Benjamin’s cultural subconscious-made-real is especially evident in Japanese video game arcades, cyber cafes (which also offer late-night broadband networked game play), and in the cell phone software and service shops where the dream ghosts of many different cultures are literally inserted directly into the technology of modern Japanese society and placed snugly in the hands and pocketbooks of Japanese users (Darley). The shift with the cyber café and the cell phone network game, however, is that the arcade of cultural exchange has now become completely virtual, existing no where and everywhere simultaneously.

While these new physical and virtual Japanese mediums for expression, exploration and play remediate previous media and communication methods in the same way that Bolter and Grusin claim that hypertext and early new media forms remediate meaning, the spin that Japanese culture places on this process is that Japanese culture has always been a remediation machine that encourages a continual integration of outside cultural artifacts directly into the heart of the supposedly “unique” and/or “authentic” aspects of the Japanese cultural/historical experience (Napier).

     
  Inside the central atrium of the main Kyoto train station, taken from the ground floor, looking up. Kyoto, Japan. Found at: http://www.danheller.com/j-transport.html  
     
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