Bibliography: " Refracted Visions:Transmedia Storytelling in Japanese Games" (2018) by Rachel Hutchinson
HUTCHINSON, Rachael. 2018. Refracted Visions:Transmedia Storytelling in Japanese Games. 立命館大学ゲーム研究センター. http://jairo.nii.ac.jp/0026/00010502.
Hutchinson builds upon the influential transmedia study discourses, particularly, on Henry Jenkins’ transmedia storytelling, and furthering this discourse by suggesting that transmedia is a way to better understand games, as well as how a set of games could function as a common unit addressing a unified idea. To be precise, she explains the action of viewing media as text in relation to each other and in relation to society, where the prefix “trans” implies the possibility of new creation via boundary crossing and connectivity. This interpretation of “transmedia storytelling” points to a nation’s understanding of itself as told in various kinds of stories across various kinds of games.
In addition, Hutchinson examines the reflections of transmedia storytelling within the videogame discourse, wherein, she asserts that through cultural reading across genres, we can see various concerns and anxieties leap out as consistent topics of videogame stories, such as: war and war memory; colonialism and colonial legacy of the Japanese Empire; the mission to define the Japanese “Self”; nuclear power; bioethics and bioengineering; and social breakdown.
In conclusion, Hutchinson calls for a rethinking of “transmedia storytelling” both within a single game text and across a number of game texts from different genres and narrative structure. Through this, she points out that Japanese games are artistic products reflecting any particular time and space; a refracted vision of the Japanese social, cultural and historical context; and that these games are multi-layered and disjointed like Japan’s own history, thus making it necessary in order to understand Japan’s 21st century.
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