Japanese terms
- amae
- a uniquely Japanese need to be in good favor with, and be able to depend on, the people around oneself.
- examples include behaving childishly in the assumption that parents will indulge you (Doi 2001, p.16)
- values the parent-child relationship as the ideal, suggesting all other relationships should strive for this degree of closeness (Doi 2001, p.39)
- fushigi
- strange, wonder, mystery, marvel
- word with positive nuance meaning ‘strange’ with a sense of oddness, mystery and intrigue (Hutchinson 2019, p.23)
- jikka
- one’s birthplace or ancestral home (Hutchinson 2019, p.29)
- Kojiki
- “Records of Ancient Matters”
- an early Japanese chronicle of myths, legends, songs, genealogies, oral traditions and semi-historical accounts.
- monogatari
- tale, story
- mukokuseki
- ‘culturally odourless’
- lacking visual or linguistic signifiers that point obviously to the country of origin (Iwabuchi 2002)
- okashii
- funny and odd (dual meaning)
- Tokonoma
- a recessed space in a Japanese-style reception room, in which items for artistic appreciation are displayed.
Game Studies terms
- Goal rules
- what must be achieved to finish the game or make progress in the main story (Gonzola Frasca 2003)
- Manipulation rules
- govern what can and can’t be done by the player in the game
- affect every player
(Gonzola Frasca 2003)
- Theoptic game
- a game that offers the player ” ‘the experience of “divine as avatar,’ though it must be noted that such games can rarely be understood as engaging the divine … [t]hese games are largely opportunities to engage with ideas about religion, rather than with religious experience itself ’ (Anthony 2014, p.43).
Anthony, Jason (2014) ‘Dreidels to Dante’s Inferno: Toward a Typology of Religious Games,’ in Playing with Religion in Digital Games, ed. Heidi A. Campbell and Gregory Price Grieve, Bloomington: Indiana University Press, pp. 25–46.