Cozy Heterotopias in JRPGs: A Foucauldian Perspective on the Spatiality of Coziness in Japanese Role-Playing Games
DOI:
https://doi.org/10.18778/2391-8551.11.07Keywords:
cozy games, heterotopia, Japanese role-playing games, game studiesAbstract
This article applies the concept of heterotopia as developed by Michel Foucault to cozy aesthetics in JRPGs. After introducing the concept of heterotopia and its six key principles, the term JRPG is briefly reflected upon. We then analyze key aspects of the games Ni no Kuni: Wrath of the White Witch and Final Fantasy VII Remake regarding the significance of heterotopias for their sense of coziness. We conclude that Foucault’s concept of heterotopia helps in understanding the way in which coziness, on the one hand, offers a respite from the crises of life while, on the other hand, enabling an engagement with said crises in a safe environment.
References
Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Johns Hopkins University Press. https://doi.org/10.56021/9780801855788
Google Scholar
DOI: https://doi.org/10.56021/9780801855788
Aarseth, E. (2001). Allegories of Space: The Question of Spatiality in Computer Games. In: M. Eskelinen & R. Koskimaa (Eds.), Cybertext Yearbook 2000 (pp. 152–171). University of Jyväskylä.
Google Scholar
Aarseth, E. & Günzel, S. (Eds.). (2019). Ludotopia: Spaces, Places and Territories in Computer Games. Transcript. https://doi.org/10.1515/9783839447307
Google Scholar
DOI: https://doi.org/10.1515/9783839447307
Bellingham, H. (2022, July 26). Cozy Gaming. Why a Wholesome Trend Became a Recognized Genre. Gamesradar. Online: https://www.gamesradar.com/cozy-gaming-why-a-wholesome-trend-became-a-recognized-genre (accessed on December 5, 2023).
Google Scholar
Bizzocchi, J. & Tanenbaum, T. (2011). Well Read: Applying Close Reading Techniques to Gameplay Experiences. In: D. Davidson (Ed.), Well Played 3.0 (pp. 289–316). ETC Press.
Google Scholar
Blom, J. (2021). Characters in Fire Emblem Three Houses: A Ludo Mix Perspective. Transactions of the Digital Games Research Association, 5(2), 101–130. https://doi.org/10.26503/todigra.v5i2.117
Google Scholar
DOI: https://doi.org/10.26503/todigra.v5i2.117
Brown, L. (2023). Rethinking Remakes: Value and Culture in Video Game Temporalization. Games and Culture. Online: https://journals.sagepub.com/doi/
Google Scholar
epub/10.1177/15554120231163655 (accessed on December 5, 2023). https://doi.org/10.1177/15554120231163655
Google Scholar
DOI: https://doi.org/10.1177/15554120231163655
Campbell, C. (2022, November 28). What Are Cozy Games, and What Makes Them Cozy? Gamesindustry.biz. Online: https://www.gamesindustry.biz/what-makes-a-cozy-game-cozy (accessed on May 23, 2023).
Google Scholar
Denison, R. (2023). Studio Ghibli: An Industrial History. Palgrave Animation. Springer International Publishing. https://doi.org/10.1007/978-3-031-16844-4
Google Scholar
DOI: https://doi.org/10.1007/978-3-031-16844-4
Feige, D.M. (2015). Computerspiele: Eine Ästhetik. Berlin: Suhrkamp.
Google Scholar
Foucault, M. (1986). Of Other Spaces. Diacritics – A Review of Contemporary Criticism (trans. J. Miskowiec), 16(1), 22–27. https://doi.org/10.2307/464648
Google Scholar
DOI: https://doi.org/10.2307/464648
Günzel, S. (2008). The Space-Image. Interactivity and Spatiality of Computer Games. In: S. Günzel, M. Liebe, D. Mersch, & S. Möhring (Eds.), Conference Proceedings of the Philosophy of Computer Games 2008 (pp. 170–188). University Press.
Google Scholar
Günzel, S. (2020). Raum: Eine kulturwissenschaftliche Einführung. Transcript. https://doi.org/10.36198/9783838553603
Google Scholar
DOI: https://doi.org/10.36198/9783838553603
Huizinga, J.H. (1938/1980). Homo Ludens: A Study of the Play-Element in Culture. Routledge.
Google Scholar
IPCC. (2021). Climate Change 2021: The Physical Science Basis. Contribution of Working Group I to the Sixth Assessment Report of the Intergovernmental Panel on Climate Change [V. Masson-Delmotte, P. Zhai, A. Pirani, S.L. Connors, C. Péan, S. Berger, N. Caud, Y. Chen, L. Goldfarb, M.I. Gomis, M. Huang, K. Leitzell, E. Lonnoy, J.B.R. Matthews, T.K. Maycock, T. Waterfield, O. Yelekçi, R. Yu, & B. Zhou (Eds.)]. Cambridge University Press.
Google Scholar
Jenkins, H. (2008). Convergence Culture: Where Old and New Media Collide. New York University Press.
Google Scholar
Khayl, A. (2023, September 15). Final Fantasy 7 Remake Crosses the 7 Million Copies Sold Mark. Pushsquare. Online: https://www.pushsquare.com/news/2023/09/final-fantasy-7-remake-crosses-the-7-million-copies-sold-mark (accessed on November 8, 2023).
Google Scholar
Koberg, H. (2021). Freies Spiel: Digitales Spielen und die Sehnsucht nach Wirkmächtigkeit. Büchner-Verlag.
Google Scholar
Liesen, M. (2008). Games, heterotopias e experiência estética. VII Symposium on Computer Games and Digital Entertainment. In: C. Coscarelli, F. Marinho, R. Tavares, & Z. Patrocínio (Eds.), Proceedings of SBGames’08: Game & Culture Track (pp. 78–84). Sociedade Brasileira de Computação – SBC.
Google Scholar
Mc Glynn, J.D. (2023). The “Cinematic Promise” of Video Game Music. Journal of Sound and Music in Games, 4(4), 108–138. https://doi.org/10.1525/jsmg.2023.4.4.108
Google Scholar
DOI: https://doi.org/10.1525/jsmg.2023.4.4.108
McNamee, S. (2000). Foucault’s Heterotopia and Children’s Everyday Lives. Childhood, 7(4), 479–492. https://doi.org/10.1177/0907568200007004006
Google Scholar
DOI: https://doi.org/10.1177/0907568200007004006
Navarro-Remesal, V. (2013). Ni No Kuni: Puentes ludonarrativos al Otro Mundo de Ghibli. Archivos de La Filmoteca, (72), 77–90.
Google Scholar
Picard, M. (2013). The Foundation of Geemu: A Brief History of Early Japanese Video Games. Game Studies, 13(2), Online: https://gamestudies.org/1302/articles/picard (accessed on March 1, 2024).
Google Scholar
Picard, M. & Pelletier-Gagnon, J. (2015). Introduction: Geemu, Media Mix, and the State of Japanese Video Game Studies. Kinephanos: Journal of Media Studies and Popular Culture, 5(1).
Google Scholar
Roth, M., Yoshida, H., & Martin, P. (Eds.). (2021). Japan’s Contemporary Media Culture between Local and Global. CrossAsia-eBooks.
Google Scholar
Sapach, S.C. (2017). Gotta Catch Em’ All: The Compelling Act of Creature Collection in Pokémon, Ni No Kuni, Shin Megami Tensei, and World of Warcraft. Loading… The Journal of the Canadian Game Studies Association, 10(16), 53–74.
Google Scholar
Schules, D. (2015). Kawaii Japan: Defining JRPGs through the Cultural Media Mix. Kinephanos: Journal of Media Studies and Popular Culture, 5(1), 53–76.
Google Scholar
Short, T.X., Ordon, A., Hurd, D., Howe, C., Forbes, J., Eiserloh, S., Diaz, J., Cook, D., & Meiners, R. (2018, January 24). Cozy games. Lostgarden. Online: https://lostgarden.home.blog/2018/01/24/cozy-games/ (accessed on February 28, 2024).
Google Scholar
Skill Up. (2023, February 28). I played Final Fantasy XVI (and interviewed Yoshi-P!) – Hands on Impressions. Skill Up. Online: https://www.youtube.com/watch?v=8ZTNoV2Iey0 (accessed on May 23, 2023).
Google Scholar
Unterhuber, T. (2022). Spiel(en) als Heterochronie: Die Zeitlichkeit des Spiels und des Spielens. In: E. Kreuzmair, M. Pflock, & E. Schumacher (Eds.), Feeds, Tweets & Timelines – Schreibweisen der Gegenwart in Sozialen Medien (pp. 157–174). Transcript. https://doi.org/10.1515/9783839463857-011
Google Scholar
DOI: https://doi.org/10.1515/9783839463857-011
Van Ommen, M. (2018). Emergent Affect in Final Fantasy VII and Japanese Role-Playing Games. Journal of Gaming & Virtual Worlds, 10(1), 21–39. https://doi.org/10.1386/jgvw.10.1.21_1
Google Scholar
DOI: https://doi.org/10.1386/jgvw.10.1.21_1
vgchartz. (n.d.). Ni No Kuni: Wrath of the White Witch (PS3) Sales. vgchartz. Online: https://www.vgchartz.com/game/45870/ni-no-kuni-wrath-of-the-white-witch/sales (accessed on November 8, 2023).
Google Scholar
Virgen Castro, D.J., Olsen Tvedebrink, T.D., & Martínez De Albeniz, I. (2018). The Heterotopias of Food: Spaces and (Other) Places in Food Practices. In: R. Bonacho, A.P. De Sousa, C. Viegas, J.P. Martins, M.J. Pires, & S.V. Estêvão (Eds.), Experiencing Food, Designing Dialogues (pp. 129–133). CRC Press. https://doi.org/10.1201/9781351271967-28
Google Scholar
DOI: https://doi.org/10.1201/9781351271967-28
Wada, T. (2017). History of Japanese Role-Playing Games. Annals of Business Administrative Science, 16(3), 137–147. https://doi.org/10.7880/abas.0170228a
Google Scholar
DOI: https://doi.org/10.7880/abas.0170228a
Waszkiewicz, A. (2022). Delicious Pixels: Food in Video Games. De Gruyter. https://doi.org/10.1515/9783110716603
Google Scholar
DOI: https://doi.org/10.1515/9783110716603
Waszkiewicz, A., Bakun, M. (2020). Towards the Aesthetics of Cozy Video Games. Journal of Gaming & Virtual Worlds, 12(3), 225–240. https://doi.org/10.1386/jgvw_00017_1
Google Scholar
DOI: https://doi.org/10.1386/jgvw_00017_1
Amccus et al. (1996–). Harvest Moon series [Game Boy et al.]. Marvelous et al.
Google Scholar
CD Projekt Red. (2007). The Witcher [PC, Mac]. Atari, CD Projekt.
Google Scholar
ConcernedApe. (2016). Stardew Valley [Nintendo Switch]. ConcernedApe.
Google Scholar
Level-5. (2011). Ni no Kuni: Wrath of the White Witch [PlayStation 3]. Namco Bandai Games.
Google Scholar
Nintendo. (1985–). Super Mario series [Nintendo Entertainment System et al.]. Nintendo.
Google Scholar
Square. (1997). Final Fantasy VII [PlayStation]. Sony Computer Entertainment.
Google Scholar
Square Enix. (2013). Final Fantasy XIV [PlayStation 4, online game]. Square Enix.
Google Scholar
Square Enix Business Division 1. (2020). Final Fantasy VII Remake [PlayStation 5]. Square Enix
Google Scholar
Square Enix Creative Business Unit III. (2023). Final Fantasy XVI [PlayStation 5]. Square Enix.
Google Scholar
Square et al. (1987–) Final Fantasy series [Nintendo Entertainment System et al.]. Square et al.
Google Scholar
Downloads
Published
How to Cite
Issue
Section
License
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.