目次(Replaying Japan 第2号)
3-4
Index (Replaying Japan vol. 02)
5-6
Replaying Japan Vol. 2 発刊に寄せて
7-8
A Fantasy without a Dream : Japanese Role-Playing Games and the Absence of the Expressive Ideal
11-21
Cross-media Gaming or Where Toys and Video Games Collide : The Pedestrian Dynamics of Level 5’s Snack World
23-31
Dreams of the Japanese Self in The Legend of Zelda : Breath of the Wild
33-47
The Japanese Influences on Cultural Gamification
49-59
Hands with Four Digits : An Issue in the Rating and Censorship of Video Games in Japan?
61-71
The Early History of the Hobbyist Production Field of Video Games and its Impacts on the Establishment of Japan’s Video Game Industries
73-82
100-Yen Apocalypse : Sensorial Experiences of Zombie Play in Japanese Game Centers
83-93
漢字物語 : Design Considerations for a Visual Storytelling Approach to Japanese Language Learning in Augmented Reality
95-104
Researching AI Technologies Created in Japan in the 1980s and 1990s
105-110
ゲームプレイ/ヤの美学:プレイ、プレイヤ、ペルソナ
111-121
The Educational Potential of Visual Novel Games : Principles for Design
123-134
“That’s Not Real Victory” : Atomic Bomb Collective/Cultural Memory in Call of Duty and Valkyria Chronicles
135-145
Melancholic Vortex and Postwar Pacifism in NieR : Automata
147-155
Frog Leaps in : Haiku and the Struggle For and Against the Natural World in Japanese RPGs
157-164
ゲームはどのような移動を与えてくれるのか:マノヴィッチとインゴルドによる移動の感性論
165-175
ビデオゲームのメディア文化とビデオゲーム・リテラシー教育 : NHK番組アーカイブスの教育利用
179-186
Japan’s Videogames and Digital Cultures : Local and Global. A Report about the 6th PaJaKo Workshop between Ritsumeikan and Leipzig University
189-194
巻末(Replaying Japan 第2号)
195-196
奥付(Replaying Japan 第2号)
197-197