MARTIN PAUL JOHN (マーチン ポール ジヨン)

メディア・コミュニケーション研究院特任教授
外国語教育センター特任教授

研究者基本情報

■ 学位
  • 博士号, ブルネル大学ロンドン校, 2012年06月
■ URL
researchmap URLホームページURL■ ID 各種
研究者番号
  • 11019473
ORCID IDJ-Global ID■ 研究キーワード・分野
研究キーワード
  • English language learning; board games; tabletop role-playing games
研究分野
  • 人文・社会, 外国語教育, Language acquisition, board games

経歴

■ 経歴
学歴
  • 2008年 - 2011年, Brunel University, PhD, グレートブリテン・北アイルランド連合王国(英国)
  • 2006年 - 2007年, University College London, English, MA, Issues in Modern Culture, グレートブリテン・北アイルランド連合王国(英国)
  • 2003年 - 2006年, DBS, School of Arts, BA, Film, literature and drama, アイルランド

研究活動情報

■ 論文
  • The narrativization of ludic elements in videogame fanfiction
    Yuhua Hanna Wu; Paul Martin
    Convergence: The International Journal of Research into New Media Technologies, 2024年04月
    研究論文(学術雑誌)
  • Diminished ambiguity: the transformation of masculinity from Chinese videogames to their fan-fiction
    Yuhua Wu; Paul Martin
    Continuum, 2023年05月04日
    研究論文(学術雑誌)
  • Correction to: Esports in the Asia-Pacific
    Filippo Gilardi; Paul Martin
    2023年
  • Conclusions to Esports in the Asia–Pacific
    Filippo Gilardi; Paul Martin
    2023年
  • Introduction to Esports in the Asia-Pacific
    Filippo Gilardi; Paul Martin
    2023年
  • Realism in play
    Paul Martin
    Landscapes of Realism:Rethinking literary realism in comparative perspectives. Volume I: Mapping realism, John Benjamins Publishing Company, 2021年04月15日
  • Gaming on campus
    Paul Martin
    Global esports: Transformation of cultural perceptions of competitive gaming, 2021年
  • Honour of Kings as Chinese popular heritage: Contesting authorized history in a mobile game
    Bjarke Liboriussen; Paul Martin
    China Information, 34, 3, 319, 341, {SAGE} Publications, 2020年11月
    英語, 研究論文(学術雑誌), This article examines how users on social media responded to state criticism of the representation of Chinese historical characters in the popular Tencent mobile game Honour of Kings. The game’s usage of historical characters and the ensuing debate and criticism are analysed as ‘popular heritage’. A qualitative content analysis identifies several categories in the discussion of this game on the Q & A website Zhihu (知乎). The article discusses these categories in relation to existing literature on popular heritage. The analysis contributes to this literature by identifying a new feature of popular heritage, whereby the dissonance associated with popular heritage becomes in itself an enjoyable object of popular pleasure, deepening popular heritage’s capacity to generate critique of authorized heritage and exposing divisions within the power bloc. In light of these findings, we call for an approach to popular heritage that escapes a dichotomous people–elite schema in favour of a multi-actor approach.
  • Morphology and Meaning in 'Castle Wolfenstein 3D'
    Paul Martin
    Ludotopia: Spaces, Places and Territories in Computer Games, 2019年12月31日
  • The contradictions of pop nationalism in the manga Gate: Thus the JSDF Fought There!
    Paul Martin
    Journal of Graphic Novels and Comics, 11, 2, 167, 181, Informa {UK} Limited, 2018年11月
    英語, 研究論文(学術雑誌)
  • Students as co-producers in a multidisciplinary software engineering project: addressing cultural distance and cross-cohort handover
    Paul Martin
    Teachers and Teaching, 2018年10月03日
    英語, 研究論文(学術雑誌)
  • Race, Colonial History and National Identity: Resident Evil 5 as a Japanese Game
    Paul Martin
    Games and Culture, 2018年09月
    英語, 研究論文(学術雑誌)
  • Carnal Hermeneutics and the Digital Game
    Paul Martin
    Journal of the Philosophy of Computer Games, 2018年
    研究論文(学術雑誌)
  • The Intellectual Structure of Game Research
    Paul Martin
    Game Studies, 2018年
    研究論文(学術雑誌)
  • Regional Game Studies
    Paul Martin
    Game Studies, 2016年
    研究論文(学術雑誌)
  • Special issue: Games and gaming in China
    Liboriussen, B.; Martin, P.
    Games and Culture, 11, 3, 2015年
    研究論文(学術雑誌)
  • Socio-spatial relations in mobile gaming: Reconfiguration and contestation
    Paul Martin
    Mobile Media and Communications: Social, Political and Economic Implications, IGI Global, 2014年
  • A spatial analysis of the JBA headquarters in Splinter Cell: Double Agent
    Martin, P.
    Entertainment Computing, 5, 1, 2014年
    研究論文(学術雑誌)
  • Embodiment in skateboarding videogames
    Paul Martin
    International Journal of Performance Arts & Digital Media, 9, 2, 2013年08月01日
    英語, 研究論文(学術雑誌)
  • Toponymy in the Videogame GTA IV
    Paul Martin
    Onoma, 46, 5, 28, 2011年
    研究論文(学術雑誌)
  • Ambivalence and Recursion in Castlevania: Symphony of the Night.
    Paul Martin
    Eludamos, 2011年
    英語, 研究論文(学術雑誌), Konami's Castlevania: Symphony of the Night (SoTN) (KCE Tokyo 1997) is a recursive game in several ways. The player, the main character, the story, all in some senses move back and forth. This paper seeks to understand how the patterns of recursion that permeate the game interact with each other in ways that illuminate and enrich the characterisation of the protagonist, Alucard, as ambivalent. The performances by the player and the character are derived from and constrained by a combination of the configuration of space and the character's changing capabilities. These performances are here approached as texts that are open to interpretation and can be read alongside themes otherwise elucidated in the game's back-story and cutscenes in which character and plot are developed. In SoTN there is a parallel between the game's thematic concern with ambivalence and the centrality of recursion in its performance.
  • The pastoral and the sublime in Elder Scrolls IV: Oblivion
    Martin, P.
    Game Studies, 11, 3, 2011年
    研究論文(学術雑誌)