Thirdly, the MOTHER/Earthbound games respond to a desire for authenticity, creating an unconventional reality to stimulate a genuine emotional connection that is more fulfilling than those typically experienced in contemporary Japan, where mediated and artificial relationships abound. Secondly, the Legend of Zelda games build upon a longing to connect to a pre-modern environment, using a tactile connection with nature and a sense of community to enable a feeling of closeness to a past world separate from stressful contemporary urban Japanese lifestyles. Firstly, the Super Mario games respond to a desire to engage with the childlike, providing a means to satisfy a yearning for a playful and light-hearted encounter, made largely unavailable in Japan due to the pressures of education and adulthood. From this perspective, a number of Nintendo’s games can be seen as responding to their cultural surroundings as they are informed by, and provide a means to compensate for, several different forms of Japanese longing. Responding to this absence of scholarship, the following thesis uses a design history based analysis of Japanese video game producer Nintendo to illustrate the depth and degree to which games can embody and communicate cultural ideas. This lack of attention means that the impacts of these games, as embodiments of particular cultural ideas on the people who play them outside their country of origin, have not been investigated. Unlike other designed artefacts, video games are not commonly considered in relation to the cultural context of their creation.
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