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The Cultural Economy of Ludic Superflatness
This paper examines the "superflat" aesthetic described by artist Takashi Murakami as a defining feature of Japanese visual culture, applying it specifically to Japanese digital games as an interpretive framework it terms "ludic superflatness."
- Ludic superflatness is presented as a framework applying Takashi Murakami's superflat aesthetic to Japanese digital games, treating it as an agentive, polemical expression of culturally hybrid national identity shaped by postwar Japan's relationship with the United States and the blurring of high art and subculture.
- The author argues that games such as the Katamari series, WarioWare: Mega Microgame$, and Viewtiful Joe embody superflat aesthetics through flattened 2D visual conventions, serial reproducibility, and intertextual pastiche while reflecting contemporary commercial production logics.
- The analysis uses cultural economy theory, which treats economic and symbolic processes as mutually constitutive, reading games as assemblages of aesthetic, gameplay, and commercial practices.
DiGRAJan 2007