2024/05/26 更新

写真a

ハーツハイム ブライアン ヒカリ
ハーツハイム ブライアン ヒカリ
所属
国際学術院 国際教養学部
職名
准教授
学位
博士号 ( UCLA )

経歴

  • 2022年04月
    -
    継続中

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

  • 2017年04月
    -
    2022年03月

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

学歴

  • 2007年
    -
    2015年

    カリフォルニア大学ロサンゼルス校  

研究分野

  • 美学、芸術論   ゲーム研究、メディア産業論、アニメ・漫画学
 

論文

  • Crafting Consensus in Anime's Writer's Room: Uchiawase as Script Development

    ハーツハイム ブライアン ヒカリ

    Mechademia: Second Arc   16 ( 2 ) 75 - 98  2024年

  • Introduction: Media Industries and Platforms

    ハーツハイム ブライアン ヒカリ

    Mechademia: Second Arc   16 ( 2 ) 1 - 8  2024年

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

    ハーツハイム ブライアン ヒカリ

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

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

    Bryan Hikari Hartzheim

    Transcommunication   8 ( 2 ) 159 - 170  2021年

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

    Bryan Hikari Hartzheim

    Television and New Media   22 ( 5 ) 570 - 587  2021年

  • Toriko’s Database World

    Bryan Hikari Hartzheim

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

  • Pretty Cure and the Magical Girl Media Mix

    Bryan Hikari Hartzheim

    Journal of Popular Culture   49 ( 5 ) 1059 - 1085  2016年

    DOI

    Scopus

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

    Bryan Hikari Hartzheim

    Reitaku Review   21   3 - 22  2015年

    DOI CiNii

  • Tsuruko Aoki: Wife, Lover, Transcultural Star

    Bryan Hikari Hartzheim

    Mediascape   Winter  2011年

▼全件表示

書籍等出版物

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

    Bryan Hikari Hartzheim( 担当: 単著)

    Bloomsbury  2023年

  • The Franchise Era: Managing Media in the Digital Economy

    James Fleury, Bryan Hikari Hartzheim, Steven Member( 担当: 共編者(共編著者))

    Edinburgh University Press  2019年05月

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

    ( 担当: 単著)

    Edinburgh University Press  2019年

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

    James Fleury, Bryan Hikari Hartzheim, Steven Mamber( 担当: 共著)

    Edinburgh University Press  2019年

  • "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( 担当: 単著)

    Palgrave Macmillan  2017年02月

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

    Bryan Hikari Hartzheim( 担当: 単著)

    Rowman and Littlefield  2017年

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

    Bryan Hikari Hartzheim( 担当: 単著)

    Rowman and Littlefield  2017年

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

    Bryan Hikari Hartzheim( 担当: 単著)

    Routledge  2016年

▼全件表示

 

現在担当している科目

▼全件表示

 

特定課題制度(学内資金)

  • Hideo Kojima: Meta-Cinematic Game Design

    2017年  

     概要を見る

    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.