- Tokyo Metropolitan University Part-time lecturer
- Ritsumeikan University Visiting researcher
PhD(3 2015 Tokyo University of the Arts)
- Researcher number
- J-GLOBAL ID
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I'm studying video games from a philosophical and aesthetic perspective. My current focus is on the medium of video games and its formal features, and the analysis of the critical practices on works of video games.
Representation in videogames
My doctoral dissertation is about the structure of representation and signification in video games.
In the light of their historical development, I take video games as a hybrid form of traditional games, such as chess or soccer, and fiction, such as novel or film. On that basis, I try to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively, and the varied, complex relationship between them.
Such signifying aspects as narrative, temporal or spatial representation, simulation, player's actions, and so on, will be adequately explained in terms of this framework.
Other philosophical / aesthetic interests on video games
- Video games and traditional games: the peculiarity of computer games when compared to non-computer ones.
- Narrative in games: narratives that are emergent, non-linear, environmental, and so on.
- What properties make gameplay (aesthetically) valued: an aesthetic approach to "fun" or "good gameplay."
- Indie game culture: its notable artistic orientation.
- Pixel arts as an object of aesthetic appreciation.
Other interests in philosophy of art
- Definitions of art.
- Popular vs high arts.
- Depiction / pictorial representation.
- Aesthetic judgments on fashion: in particular, the analysis of the concept of "fashionable."
Books and Other Publications4
Film Art, Inc. 4 2019 (ISBN: 9784845918010)
10 2018 (ISBN: 9784766425673)
Keio University Press 2 2017 (ISBN: 9784766422245)
New Games Order 9 2016 (ISBN: 9784908124082)
Ecrit-o 11 221 - 236 11 2019 Invited
PhilCul 4(2) 102 - 121 7 2019 Invited
MATSUI Hiroshi, IGUCHI Takanori, OISHI Masumi, and HATA Mikako (eds.), The Diversification of Gaming Culture and Society (New Games Order) 267 - 279 5 2019 Invited
NAKAZAWA Shin-ichi and NAKAGAWA Daichi (eds.), The New Era of Game Studies (NTT Publishing) 46 - 66 3 2019 Invited
Eureka 49(3) 210 - 223 1 2017 Invited
Media Art Current Contents 10 2019 Invited
PhilCul 4(2) 398 - 401 7 2019 Invited
Agency for Cultural Affairs, Government of Japan 3 2019
Media Art Current Contents 3 2019 Invited
2 16, 2020
Lectures around Forms 2 8, 2020 PLAY and WORKS Invited
12 9, 2019 Invited
The Possibility of Modern Fiction 11 1, 2019 Invited
一般公開ワークショップ 8 31, 2019 Invited
Planning/Implementing academic research, Other文化庁、大日本印刷 6 2019 - 3 2020
Planning/Implementing academic research, Other文化庁、大日本印刷 9 2018 - 3 2019
Planning/Implementing academic research文化庁、大日本印刷 1 2018 - 3 2018
Planning/Implementing academic research文化庁、京都精華大学 9 2016 - 3 2017
Planning/Implementing academic research文化庁、京都精華大学 6 2015 - 3 2016
Japan Society for the Promotion of Science (JSPS) Grant-in-Aid for Early-Career Scientists
Japan Society for the Promotion of Science (JSPS) Grant-in-Aid for Scientific Research (Grant-in-Aid for JSPS Fellows)
The Judge's Actions in Games: A Perspective for the Comparison between Computer and Non-computer GamesFoundation for the Fusion of Science and Technology Grant-in-Aid