[1]
M. Picard, « Gēmu Communities and Otaku Consumption: The (Sub) Culture(s) of Videogames in Japan », in Japan’s Contemporary Media Culture between Local and Global: Content, Practice and Theory, M. Roth, H. Yoshida, et M. Picard, éd. Heidelberg: CrossAsia, 2021. doi: 10.11588/crossasia.971.c12876.