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dc.contributor.authorBruno, Luca Paolo
dc.date.accessioned2024-12-20T12:44:17Z
dc.date.available2024-12-20T12:44:17Z
dc.date.issued2024
dc.identifierONIX_20241220_9791221504224_405
dc.identifier.issn2975-0261
dc.identifier.urihttps://0-library-oapen-org.catalogue.libraries.london.ac.uk/handle/20.500.12657/96611
dc.languageItalian
dc.relation.ispartofseriesConnessioni. Studies in Transcultural History
dc.subject.classificationthema EDItEUR::C Language and Linguistics::CF Linguistics
dc.subject.classificationthema EDItEUR::D Biography, Literature and Literary studies
dc.subject.otheradaruto gēmu
dc.subject.otherGame Studies
dc.subject.otherJapanese Studies
dc.subject.otherCharacter Intimacy
dc.subject.otherAnime-manga Media
dc.titleChapter Bikini nel bakumatsu, intimi anacronismi. Il caso di Ōka Sabaki
dc.typechapter
oapen.abstract.otherlanguageJapanese Adult Computer Games feature a plethora of setting and themes, ranging from science fiction and fantasy to romantic comedies set in present-day Japan. A subset of these video games features historical or pseudo-historical backdrops for their narratives. An illustrative instance of this approach is the bakumatsu period in Japan, characterized by its unique societal mores and representational affordances. Despite such a setup, this video games remain firmly entrenched in anime-manga industry conventions. This brief contribution explores how these industry practices take precedence over strict adherence to historical accuracy, and what this means for approaches based in Japanese studies.
oapen.identifier.doi10.36253/979-12-215-0422-4.26
oapen.relation.isPublishedBybf65d21a-78e5-4ba2-983a-dbfa90962870
oapen.relation.isbn9791221504224
oapen.series.number3
oapen.pages10
oapen.place.publicationFlorence


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