The Culture of Gaming in Japan
East Asian Languages & Culture · 3 hrs Lecture
Offered: Every Second Year
The calendar doesn't say which term this runs in. The sections below show the terms it actually runs in this year.
Hard to catch. Runs only every second year, and the calendar doesn't say which, confirm the next offering with the department before counting on it.
No prerequisites listed, you can take this course without prior coursework.
Where EALC-2726 counts
Counts toward 2 more as one option among several, not as a course you must take:
Read from the departments' own calendar pages, where 50 of 208 programs are only partly machine-readable, so treat these as a minimum rather than the full list. Confirm with an academic advisor.
Description
Japan's contributions to the world of gaming are long and profound, from Nintendo and Sudoku to even collectible cards. This course applies the Japanese concept of asobi or "play" as a backdrop to understand how Japan's culture of gaming continues to remain central to both Japan and global societies. We examine traditional games like Hyakunin isshu (a visual and poetic card game) and Shogi (a board game much like chess), wordplay in classical texts, and of course the ongoing evolution of video games.
Note
Experimental Course - This course is offered on a trial basis to gauge interest in the topic. Students who successfully complete this course receive credit as indicated.
From the 2026-27 undergraduate calendar. Always verify details on WebAdvisor or with an academic advisor before registering.