Updated on 2024/04/18

写真a

 
HARTZHEIM, Bryan Hikari
 
Affiliation
Faculty of International Research and Education, School of International Liberal Studies
Job title
Associate Professor
Degree
Ph.D ( UCLA )

Research Experience

  • 2022.04
    -
    Now

    Waseda University   School of International Liberal Studies/Graduate School of International Culture and Communication Studies   Associate Professor

  • 2017.04
    -
    2022.03

    Waseda University   School of International Liberal Studies/Graduate School of International Culture and Communication Studies   Assistant Professor

Education Background

  • 2007
    -
    2015

    University of California, Los Angeles  

Research Areas

  • Aesthetics and art studies   Game Studies, Media Industry and Production Studies, Anime/Manga Studies
 

Papers

  • Makers in the Mix: A Production Studies Approach to Studying the Media Mix

    Bryan Hikari Hartzheim

    Mechademia: Second Arc   16 ( 1 ) 15 - 23  2023

  • The Affordances of Omaké in Gotouge Koyoharu’s Kimetsu no Yaiba

    Bryan Hikari Hartzheim

    Transcommunication   8 ( 2 ) 159 - 170  2021.09

  • Making of a Mangaka: Industrial Reflexivity and Shueisha’s Weekly Shônen Jump

    Bryan Hikari Hartzheim

    Television and New Media   22 ( 5 ) 570 - 587  2021.07

  • Toriko’s Database World

    Bryan Hikari Hartzheim

    International Journal of Comic Art   19 ( 1 ) 499 - 524  2017

  • Pretty Cure and the Magical Girl Media Mix

    Bryan Hikari Hartzheim

    Journal of Popular Culture   49 ( 5 ) 1059 - 1085  2016.10

    DOI

    Scopus

    5
    Citation
    (Scopus)
  • Training Grounds: Postwar Manga Magazines and Shueisha’s Weekly Shônen Jump

    Bryan Hikari Hartzheim

    Reitaku Review   21   3 - 22  2015

    DOI CiNii

  • Tsuruko Aoki: Wife, Lover, Transcultural Star

    Bryan Hikari Hartzheim

    Mediascape   Winter  2011

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Books and Other Publications

  • Hideo Kojima: Progressive Game Design from Metal Gear to Death Stranding

    Bryan Hikari Hartzheim( Part: Sole author)

    Bloomsbury  2023

  • The Franchise Era: Managing Media in the Digital Economy

    James Fleury, Bryan Hikari Hartzheim, Steven Mamber( Part: Joint editor)

    Edinburgh University Press  2019.05

  • "Transmedia to Go: Licensed Mobile Gaming in Japan" in The Franchise Era: Managing Media in the Digital Economy

    Bryan Hikari Hartzheim( Part: Sole author)

    Edinburgh University Press  2019

  • "Introduction: The Franchise Era" in The Franchise Era: Managing Media in the Digital Economy

    James Fleury, Bryan Hikari Hartzheim, Steven Mamber( Part: Joint author)

    Edinburgh University Press  2019

  • "Database Production: Planners and Players in a Japanese Mobile Game Studio" in Transnational Contexts in Development History, Society, and Sociality of Play: Video Games in East Asia

    Bryan Hikari Hartzheim( Part: Sole author)

    Palgrave Macmillan  2017.02

  • "Katamari Damacy" in The 100 Greatest Video Game Franchises

    Bryan Hikari Hartzheim( Part: Sole author)

    Rowman and Littlefield  2017

  • "Solid Snake" in The 100 Greatest Video Game Characters

    Bryan Hikari Hartzheim( Part: Sole author)

    Rowman and Littlefield  2017

  • "The Auteur Theory" in The Routledge Encyclopedia of Modernism

    Bryan Hikari Hartzheim( Part: Sole author)

    Routledge  2016

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Syllabus

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Internal Special Research Projects

  • Hideo Kojima: Meta-Cinematic Game Design

    2017  

     View Summary

    The special research grant greatly helped me in my research on Hideo Kojima’s game design. In particular, with the aid of the grant, I was able to access important and expensive primary materials that have long gone out of print, including original copies of games for defunct systems; official and fan-produced manuals and guidebooks; special edition versions of games; multiple making-of books; design documents and design document software; audio CDs which feature staff comments; and various periodicals with interviews with Kojima and his staff. Playing these games and reading the interviews and production notes found within the various guidebooks and manuals has allowed me to understand Kojima and his teams’ design process to a more comprehensive degree, especially in his role as a game director, one of two key roles (the other being a subversive designer) I will be writing about this year.