[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"doc-seo-157282-105":3,"doc-detail-157282-en":81,"detail-sidebar-cat-0-en-105":96},{"code":4,"msg":5,"data":6},0,"ok",{"site_id":7,"language":8,"slug":9,"title":10,"keywords":11,"description":12,"schema_data":13,"social_meta":74,"head_meta":76,"extra_data":78,"updated_unix":80},105,"en","japanese-ludicization-spatial-reframing-of-play-in-japan","Japanese Ludicization - spatial reframing of Play in Japan","","Japanese Ludicization analyzes how the spatial and temporal frames of play evolved in Japan from the late 1970s, in connection with the development of game systems such as arcades and home consoles. The study examines shifts in play contexts including entertainment districts, theme parks, and arcade venues, and relates these changes to broader global phenomena. The proposal also contrasts historical transformations with their media portrayals across manga, anime, and videogame series, using these intersections to highlight Japanese sociocultural dynamics.",{"@graph":14,"@context":73},[15,34,56],{"@type":16,"itemListElement":17},"BreadcrumbList",[18,23,27,31],{"item":19,"name":20,"@type":21,"position":22},"https://docshare.wps.com","Home","ListItem",1,{"item":24,"name":25,"@type":21,"position":26},"https://docshare.wps.com/document/","Document",2,{"item":28,"name":29,"@type":21,"position":30},"https://docshare.wps.com/document/research-report/","Research & Report",3,{"item":32,"name":10,"@type":21,"position":33},"https://docshare.wps.com/document/japanese-ludicization-spatial-reframing-of-play-in-japan/157282/",4,{"url":32,"name":10,"@type":35,"image":36,"author":41,"headline":10,"publisher":44,"fileFormat":47,"inLanguage":8,"description":12,"dateModified":48,"datePublished":49,"encodingFormat":47,"isAccessibleForFree":50,"interactionStatistic":51},"DigitalDocument",{"url":37,"@type":38,"width":39,"height":40},"https://docshare.wps.com/thumbnails/japanese-ludicization-spatial-reframing-of-play-in-japan/157282.png","ImageObject",300,407,{"name":42,"@type":43},"Caleb Sterling","Person",{"url":19,"name":45,"@type":46},"DocShare","Organization","application/pdf","2026-10-17","2026-08-29",true,{"@type":52,"interactionType":53,"userInteractionCount":55},"InteractionCounter",{"@type":54},"ViewAction",13,{"@type":57,"mainEntity":58},"FAQPage",[59,65,69],{"name":60,"@type":61,"acceptedAnswer":62},"What does ludicization mean in this proposal’s framework?","Question",{"text":63,"@type":64},"Ludicization is treated as a general process that reframes the semiotic boundaries of play, both within play and across socio-cultural contexts.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"Why does the proposal emphasize Japan’s influence on global ludicization?",{"text":68,"@type":64},"The proposal argues that scholarship has often viewed ludicization as primarily Western and that research on Japanese cultural influences remains limited.",{"name":70,"@type":61,"acceptedAnswer":71},"Which historical elements in Japan are central to the proposed analysis?",{"text":72,"@type":64},"The proposal focuses on changes since the late 1970s in play’s spatial and temporal frames, linked to arcade venues, modern entertainment districts, theme parks, and the home console boom.","https://schema.org",{"og:url":32,"og:type":75,"og:title":10,"og:site_name":45,"og:description":12},"article",{"robots":77,"canonical":32},"index,follow",{"doc_id":79,"site_id":7},157282,1787977913,{"code":4,"msg":82,"data":83},"success",{"doc_id":79,"user_id":84,"nickname":42,"user_avatar":85,"doc_module":4,"category_id":86,"category_name":29,"doc_title":10,"doc_description":12,"doc_content":87,"file_id":88,"file_url":89,"file_type":90,"file_size":91,"view_count":55,"is_deleted":4,"is_public":22,"is_downloadable":22,"audit_status":22,"page_count":30,"language":92,"language_code":8,"site_id":7,"html_lang":8,"table_of_contents":93,"faqs":94,"seo_title":95,"seo_description":12,"update_tm":80,"read_time":86,"preview_page_count":4},962084925290,"https://ap-avatar.wpscdn.com/davatar_085a072bc5b1113ac321206ff7593b45",8,"Japanese Ludiquity: spatial reframing of Play in Japan  \nVincenzo, Idone Cassone  \nRitsumeikan Center for Game Studies  \nRitsumeikan University  \n56-1 Toji-in Kitamachi, Kyoto 603-8577  \n[idonecassone@gmail.com](idonecassone@gmail.com)  \nKeywords  \nPlay contexts, ludicization, frames, game centers, entertainment districts, theme parks.  \nEXTENDED ABSTRACT  \nOver the last decade, many scholars highlighted the increasing permeation and mixing between the sphere of play and ordinary activities (Ortoleva 2012, Fuchs et al 2014, Frissens et al 2015, Deterding and Walz 2015) , previously perceived as separated and even opposed (see Caillois 1958/2001) . This phenomenon has been labelled in many ways: ludification of culture, ludicization, cultural gamification, or gameful world. Its manifestations include gamified apps (for fitness, productivity, learning etc); the use of games and play for social impact (serious games, flash mobs, game-based learning); the economisation of digital game goods (micro-transactions, lootboxes and NFTs); the rise of game-based entertainment (game streamers/influencers, eSports, game transmedia franchises); the playful behaviours of internet culture (e.g. trolling and memes) and more. As a whole, ludicization can be understood as a general process of reframing of the semiotic boundaries of Play, both internal and socio-cultural (Idone Cassone 2019) .  \nUp to now, however, many scholars have been looking at ludicization as a fundamentally Western process, whose origins date back to twenty years at most. Thereis almost no research study on the influences or impact of Japanese culture on global ludicization (Idone Cassone 2020), despite its key role in the establishment of game industry and in many contemporary playful trends (cosplay, game shows, gacha culture, otaku behaviour; see Allison 2006, Consalvo 2017) .  \nMy proposal for DiGra 2022 focuses on the analysis of a specific aspect of these reframing processes: the changes in the spatial and temporal frames of Play which took place in Japan since the late ‘70s, in relation to the evolution of game systems (arcades, home consoles) and the transformation of play contexts (theme parks, entertainment districts, arcade venues) . This proposal is part of a broader in-progress research period in Japan, dedicated to the analysis of the Japanese historical dynamics that contributed to the global development ofludicization.  \nIn the last decade researchers discussed the rise of play as a pervasive and interstitial phenomenon, less and less confined by traditional social rules and norms, which limited the activity of playing according to certain context, spaces and times. For instance, Montola, Stenros and Waern (2009) or Taylor (2006) wrote about the rise of pervasive games, online MMOGs and critical play; all these play forms do not feature typical spatial or temporal boundaries, do not “end” in a traditional way, and can be played without explicit arenas or defined game time. Similarly, Poremba (2007) and Thibault (2017) discussed the new forms of interstitial play represented by social games or  \nsmartphone games; moments of play that are designed to fill the gaps between other activities (school, commuting, working) but often overlap with them, also sharing the technology and tools used for “serious” tasks (PC, smartphone) . The weakening of traditional play boundaries and the overlapping between playfulness and seriousness in time, space and context is a significant cultural change for societies which considered play a separate, bounded and unproductive activity.  \nIn the presentation, I will investigate how the historical changes in Japanese play contexts and boundaries since the ‘70s challenged the traditional play frames and perceived separatedness, leading to forms of autonomous playscapes, which will contribute to the rise of pervasive and interstitial play. To do so, I will discuss specifically the evolution of arcade venues, modern entertainment distr","cbCaioYZO7qFihEH","https://ap.wps.com/l/cbCaioYZO7qFihEH","pdf",298493,"English","# Extended Abstract\n## Background and concept of ludicization\n## Research gap on Japanese influence\n## Proposal focus: spatial and temporal frames since the late 1970s\n## Pervasive and interstitial play theories\n## Planned investigation and comparative media analysis\n## Expected sociocultural contribution\n# Bibliography","[{\"question\":\"What does ludicization mean in this proposal’s framework?\",\"answer\":\"Ludicization is treated as a general process that reframes the semiotic boundaries of play, both within play and across socio-cultural contexts.\"},{\"question\":\"Why does the proposal emphasize Japan’s influence on global ludicization?\",\"answer\":\"The proposal argues that scholarship has often viewed ludicization as primarily Western and that research on Japanese cultural influences remains limited.\"},{\"question\":\"Which historical elements in Japan are central to the proposed analysis?\",\"answer\":\"The proposal focuses on changes since the late 1970s in play’s spatial and temporal frames, linked to arcade venues, modern entertainment districts, theme parks, and the home console boom.\"}]","Japanese Ludicization - spatial reframing of Play in Japan | PDF",{"code":4,"msg":82,"data":97},[98,102,106,110,115,120,125,128,133,136,140],{"id":22,"doc_module":4,"doc_module_name":25,"category_name":99,"show_sort_weight":100,"slug":101},"Story & Novel",90,"story-novel",{"id":26,"doc_module":4,"doc_module_name":25,"category_name":103,"show_sort_weight":104,"slug":105},"Literature",80,"literature",{"id":33,"doc_module":4,"doc_module_name":25,"category_name":107,"show_sort_weight":108,"slug":109},"Exam",70,"exam",{"id":111,"doc_module":4,"doc_module_name":25,"category_name":112,"show_sort_weight":113,"slug":114},5,"Comic",60,"comic",{"id":116,"doc_module":4,"doc_module_name":25,"category_name":117,"show_sort_weight":118,"slug":119},6,"Technology",50,"technology",{"id":121,"doc_module":4,"doc_module_name":25,"category_name":122,"show_sort_weight":123,"slug":124},7,"Healthcare",40,"healthcare",{"id":86,"doc_module":4,"doc_module_name":25,"category_name":29,"show_sort_weight":126,"slug":127},30,"research-report",{"id":129,"doc_module":4,"doc_module_name":25,"category_name":130,"show_sort_weight":131,"slug":132},9,"Religion & Spirituality",20,"religion-spirituality",{"id":131,"doc_module":4,"doc_module_name":25,"category_name":134,"show_sort_weight":131,"slug":135},"World Cup","world-cup",{"id":137,"doc_module":4,"doc_module_name":25,"category_name":138,"show_sort_weight":137,"slug":139},10,"Lifestyle","lifestyle",{"id":141,"doc_module":4,"doc_module_name":25,"category_name":142,"show_sort_weight":111,"slug":143},19,"General","general"]