Alban, Edmond Ernest DitEdmond Ernest DitAlban2020-03-252020-03-252016https://media.suub.uni-bremen.de/handle/elib/3249This research report presents mapping methods visualizing Visual Novelsâ cultural production in Japan. Three mapping of the East section of Ikebukuro city in Tokyo are presented in order to unravel the urban environment surrounding the production of Visual Novels for â girlsâ (Otome and Boyâ s Love games). The imbrications of a typology of Visual Novel and their paraphernalia, with cartographies of the urban infrastructures and events sustaining Visual Novelâ s paraphernalia circulation therefore invites to question of the definition of a â game environmentâ as the emergence of a urban cultural network emerging from the circulation of game paraphernalia.deinfo:eu-repo/semantics/openAccessOtakuAlterationVisual NovelsParaphernaliaMedia Circulation200Mapping Methods Visualizing Visual Novelsâ Cultural Production in JapanArtikel/Aufsatzurn:nbn:de:gbv:46-00105340-19