like contributing? The 18th Connect portal also hosts TypeWright, an online tool that allows the public to improve the OCR results of certain digitized texts by typing lines of texts directly from the scanned document, thus improving the quality of the digitized text. Just create an account and start typing!

 

Last but not least, I wish to spread the knowledge about the online class Programming for Humanists at TAMU that is being offered since 2014. The program allows for different registration options (including an official certificate or not) and covers a lot of important topics for DH students. This is a neat online program for students interested in the fundamentals of digital humanities, but do not have access to a DH introduction class at their home institutions. Take a look if that is your case!

Kinephanos’ Issue on Japanese Video Game Theory is Out

I am proud to announce that the latest Kinephanos issue on Japanese video game theory and the media mix has been released this week. This concludes an almost three year-long editorial process that lasted as long as my career as a Phd student. Many thanks to me colleague Martin Picard for the chance to collaborate on this project.

All papers published in issue tackle a specific aspect of the broader discussion that animates the field of Japanese game studies. These range from a discussion on localization, on kawaii culture in video games and the history of music in Japanese game culture. Tsugumi Okabe and me provide a translation of one of the first articles written about a video game in Japan. The other notable part of this issue is the introduction itself which provide a brief overview of the state of research on video games in Japan, we hope that some of the texts mentioned will inspire scholars to look at this rich literature in future projects.

A Text Mining Week at Texas A&M (1)

Blogging live from the extremely sunny campus of Texas A&M, College Station, Texas. Quite a contrast from snowy Edmonton.

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I have been fortunate enough to be invited to spend a week at Texas A&M (TAMU) to visit some of the scholars with whom I collaborate on the Novel TM project. Project co-investigator Doctor Laura Mandell and PhD student Nigel Lepianka were nice enough to show me around the campus (unable to drive, I find myself relying on Nigel most of the time).

So far, I presented some of my work on text mining JRPG video game reviews and was introduced to other text mining techniques using R (specifically, Nigel’s method to do some directed topic modelling). I was also introduced to some of the projects that the team here is working on as part of their Initiative for Digital Humanities, Medias and Culture.

The first one is syriaca.org, an extensive web portal that brings ressources for the study of the Syriac language to the wide web. While some of its contents remain to be published, the Gazetteer showcases how the platform can contribute as a geographical reference index.

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I also was introduced to the BigDIVA viewer today. This is a promising interface that could revolutionize library search results display for universities. I am particularly interested in its potential to help rethinking queries with space in mind, a way to present queries in a less hierarchical manner which would allow the uncovering of marginal files and documents. This is radically different that the regular Google search algorithms which relies more on result popularity amongst millions of users (a form of crowdsourcing) who may be looking for the same specific website. An interesting tool, and one that triggers reflections about what it means to read (and play) space.