
Age and gender are relevant predictors for the sample’s motivations and also influence audience preferences regarding genres. Five main motivations were found for anime viewing, with entertainment being the strongest.

A scale by Rubin and Perse (1987), originally used in regard to the audiences of soap operas, was adapted in the scope of this article. This article presents and discusses the outcomes of an online survey completed by 568 respondents, most of them young and regular watchers of anime.

However, non-Japanese audiences’ motivations for watching this kind of content remain almost unstudied in some countries, with Portugal being one of them. It is simultaneously broadcasted by traditional media and easily distributed and discussed among fans in the digital and online realms. Japanese animation, widely known as anime, has a global reach. Furthermore, the emotional impact of horror larps, the affective interaction between players and their characters, allows for memorable experiences and so continues to draw in new players and organizers. The dominant form of larps in Japan are one-room games, that work well with horror mysteries and function as a low threshold of accessibility. Creating a fertile ground for this genre, the first indigenous Japanese larp rulebook built on this interest and the ease of access, namely that players do not need elaborate costumes or equipment to participate in modern horror.ĭiscussion. With the advent of video sharing sites, replays moved from the book to audio-visual records and a focus on horror games. Replays, novelized transcripts of play sessions, have been an entry point into analog role-playing in Japan since the 1980s. Cyberethnographic fieldwork including participant observation at larps between 20 forms the data basis for this article, followed by qualitative interviews with larp organizers, larp writers, and designers of analog games as well as observations online in respective webforums. This article explores the development of non-digital role-playing games in the Japanese context in light of the online video platform niconico popularizing horror role-playing and practical considerations of adopting the genre to live-action play. Following trends of related forms of analog role-playing games, the horror genre functions as a motor of increasing popularity.Īim.

The history of larp, live-action role-play, in Japan may be rather short but documents exponential growth in the entertainment sector as well as in educational gaming.
