Talk on live action role-play and “bleed” (transfer of knowledge and emotions between character and player) at the Kyoto International Manga Museum (2016/06/18).
Roundtable @ Solmukohta 2016: Seeking an exchange of ideas on evaluating larp learning-effects and a critical discussion concerning their presentation to “outsider” stakeholders, this panel combines short talks with a panel discussion on larp as a method for learning, practical forms of debriefings and evaluation, the role of emotions, the function of such debriefings and mentalisation in learning as well as specific strategies for visualising larp learning-effects.
ISAGA, the International Simulation and Gaming Association, one of the the oldest communities of people involved in the domain of gaming and simulation, holds its 46th annual conference in Kyoto (17-20 July 2015), jointly organised together with JASAG, the Japan Association of Simulation And Gaming. This year’s topic is “Hybrid Simulation & Gaming in the Network Society.”
Presentation: Brokers of “Japaneseness:” Bringing table-top J-RPGs to the “West.” Mutual Images Workshop, Kobe, June 12-13, 2015.
Publication: New edited volume on the ‘otaku’ discourse in Japan, including original contributions translated into English for the first time. Historical perspectives and new horizons!
Presentation on the figuration manga and its development since the 1970s during the exhibition Manga-dô — The Way of Manga (Feb. 1, 2014) in Munich.
Article in Transnational Boys’ Love Fan Studies, edited by Kazumi Nagaike and Katsuhiko Suganuma, special issue, Transformative Works and Cultures, no. 12.
A paper on a framework for the uses and gratifications of boys’ love manga.
Article in Asato, Wako and Yoko Sakai. 2013. Social Innovation and Sustainability for the Future.
A paper on ethical questions pertaining cyber-ethnography and the study of Japanese subcultures.
Presentation on project-oriented teaching at the first Teaching Japanese Popular Culture Conference at National University of Singapore, 2012/11/11-12.