游戏的表现:大众媒体中的弹珠机

K. Amano, G. Rockwell
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引用次数: 0

摘要

本章认为,日本弹珠机产业至少有三个阶段;电影和小说等流行媒体反映了电影制作人和小说家在这三个阶段对游戏的不同看法。第一阶段开始于第二次世界大战结束后,当时弹珠机是一个家庭;这项运动被视为无聊的追求,与成年人重建国家所期望的职业道德形成对比。第二阶段发生在20世纪70年代至80年代的经济繁荣时期,当时该行业变得更有组织,但不透明。很多人认为弹珠机的主人是黑帮或同情朝鲜政府的朝鲜人。在此期间,弹珠哥游戏厅成为电影的迷人背景。第三阶段恰逢后经济泡沫时代,弹珠机从机械技术转变为数字技术。玩家的技能不再重要,游戏变成了一种机会。技术的转变隐喻了生活的随机性;那些在这个随机游戏中输掉的人就像在后泡沫经济中被抛在后面的人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Representations of Play: Pachinko in Popular Media
This chapter argues that there are at least three phases of the pachinko industry in Japan; popular media such as films and novels reflect how filmmakers and novelists saw the game differently in these three phases. The first phase commenced after the end of WWII, at that time pachinko was a family; the game was seen as idle pursuits, contrasting the work ethics expected for adults to rebuild the country. The second phase took place during the economic boom from the 1970s to the 1980s, at that time the industry became more organised but opaque. Many believe that pachinko owners are gangsters or Koreans who were sympathetic of the North Korean government. During this period, pachinko parlours serve as the glamourous backdrops of films. The third phase coincided with the post-economic bubble era, pachinko was transformed from a mechanical technology to a digital one. The players’ skills are no longer relevant, the game became one of chance. The transformation of the technology serves as a metaphor for life’s randomness; those who lose in this random game is like populations who were left behind in the post-bubble economy.
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