This week's
readings focus on a few of the institutions that make the basic of the fabric
of in urban entertainment in Japan: pachinko (and gambling in general), purikura
and game centers.
Plotz’s
account of the pachinko industry is vey vivid and interesting to read. Not much
is known of this industry despite being so omnipresent in Japan, but Plotz
informs us of the many intricacies of this business and the dissonance of the
general discourse on the non-existence of gambling in Japan and how it actually
is everywhere. It should be noted though that the pachinko industry and the
video game industry should not always be seen as competitors. Indeed, one of
the major pachinko machine manufacturer, Sammy, and the video game publisher
SEGA have joined hands in the later half of the 2000s to create SEGA Sammy
holdings, a major player in both the gambling industry and the game center
industry.
On the
other hand, the text depicting the subculture of purikura in Japan might be considered a little bit out-dated. While
the importance of purikura for high
school girls’ socialization remains the same and the basic principles
explaining its subcultural appeal still hold, the machines have now evolved
into photo-taking apparatuses that go beyond the framed-portrait photo-booth
and might question our understanding of the pictures that actually come out of
those machines. Considering how the machines now radically alter the subjects
of the picture through the process of ‘automatic photoshopping’, can we really
read purikura as simple photographs
anymore? Also, following the hint of Kato Hiroyasu’s research on this subject,
the arrival of the new digital photograph-enabled cellphones has drastically
transformed the primary basic purpose of the purikura machines. It is now very easy to take digital pictures and
exchange them with friends. Considering this, we should probably look for other
reasons to explain why purikura
machines are still popular today; what other needs to they fill? Maybe the
‘fun’ factor of those machines has been understudied in comparison of the
social use they have.
Finally, Eickhorst’s
account of the game center industry is interesting. While it does not cover the
current trends in arcade game design or subculture, his description of the
history of game centers is very valuable. Another good introduction of game
centers is the documentary 100 Yen – The
Japanese Arcade Experience, it focuses more on specific game genres that
evolved in the arcades as well as on the subculture that developed within this
institution.
Additional Reading
Katô, Hiroyasu. Gêmu centâ bunkaron: media shakai no
comunikeshon (Treatise on the Culture of Game Centers: The Communication of
Media Society). Tokyo: Shinsensha, 2011. Print.