This paper attempts to analyze communication space created by Japanese
youth who flocks to video game arcades. I myself joined them for direct observation
and checked their comments written in the notebooks at the arcades.
This approach led to reveal the unique existence of communication space created
through the fusion of two communication patterns: face-to-face and machinemediated.
The negative image of young people, for example juvenile delinquency
and self-isolation, is contrary to the reality. This kind of prejudice among the
older generations is not reflecting their behaviors and interaction patterns.
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