Rachael Hutchinson
Biographic Data
| ID | 234053 |
|---|---|
| NAME | Rachael Hutchinson |
| GIVEN NAMES | Rachael |
| FAMILY NAME | Hutchinson |
| SIGNATURE | HUTCHINSON R |
| AFFILIATIONS | University of Delaware |
| ORCID | 0000-0002-9121-6426 |
| VERIFIED | Yes |
| TOTAL WORKS | 20 |
| TOTAL CITATIONS | 31 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 4 |
| FIRST PUBLICATION YEAR | 1966 |
| LATEST PUBLICATION YEAR | 2025 |
| H-INDEX | 2 |
Cozy Violence: Animal Companions, Self-Care, and Nationalist Ideology in Rise of the Rōnin
This essay explores the interactions of violence, self-care, and nationalistic ideology in Rise of the Rōnin (2024), a historical action RPG set in Bakumatsu Japan (1853–1868). The study examines how elements of “cozy games” appear in gameplay through animal interactions and human relationships, emphasizing the contrast between brutal samurai combat and moments of peace. Findings build on model of “situational coziness” given by Waskiewicz and Ba…
Experiencing a historic garden online: Impact of an Inclusive Digital Multisensory Audio Descriptive Tour
Historic gardens can promote social inclusion and engender a sense of wellbeing. Since the pandemic, many cultural institutions have sought to enhance their online provision. However, content inevitably assume sight. An inclusive audio descriptive online tour of the Chelsea Physic Garden was created for people who were blind and partially blind (BPB) and sighted. Sixty-two participants completed an evaluation questionnaire directly after experien…
Toward a Gameic World: New Rules of Engagement from Japanese Video Games
How are we moving toward a “gameic world,” and what does this mean? The title of Ben Whaley's book suggests that the rest of the world is gaining something from Japan via the game industry, so what is it that we are gaining? A “gameic” world, he argues, is one in which we come to a meaningful understanding of complex social issues by playing through them ourselves in digital narratives, engaging deeply with game scenarios and characters. Many vid…
Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English…
The Kingdom’s Shōnen Heart: Transcultural Character Design and the JRPG
Taken by themselves, neither Disney nor Square Enix appears particularly successful at transcultural expression, although both are certainly marketing juggernauts in transmedia franchise operations (Smoodin, 1994; Consalvo, 2013). Disney may be understood in terms of American postwar cultural imperialism, while Square Enix is deeply rooted in conventions of Japanese storytelling. But together, somehow the two achieve a synergy in Kingdom Hearts (…
Rural disparities in end‐of‐life care for patients with heart failure: Are they due to geography or socioeconomic disparity
PURPOSE: The impact of rurality and socioeconomic deprivation on end-of-life (EOL) care for patients with heart failure (HF) is unknown. We analyzed claims to describe the prevalence and predictors of EOL health care utilization for patients dying with HF in a predominantly rural state. METHODS: We used the MaineHealth Data Organization's All-Payer Claims Data to identify 15,168 patients ≥35 who died with HF between 2012 and 2017. The primary out…
Japanese Culture Through Videogames
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique …
Fukasaku Kinji and Kojima Hideo Replay Hiroshima: Atomic Imagery and Cross-Media Memory
This essay examines how photography and news footage of the Hiroshima bomb have been used as a backdrop for the action genre in Japanese film and videogames. The case studies are Fukasaku Kinji’s film Battles without Honor or Humanity (1973), and Kojima Hideo’s videogame Metal Gear Solid (1998). Fukasaku’s opening sequence employs photographic stills of the mushroom cloud, burnt-out ruins, and the black market to set the violence of yakuza gangs …
Routledge Handbook of Modern Japanese Literature
INTRODUCTION SECTION 1: LITERATURE, SPACE AND TIME 1. Space and Time in Modern Japanese Literature, Stephen Dodd 2. Literature Short on Time: Modern Moments in Haiku and Tanka, Jon Holt 3. Kawabata Yasunari's The Scarlet Gang of Asakusa and Tokyo Space, Alisa Freeman 4. Inner Pieces: Isolation, Inclusion, and Interiority in Modern Women's Fiction, Amanda C. Seaman SECTION 2: GENDER, SEXUALITY AND THE BODY 5. Queer Reading and Modern Japanese Lite…
Hold that Pose!’ Photography and kabuki in Kitano Takeshi'sKikujiro
This article examines Kitano Takeshi's film Kikujiro (Kikujirō no Natsu, 1999) from two directions: first, as an as an experiment in moving versus still photography, and second, as an exploration of time, memory and Japanese identity. I argue that it is in Kitano's cinematic use of elements from the kabuki drama that the two aspects come together. Kitano plays upon the conventions of both kabuki and film media to highlight the significance of the…
Negotiating Censorship in Modern Japan
1. Introduction: Negotiating Censorship in Modern Japan Rachael Hutchinson 2. Censorship and Patronage in Meiji Kabuki Rachel Payne 3. Seditious Obscenity / Obscene Seditions: The Radical Eroticism of Umehara Hokumei Jonathan Abel 4. The Censor as Critic: Ogawa Chikagoro and Popular Music Censorship in Imperial Japan Hiromu Nagahara 5. Kawabata's Wartime Message in Beautiful Voyage (Utsukushii tabi) Hiromi Tsuchiya Dollase 6. Banned Books in the …
Nagai Kafu's Occidentalism: Defining the Japanese Self
Describes how writer Nagai Kafu(1879-1959) used his experience of the West to reconcile modernization and Japanese identity
Neighborhood racial composition, social capital and black all-cause mortality in Philadelphia
A Fistful of Yojimbo: Appropriation and Dialogue in Japanese Cinema
There are many ways to read the relationship between a film and its remake: in terms of fidelity, imitation, plagiarism, appropriation, or other enactments of power. For the most part, such models rely on a binary system to analyse the relationship between two films in isolation from their surroundings. In this chapter I wish to examine such a relationship in terms of a wider model of understanding, based on possibilities of dialogue with a wider…
Kurosawa Akira'sOne Wonderful Sunday: Censorship, Context and ‘Counter-Discursive’ Film
Reading One Wonderful Sunday (Subarashiki Nichiyōbi, 1947) as counter-discursive film, this paper challenges humanist readings of the film to argue for a more critical commentary on the problematic postwar. The essay investigates the labels of ‘pro-democratic’ and ‘compliant’ director ascribed to Kurosawa Akira (1910–98), stemming from the reception of No Regrets for Our Youth (Waga seishun ni kuinashi, 1946). In light of Kurosawa's experience wi…
Censorship in the Japanese arts Introduction
Rachael Hutchinson is Assistant Professor in Japanese Studies at the University of Delaware. She is co-editor of Representing the Other in Modern Japanese Literature: A Critical Approach, and author of ‘Occidentalism and critique of Meiji: the West in the returnee stories of Nagai Kafū’. Her work on Kurosawa Akira has appeared in Remapping World Cinema: Identity, Culture and Politics in Film (ed. Song-Hwee Lim and Stephanie Dennison) and World Ci…
Performing the Self: Subverting the Binary in Combat Games
This article analyzes the quick-response binary combat game genre, suggesting that so-called "finger-twitch" games, often maligned by academics, are both complex and significant for cultural studies. While the game structure of binary combat is most often seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic and passive attitude to violence, the author argues that games such as Mortal Kombat, Street Fighter, …
Representing the Other in Modern Japanese Literature: A Critical Approach
Introduction 1. Hermes and Hermes: Othernesses in Modern Japanese Literature 2. Meet Me on the Other Side: Strategies of Otherness in Modern Japanese Literature Part 1: External Others 3. Who Holds the Whip? Power and Critique in Nagai Kafu's Tales of America 4. Foreign Bodies: 'Race', Gender and Orientalism in Tanizaki Jun'ichiro's The Mermaid's Lament 5. Self and Other in the Writings of Kajii Motojiro 6. Yokomitsu Riichi's Others: Paris and Sh…
Occidentalism and critique of Meiji: The West in the returnee stories of Nagai Kafū
This article questions the conventional reading of Nagai Kaf (1879-1959) as a non-critical writer, arguing that Kaf 's critique of Meiji modernization may be seen most clearly in his publications of 1909-10, when he had just returned to Japan after five years in America and France. Two of these returnee stories are examined to demonstrate how Kaf used the idea of 'the West' as a defining contrast in order to criticize the Meiji modernization proc…
The Little Lady
Neighborhood racial composition, social capital and black all-cause mortality in Philadelphia
Occidentalism and critique of Meiji: The West in the returnee stories of Nagai Kafū
This article questions the conventional reading of Nagai Kaf (1879-1959) as a non-critical writer, arguing that Kaf 's critique of Meiji modernization may be seen most clearly in his publications of 1909-10, when he had just returned to Japan after five years in America and France. Two of these returnee stories are examined to demonstrate how Kaf used the idea of 'the West' as a defining contrast in order to criticize the Meiji modernization proc…
Kurosawa Akira'sOne Wonderful Sunday: Censorship, Context and ‘Counter-Discursive’ Film
Reading One Wonderful Sunday (Subarashiki Nichiyōbi, 1947) as counter-discursive film, this paper challenges humanist readings of the film to argue for a more critical commentary on the problematic postwar. The essay investigates the labels of ‘pro-democratic’ and ‘compliant’ director ascribed to Kurosawa Akira (1910–98), stemming from the reception of No Regrets for Our Youth (Waga seishun ni kuinashi, 1946). In light of Kurosawa's experience wi…
Performing the Self: Subverting the Binary in Combat Games
This article analyzes the quick-response binary combat game genre, suggesting that so-called "finger-twitch" games, often maligned by academics, are both complex and significant for cultural studies. While the game structure of binary combat is most often seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic and passive attitude to violence, the author argues that games such as Mortal Kombat, Street Fighter, …
The Little Lady
The Little Lady
Occidentalism and critique of Meiji: The West in the returnee stories of Nagai Kafū
This article questions the conventional reading of Nagai Kaf (1879-1959) as a non-critical writer, arguing that Kaf 's critique of Meiji modernization may be seen most clearly in his publications of 1909-10, when he had just returned to Japan after five years in America and France. Two of these returnee stories are examined to demonstrate how Kaf used the idea of 'the West' as a defining contrast in order to criticize the Meiji modernization proc…
Representing the Other in Modern Japanese Literature: A Critical Approach
Introduction 1. Hermes and Hermes: Othernesses in Modern Japanese Literature 2. Meet Me on the Other Side: Strategies of Otherness in Modern Japanese Literature Part 1: External Others 3. Who Holds the Whip? Power and Critique in Nagai Kafu's Tales of America 4. Foreign Bodies: 'Race', Gender and Orientalism in Tanizaki Jun'ichiro's The Mermaid's Lament 5. Self and Other in the Writings of Kajii Motojiro 6. Yokomitsu Riichi's Others: Paris and Sh…
A Fistful of Yojimbo: Appropriation and Dialogue in Japanese Cinema
There are many ways to read the relationship between a film and its remake: in terms of fidelity, imitation, plagiarism, appropriation, or other enactments of power. For the most part, such models rely on a binary system to analyse the relationship between two films in isolation from their surroundings. In this chapter I wish to examine such a relationship in terms of a wider model of understanding, based on possibilities of dialogue with a wider…
Kurosawa Akira'sOne Wonderful Sunday: Censorship, Context and ‘Counter-Discursive’ Film
Reading One Wonderful Sunday (Subarashiki Nichiyōbi, 1947) as counter-discursive film, this paper challenges humanist readings of the film to argue for a more critical commentary on the problematic postwar. The essay investigates the labels of ‘pro-democratic’ and ‘compliant’ director ascribed to Kurosawa Akira (1910–98), stemming from the reception of No Regrets for Our Youth (Waga seishun ni kuinashi, 1946). In light of Kurosawa's experience wi…
Censorship in the Japanese arts Introduction
Rachael Hutchinson is Assistant Professor in Japanese Studies at the University of Delaware. She is co-editor of Representing the Other in Modern Japanese Literature: A Critical Approach, and author of ‘Occidentalism and critique of Meiji: the West in the returnee stories of Nagai Kafū’. Her work on Kurosawa Akira has appeared in Remapping World Cinema: Identity, Culture and Politics in Film (ed. Song-Hwee Lim and Stephanie Dennison) and World Ci…
Performing the Self: Subverting the Binary in Combat Games
This article analyzes the quick-response binary combat game genre, suggesting that so-called "finger-twitch" games, often maligned by academics, are both complex and significant for cultural studies. While the game structure of binary combat is most often seen in terms of simple entertainment, lacking narrative power and encouraging an apathetic and passive attitude to violence, the author argues that games such as Mortal Kombat, Street Fighter, …
Neighborhood racial composition, social capital and black all-cause mortality in Philadelphia
Nagai Kafu's Occidentalism: Defining the Japanese Self
Describes how writer Nagai Kafu(1879-1959) used his experience of the West to reconcile modernization and Japanese identity
Negotiating Censorship in Modern Japan
1. Introduction: Negotiating Censorship in Modern Japan Rachael Hutchinson 2. Censorship and Patronage in Meiji Kabuki Rachel Payne 3. Seditious Obscenity / Obscene Seditions: The Radical Eroticism of Umehara Hokumei Jonathan Abel 4. The Censor as Critic: Ogawa Chikagoro and Popular Music Censorship in Imperial Japan Hiromu Nagahara 5. Kawabata's Wartime Message in Beautiful Voyage (Utsukushii tabi) Hiromi Tsuchiya Dollase 6. Banned Books in the …
Routledge Handbook of Modern Japanese Literature
INTRODUCTION SECTION 1: LITERATURE, SPACE AND TIME 1. Space and Time in Modern Japanese Literature, Stephen Dodd 2. Literature Short on Time: Modern Moments in Haiku and Tanka, Jon Holt 3. Kawabata Yasunari's The Scarlet Gang of Asakusa and Tokyo Space, Alisa Freeman 4. Inner Pieces: Isolation, Inclusion, and Interiority in Modern Women's Fiction, Amanda C. Seaman SECTION 2: GENDER, SEXUALITY AND THE BODY 5. Queer Reading and Modern Japanese Lite…
Hold that Pose!’ Photography and kabuki in Kitano Takeshi'sKikujiro
This article examines Kitano Takeshi's film Kikujiro (Kikujirō no Natsu, 1999) from two directions: first, as an as an experiment in moving versus still photography, and second, as an exploration of time, memory and Japanese identity. I argue that it is in Kitano's cinematic use of elements from the kabuki drama that the two aspects come together. Kitano plays upon the conventions of both kabuki and film media to highlight the significance of the…
Japanese Culture Through Videogames
Examining a wide range of Japanese videogames, including arcade fighting games, PC-based strategy games and console JRPGs, this book assesses their cultural significance and shows how gameplay and context can be analyzed together to understand videogames as a dynamic mode of artistic expression. Well-known titles such as Final Fantasy, Metal Gear Solid, Street Fighter and Katamari Damacy are evaluated in detail, showing how ideology and critique …
Fukasaku Kinji and Kojima Hideo Replay Hiroshima: Atomic Imagery and Cross-Media Memory
This essay examines how photography and news footage of the Hiroshima bomb have been used as a backdrop for the action genre in Japanese film and videogames. The case studies are Fukasaku Kinji’s film Battles without Honor or Humanity (1973), and Kojima Hideo’s videogame Metal Gear Solid (1998). Fukasaku’s opening sequence employs photographic stills of the mushroom cloud, burnt-out ruins, and the black market to set the violence of yakuza gangs …
Japanese Role-Playing Games: Genre, Representation, and Liminality in the JRPG
Japanese Role-playing Games: Genre, Representation, and Liminality in the JRPG examines the origins, boundaries, and transnational effects of the genre, addressing significant formal elements as well as narrative themes, character construction, and player involvement. Contributors from Japan, Europe, North America, and Australia employ a variety of theoretical approaches to analyze popular game series and individual titles, introducing an English…
The Kingdom’s Shōnen Heart: Transcultural Character Design and the JRPG
Taken by themselves, neither Disney nor Square Enix appears particularly successful at transcultural expression, although both are certainly marketing juggernauts in transmedia franchise operations (Smoodin, 1994; Consalvo, 2013). Disney may be understood in terms of American postwar cultural imperialism, while Square Enix is deeply rooted in conventions of Japanese storytelling. But together, somehow the two achieve a synergy in Kingdom Hearts (…
Rural disparities in end‐of‐life care for patients with heart failure: Are they due to geography or socioeconomic disparity
PURPOSE: The impact of rurality and socioeconomic deprivation on end-of-life (EOL) care for patients with heart failure (HF) is unknown. We analyzed claims to describe the prevalence and predictors of EOL health care utilization for patients dying with HF in a predominantly rural state. METHODS: We used the MaineHealth Data Organization's All-Payer Claims Data to identify 15,168 patients ≥35 who died with HF between 2012 and 2017. The primary out…
Toward a Gameic World: New Rules of Engagement from Japanese Video Games
How are we moving toward a “gameic world,” and what does this mean? The title of Ben Whaley's book suggests that the rest of the world is gaining something from Japan via the game industry, so what is it that we are gaining? A “gameic” world, he argues, is one in which we come to a meaningful understanding of complex social issues by playing through them ourselves in digital narratives, engaging deeply with game scenarios and characters. Many vid…
Cozy Violence: Animal Companions, Self-Care, and Nationalist Ideology in Rise of the Rōnin
This essay explores the interactions of violence, self-care, and nationalistic ideology in Rise of the Rōnin (2024), a historical action RPG set in Bakumatsu Japan (1853–1868). The study examines how elements of “cozy games” appear in gameplay through animal interactions and human relationships, emphasizing the contrast between brutal samurai combat and moments of peace. Findings build on model of “situational coziness” given by Waskiewicz and Ba…
Experiencing a historic garden online: Impact of an Inclusive Digital Multisensory Audio Descriptive Tour
Historic gardens can promote social inclusion and engender a sense of wellbeing. Since the pandemic, many cultural institutions have sought to enhance their online provision. However, content inevitably assume sight. An inclusive audio descriptive online tour of the Chelsea Physic Garden was created for people who were blind and partially blind (BPB) and sighted. Sixty-two participants completed an evaluation questionnaire directly after experien…
Japanese History and Culture (12 works) · Art (11 works) · History (11 works) · Sociology (11 works) · Literature (10 works) · Political science (8 works) · Asian Culture and Media Studies (7 works) · Digital Games and Media (7 works) · Aesthetics (6 works) · Law (6 works)