Björn-Ole Kamm

2024/03

Kyoto・www.b-ok.de・work mail: kamm.bjornole.7e@kyoto-u.ac.jp

PUBLICATIONS & PRESENTATIONSMonographs
2020. Role-Playing Games of Japan – Transcultural Dynamics and Orderings.
New York: Palgrave.
2010. Nutzen und Gratifikation bei Boys’ Love Manga – Fujoshi oder verdorbene
Mädchen in Japan und Deutschland [Uses and Gratifications of Boys‘ Love
Manga – Fujoshi or Rotten Girls in Japan and Germany]. Hamburg: Kovac.

Edited volume

2015. w/Galbraith, Patrick; Kamm, Thiam Huat (eds.). Debating Otaku inContemporary Japan – Historical Perspectives and New Horizons. Series:
SOAS Studies in Modern and Contemporary Japan. London, Bloomsbury.
- Therein: Introduction, Opening the Black Box of the 1989 Otaku Discourse,
The Transition of Otaku and Otaku (transl. from Okada Toshio, Otaku ha sude nishindeiru).

Peer reviewed

2019. “A Short History of Table-Talk and Live-Action Role-Playing in Japan:
Replays and the Horror Genre as Drivers of Popularity.” Simulation & Gaming
50 (5): 621-44. doi:10.1177/1046878119879738.
2019. “ライブ・アクション・ロールプレイ(LARP)という意識向上を⽬的としたシリアス・ゲーミング⽅法:「ひきこもり」についての LARP を例に” [LiveAction Role-Play (Larp) as a Serious Gaming Tool for Awareness Raising: The
Case of hikikomori (Acute Social Withdrawal)]. Japanese Journal ofOccupational Science 13 (1): 32-44. doi:10.32191/jjos.13.1_32.
2019. “Adapting Live-Action Role-Play in Japan: How ‘German’ Roots Do Not
Destine ‘Japanese’ Routes.” Replaying Japan 1, pp. 64-78.
http://hdl.handle.net/10367/11682.
2017. “Brokers of ‘Japaneseness:’ Bringing table-top J-RPGs to the ‘West’.”Mutual Images Journal, vol. 2, pp. 44-81. http://www.mutualimagesjournal.org/index.php/MI/article/view/5
2013. “’Rotten’ Use Patterns: What Entertainment Theories Can Do for the Studyof Boys' Love.” In “Transnational Boys' Love Fan Studies,” Transformative
Works and Cultures, no. 12. doi:10.3983/twc.2013.0427.

Reviews

2019. “The End of Cool Japan: Ethical, Legal, and Cultural Challenges toJapanese Popular Culture ed. by Mark McLelland.” The Journal of JapaneseStudies 45 (1), pp. 129–134. doi:10.1353/jjs.2019.0007.
2019. “Atari to Zelda: Japan’s Videogames in Global Context by Mia Consalvo.”
Social Science Japan Journal 22 (2): 335-338. doi:10.1093/ssjj/jyz019.

Book sections& articles

Acc. for pub. “Embodied Play in Japan: From Escape Rooms to Larp (LiveAction Role-Play).” In Hutchinson, Rachael (ed.), The Handbook of JapaneseGames and Gameplay. Tokyo: Japan Documents Press; Amsterdam:Amsterdam University Press, pages tbc.
In prep. “Derivative and Co-Creative Practices in German-language Naruto
Fanfiction and Role-Playing.” In Pellitreri, Marco and Manuel Hernández-Pérez(eds.), The Palgrave Handbook of Anime and Manga in Europe. New York:
Palgrave MacMillan, pages tbc.
2022. “Reenacting Japan’s Past That Never Was – The Ninja in Tourism andLarp.” In Vanessa Agnew, Juliane Tomann und Sabine Stach (eds.),
Reenactment Case Studies: Global Perspectives on Experiential History.
London: Routledge, 146-170.

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Björn-Ole Kamm

2024/03

Kyoto・www.b-ok.de・work mail: kamm.bjornole.7e@kyoto-u.ac.jp

PUBLICATIONS & PRESENTATIONSBook sections& articles(cont.)

2022. “Methodological Concerns of Researching Larp and Educational Roleplay
in Japan: The (Im) Possibilities of Remote Fieldwork.” In Araki Hiroshi et al.
(eds.), Global Japanese Studies after/with COVID-19: Reports from Europe.
International Research Center for Japanese Studies, 197-215.
2021. “負けるためのプレイ・盛り立てるプレイ――ＬＡＲＰでの共同創造的なストーリーテリング [Play to Lose, Play to Lift – Co-creative Storytelling inLarp]. In Ōtsuka Eiji, 運動としての大衆文化 [Popular Culture as Movement].
Tokyo: Suiseisha, 313–332.
2021. “日本で広がる体験型ゲーム LARP [LARP, an Experience-type Game, isSpreading in Japan].” In Okamoto Takeshi, Matsui Hiroshi, Matsumoto
Kentarō (eds.), Yururepo. Kyoto: Jimbun Shoin, 108-111.
2019. “’Nordic Larp’ ⼊⾨：芸術・政治的な教育 LARP の理論と実践”[Introduction to ‘Nordic Larp:’ Theory and Practice of Artistic, Political, andEducational Larps]. JARPS (0): 5-14. doi:10.14989/jarps_0_05.
2019. “Memento Mori: Die Großen Alten in Japan.” In Rafael Bienia,
LARPokalypse. Braunschweig, Zauberfeder: 37-63.
2019. “Experience Design for Understanding Social Withdrawal.” In Ryoju
Hamada, Songsri Soranastaporn, et al. (eds), Neo-Simulation and Gaming
toward Active Learning. Singapore: Springer: 387–396.
2017. “Translating Research into Larp: Village, Shelter, Comfort.” In Rafael
Bienia, Gerke Schlickmann, LARP: Silberhochzeit. Braunschweig,
Zauberfeder, pp. 31-60.
2017. “芸術•政治的な教育ラープ(LARP)とʼブリード’” [Artistic, Political Edu-Larpand ‘Bleed’]. In Idō Masami, Yamada Jun (eds.), 社会システムゲーミング[Society-System Gaming]. Tokyo, JASAG: 32-40.
2016. w/Becker, Julia. “Live-Action Roleplay; or the Performance of Realities.” InToshiyuki Kaneda, Hidehiko Kanegae, et al. (eds.), Simulation and Gaming in
the Network Society. Singapore: Springer, pp. 35-51.
2016. “Cross-Gender Table-Talk-RPG auf Japanisch; oder, die beiläufigen
Realitäten des Tischrollenspiels” [Cross-Gender Table-Talk-RPG in Japanese;or, the Collateral Realities of Table-Top Roleplaying]. In: Michiko Mae,Elsibaeth Scherer, Katharina Hülsmann (eds.), Japanische Populärkultur undGender. Wiesbaden, VS, pp. 273-303.
2015. “Die Kraft von nur 100 Yen: Larp in Japan“ [The Power of just 100 Yen:Larp in Japan]. In Rafel Bienia, Gerke Schlickmann (eds.), LARP: Zeug.
Braunschweig, Zauberfeder, pp. 17-32.
2013. "Ethics of Internet-based Research on Japanese Subcultures." In Asato,Wako and Yoko Sakai (eds.), Social Innovation and Sustainability for theFuture. Kyoto, Nakanishi, pp. 525-540.
2012. “Vielfältig und Hybrid - Der Manga-Diskurs in Japan” [Diverse and Hybrid The Manga Discourse in Japan]. In: JuLit 1/12 “Comic - Manga - Graphic
Novel. Aktuelle Tendenzen in der graphischen Literatur für Kinder &Jugendliche,” pp. 35-40.
2011. “Why Japan does not Larp.” In: Thomas Duus Henriksen, et al. (eds.),
Think larp. Academic Writings from KP2011. Kopenhagen:Rollespilsakademiet, pp. 52-69.
2008. “Media Cultivation: Japan’s Gay Boom of the 90s”. In: Bochumer Jahrbuch
zur Ostasienforschung (BJOAF), Vol. 32, pp. 95-114.

Translations

2022. Brave Little Ricecooker Role Playing Game (orig. いさましいちびの炊飯器 TRPG; orig. author: Koalada Mari). Monogym Publications.

2Björn-Ole Kamm

2024/03

Kyoto・www.b-ok.de・work mail: kamm.bjornole.7e@kyoto-u.ac.jp

PUBLICATIONS & PRESENTATIONS
Live-Roleplays(edu-larp)

Staying Alive. Co-Designer: Julia Becker (Dortmund University). Runs: October
2014, “Cultural Mediation: Creativity, Performance, Display,” Universität
Heidelberg; July 2015, ISAGA, Ritsumeikan University.
Village, Shelter, Comfort. Co-Designer: Katō Kōhei (Tokyo Gakugei University).
Runs: October 2016 & July 2017, Tokyo Gakugei University; January 2017,CLOSS; February 2017, Knutepunkt; April, June 2017, Kyoto University;
September 2018, TRPG Fes.
Sirius -- 11F84 -- Colors of Light. Co-Designer: Carola Nebe (Waldritter), KatōKōhei (Tokyo Gakugei University), CLOSS. Runs: September 2023, Herten;
January 2024, Tokyo; October 2024, Herten. https://11f84.larpwright.online/

SoftwarereLarp. Debriefing and reflection tool (PAC analysis). 2023.
https://github.com/larpGit/relarp
Larpwright Design Tools. WordPress plugin. 2023.
https://github.com/larpGit/larpwrightPresentations

Tisch- und Live-Rollenspiel in und aus Japan: Von Lodoss zu Dunklen Alten
Dingen [Table Talk and Live Action Roleplaying in and from Japan]. DeDeCo2024, Dresden (2024/02/23).
Analog Role-Playing Games and Transcultural Learning through First-Person
Experiences. Ritsumeikan University, Game Studies Center Symposium(2024/01/23).

(selection)

教育場面における生成 AI の（非）可能性 [The (Im) Possibilities of Generative AI
in Educational Spaces]. Kyoto University 2023 Symposium „The Potential andProblemsof Generative AI“, Kyoto (2023/12/10).
Ninja to the Rescue: How Iga in rural Mie seeks Revitalization through Ninja
Experiences and Tourism. 17th International Conference of the European
Association for Japanese Studies (EAJS), Gent (2023/08/17-20).
芸術的・政治的な、教育を目的とした (ノルディック)LARP とは何か[What isArtistic, Political, and Educational (Nordic) Larp]. 34th Conference of theJapan Society of Developmental Psychology, Osaka (2023/03/05).
Spiel auf Distanz, oder wenn der Bildschirm Nähe schafft: Live-Rollenspiel undEscape-Games in der Pandemie [Play at a Distance; or, when Screens make
Intimacy: Live-Action Role-Plays and Escape Games during the Pandemic].
18th German-language Japanese Studies Conference (Japanologentag),
Düsseldorf (2022/8/26).
柳田國男の｢問題の共同｣：温かいものからラーメンへ (女男食文化史) [YanagitaKunio’s ‘Joint Problems:’ From Hot Food to Rāmen (Women-Men FoodCulture History)]. Re-Reading Yanagita Research Group, International
Research Center for Japanese Studies (2022/05/21).
Keynote: Of Castles and Ninjas – Snapshots of a History of Analog Role-Playingin Japan. Mutual Images Workshop, Manchester (2021/12/02).
Keynote: Non-Digital Role-Playing of Japan – Approaching RPGs as a Practice.
Ropecon 2021 Academic Seminar, Helsinki (2021/07/30).
Methodological Concerns of Researching Larp and Educational Roleplay inJapan: (Im) Possibilities of Remote Fieldwork. CGJS-EAJS Japan Conference(2020/12/13).
Teaching Transcultural Studies: Insights from the Kyoto-Heidelberg Joint Degree
Master. Lecture Series at National Chung-Hsing University, Taiwan(2020/12/04).
ノルディック LARP・教育 LARP とは何か [What is Nordic Larp and Edu-Larp?].
Invited lecture at the Annual Japan Library Fair (2020/11/1-30).

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Björn-Ole Kamm

2024/03

Kyoto・www.b-ok.de・work mail: kamm.bjornole.7e@kyoto-u.ac.jp

PUBLICATIONS & PRESENTATIONS
Presentations(cont.)

Fantasy Rollenspiele in der Pädagogik in Japan [Fantasy Role-Playing Games
used in Pedagogy in Japan]. Barcamp eduRPG: Online-Pen&Paper in derpolitischen Bildung [Online Pen&Paper in Civic Education] (2020/6/27).
Replays and the Horror Genre as Driving the Popularity of Live-Action Role-Playin Japan. Replaying Japan 2019 Conference, Ritsumeikan University(2019/8/11).
Transcultural Learning and Live-Action Role-Play in Japan. DiGRA 2019,
Ritsumeikan University (2019/8/9).
Asymmetric Flows of Analog Gaming between Japan and Germany. Youth
Culture Symposium. Yamaoka Memorial Foundation, Kyoto University(2019/3/19).
ライブ・アクション・ロールプレイという意識向上を目的としたシリアス・ゲーミング方法 [Live-Action Role-Play (Larp) as a Serious Gaming Tool forAwareness Raising]. 22nd Occupational Science Seminar, Tokyo(2018/12/12).
Das Internet ist nicht genug: Eine Cyber-ethnographische Studie zu LiveRollenspiel in Japan [The Internet is not enough: A cyber-ethnographic study
on live-action role-play in Japan]. 17th German-language Japanese Studies
Conference (Japanologentag), Berlin (2018/8/31).
Experience Design for Understanding Social Withdrawal: Employing a LiveAction Role-Play (LARP) to Empathize with Hikikomori in Japan. 49th ISAGA
Conference. Mahidol University, Bangkok (2018/7/11).
Larp in Japan: How ‘German’ Roots Do Not Destine ‘Japanese’ Routes. YouthCulture Symposium. Yamaoka Memorial Foundation, Osaka (2018/3/18).
文化越境研究の出発点と地平 [History and Horizons of Transcultural Studies].
“Rethinking Transcultural Dynamics,” Ibunkai-Symposium, Kyoto University,Kyoto (2017/12/09).
Experience Design for Understanding Social Withdrawal: Opening a Door to
Closed Lifeworlds through Larp (Live-Action Role-Play). TEDx Kyoto
University, Kyoto (2017/07/08).
Encountering Silent Others and Their Ways of Being: Fieldwork at the Site
where Fiction Bridges Worlds. Cultural Typhoon 2017, Tokyo (2017/6/24-25).
Educational and Therapeutic Role-Playing in Japan (Larp). Knutepunkt 2017,
Oslo (2017/2/23-26).
芸術·政治的な教育ラープ（LARP）の理論と実施 [Theory and Practice ofArtistic and Political Edu-Live-Role-Playing]. Taishū-bunka Project – Modernity
Group Symposium, Nichibunken, Kyoto (2016/12/09).
ライブ RPG を用いたひきこもり支援: 日本文化学とメディア研究の立場から[Hikikomori-Support and Live-Action-Roleplay: From the Perspective ofJapanese and Media Studies]. Japan Society of Developmental Psychology,
Kansai Symposium, Osaka International University (2016/11/12).
ステレオタイプ 対 教育体験型ゲーム：オタクとひきこもりを例に [Stereotypesvs. Experience-pedagogical Games: Otaku and Hikikomori as Examples].
Science Agora 2016, Tokyo (2016/11/6).
The Power of 100 Yen – Larp in Japan. 2nd EAJS in Japan Conference, Kobe(2016/09/24).Larp & “Bleed:” Immersion and Learning in Fantastic Spaces.
Kyoto Manga Museum (2016/06/18).
Collateral Realities of Role-Playing; or “Otaku” versus “Real Women.”
Association for Asian Studies 2016, Seattle (2016/04/01-03).
PAC Analysis – A Tool for Evaluating Larp Learning? Solmukohta 2016, Helsinki(2016/03/09-13).

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Björn-Ole Kamm

2024/03

Kyoto・www.b-ok.de・work mail: kamm.bjornole.7e@kyoto-u.ac.jp

PUBLICATIONS & PRESENTATIONS
Presentations(cont.)The Black and White Aesthetics of Boys’ Love. 16th Japanologentag, München(2015/08/26-28).
Live-Action Roleplay; or the Performance of Realities. ISAGA/JASAG 2015,Kyoto (2015/07/17-21).
Brokers of “Japaneseness:” Bringing table-top J-RPGs to the “West.” MutualImages Workshop, Kobe (2015/06/12-13).
Conflicted Mediators: Nodes of (Non)Translation in Japanese-Language
Cyberspace. 4th HeKKSaGOn Presidents’ Meeting, Sendai (2015/04/17).
Manga as a Medium. Exhibition Manga-dō — The Way of Manga, Munich(2014/02/01).
Playing at Culture. 3rd HeKKSaGOn Presidents’ Meeting, Göttingen(2013/09/13).
Making-up the Otaku. GCOE The Intimate and the Public Spheres, Kyoto(2013/01/08).
Japanese Popular Culture and Project Oriented Teaching. Teaching JapanesePopular Culture Conference, National Uni. of Singapore (2012/11/11-12).
Ethics of Internet-based research on Japanese subcultures. 5th Next-Generation
Global Workshop “Social Innovation and Sustainability for the Future”, Kyoto(2012/11/06-08).
Cyber-Ethnography – (Im-) possibilities of Internet based research on Japan
using the example of transcultural subcultures [in German]. 15th Germanlanguage Japanese Studies Conference (Japanologentag), Zürich
(2012/08/27-30).
Manga-ron: The Manga discourse in Japan [in German]. Conference “Comic Manga - Graphic Novel”, Association for Youth Literature, Eisenach(2011/11/25-27).
Space and Life-Action Roleplay in Japan. 13th EAJS conference at Tallinn
University, Estonia (2011/08/24-28).
Role-Playing in Flow: History and Appropriation in Japan [in German]. University
Düsseldorf (2011/05/21).
Key Capital - Diffusion and (Language) Barriers of Japanese Popular Culture [inGerman]. Japan Center, Ludwigs- Maximilian-University Munich (2011/12/15).
Gates and their Keys – Language Barriers, Flows and “Cosmopolitan”
Gatekeepers of Japanese Pop Culture. Conference "Trends on the Move:
Transcultural Dimensions of Popular Flows", Heidelberg (2011/10/28-29).

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