Game Narrative Review
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Gender and Sexuality
Elyse Lemoine November 21, 2013 Game Studies I I am the Shadow, the True Self: Exploring Dungeons, Gender, Sexuality, and Identity in Persona 4 In the small, foggy town of Inaba, trouble brews as people begin to disappearing, reappearing on a TV program called the “Midnight Channel,” where they become cartoonish impersonations of themselves, broadcasting their thoughts and feelings to the world. When the fog rolls into Inaba, it brings the corpses of the missing with it. In the Japanese roleplaying game, Shin Megami Tensei: Persona 4, the player assumes the role of a silent, male protagonist, the Hero, on a mission to save as many people from the Midnight Channel as possible and figure out who the true culprit is behind these disappearances, all while managing school, studying, part-time jobs, and his social life. The game has two main methods of gameplay: one in the town of Inaba, where the player is a powerless high school student trying to manage his life, and one in the television world, where the player and his party must explore dungeons and fight Shadows using the power of Persona. These dungeons, as manifestations of the human psyche, allow players to experience and interact with characters struggling with ideas of self-perception, identity, gender, and sexuality. In Persona 3, players were given Tartarus to explore, a dungeon accessible almost every night. Balancing one’s social life along with exploring this single dungeon became the core mechanic of the game. Persona 4 followed a similar mechanic, only with smaller, individualized dungeons that appear one at a time, tied directly to the game’s main characters. -
Engaging with Videogames
INTER - DISCIPLINARY PRESS Engaging with Videogames Critical Issues Series Editors Dr Robert Fisher Lisa Howard Dr Ken Monteith Advisory Board Karl Spracklen Simon Bacon Katarzyna Bronk Stephen Morris Jo Chipperfield John Parry Ann-Marie Cook Ana Borlescu Peter Mario Kreuter Peter Twohig S Ram Vemuri Kenneth Wilson John Hochheimer A Critical Issues research and publications project. http://www.inter-disciplinary.net/critical-issues/ The Cyber Hub ‘Videogame Cultures and the Future of Interactive Entertainment’ 2014 Engaging with Videogames: Play, Theory and Practice Edited by Dawn Stobbart and Monica Evans Inter-Disciplinary Press Oxford, United Kingdom © Inter-Disciplinary Press 2014 http://www.inter-disciplinary.net/publishing/id-press/ The Inter-Disciplinary Press is part of Inter-Disciplinary.Net – a global network for research and publishing. The Inter-Disciplinary Press aims to promote and encourage the kind of work which is collaborative, innovative, imaginative, and which provides an exemplar for inter-disciplinary and multi-disciplinary publishing. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means without the prior permission of Inter-Disciplinary Press. Inter-Disciplinary Press, Priory House, 149B Wroslyn Road, Freeland, Oxfordshire. OX29 8HR, United Kingdom. +44 (0)1993 882087 ISBN: 978-1-84888-295-9 First published in the United Kingdom in eBook format in 2014. First Edition. Table of Contents Introduction ix Dawn Stobbart and Monica Evans Part 1 Gaming Practices and Education Toward a Social-Constructivist View of Serious Games: Practical Implications for the Design of a Sexual Health Education Video Game 3 Sara Mathieu-C. -
Game Narrative Review
Game Narrative Review ==================== Your name (one name, please): Ian Switaj Your school: Rochester Institute of Technology Your email: [email protected] Month/Year you submitted this review: December 2013 ==================== Game Title: Shin Megami Tensei: Persona 4 Platform: Playstation 2 Genre: Role-playing, Social simulation Release Date: July 10, 2008 (JP) / December 9, 2008 (NA) Developer: Atlus Publisher: Atlus Game Writer/Creative Director/Narrative Designer: Katsura Hashino (Director), Azusa Kido (Scenario and Social Link Planning Leader), Yuichiro Tanaka and Akira Kawasaki (Scenario Writer), US Localization: Martin Britton, James Kuroki, Mai Namba, and Jensen Kamiya (Translator), Nich Maragos (Lead Editor) Overview Persona 4 is a Japanese Roleplaying Game (JRPG) in which a group of high school students are trying to capture the culprit responsible for a chain of murders and kidnappings that began plaguing their town starting April 11, 2011. In the town of Inaba a rumor is going around that by looking at a TV screen at 12:00 AM on a rainy night the face of the viewer’s soulmate will be revealed. The player takes control of a second year high school student who is forced to move to the countryside and live with his uncle’s family for an entire year while his parents are overseas on business and, as a result, becomes inexplicitly involved in the supernatural chain of murders. Victims that are thrown into the TV are attacked and ultimately killed by their Shadows, or manifestations of their repressed psyches, and are found dead in the human world on days of fog. The protagonist and his team of Persona users, must brave the horrors and unknowns of the mysterious TV world populated by Shadows, beings that represent the generally negative emotions and psyches of mankind, in order to seek the truth behind the chain of mysterious murders and their connections to this mysterious rumor, rescue the victims, and uncover the identity of the culprit responsible. -
An Analysis and Expansion of Queerbaiting in Video Games
Wilfrid Laurier University Scholars Commons @ Laurier Cultural Analysis and Social Theory Major Research Papers Cultural Analysis and Social Theory 8-2018 Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games Jessica Kathryn Needham Wilfrid Laurier University Follow this and additional works at: https://scholars.wlu.ca/cast_mrp Part of the Communication Technology and New Media Commons, Gender and Sexuality Commons, and the Gender, Race, Sexuality, and Ethnicity in Communication Commons Recommended Citation Needham, Jessica Kathryn, "Queering Player Agency and Paratexts: An Analysis and Expansion of Queerbaiting in Video Games" (2018). Cultural Analysis and Social Theory Major Research Papers. 6. https://scholars.wlu.ca/cast_mrp/6 This Article is brought to you for free and open access by the Cultural Analysis and Social Theory at Scholars Commons @ Laurier. It has been accepted for inclusion in Cultural Analysis and Social Theory Major Research Papers by an authorized administrator of Scholars Commons @ Laurier. For more information, please contact [email protected]. Queering player agency and paratexts: An analysis and expansion of queerbaiting in video games by Jessica Kathryn Needham Honours Rhetoric and Professional Writing, Arts and Business, University of Waterloo, 2016 Major Research Paper Submitted to the M.A. in Cultural Analysis and Social Theory in partial fulfillment of the requirements for Master of Arts Wilfrid Laurier University 2018 © Jessica Kathryn Needham 2018 1 Abstract Queerbaiting refers to the way that consumers are lured in with a queer storyline only to have it taken away, collapse into tragic cliché, or fail to offer affirmative representation. Recent queerbaiting research has focused almost exclusively on television, leaving gaps in the ways queer representation is negotiated in other media forms. -
ISSUE 3 • IDENTITIES I Am a Gamer
HAYWIRE MAGAZINE ISSUE 3 • IDENTITIES I am a gamer. The term has something of a bad reputation in the kind of highbrow videogame writing we aim for. Many would like to see it fall out of general use, arguing that a specific term for people who play videogames reinforces social stigma. After all, we don’t place these kind of labels on people for watching TV or reading books. It’s just one of many perfectly normal activities they happen to enjoy. There are also few events dedicated to competitive reading or movie watching. It seems to me a better comparison is the field of writing. Wordsmiths, too, are labelled with a term that at first glance only describes a perfectly mundane activity. Yet not everybody who writes is a writer, and not everybody who plays games might see themselves as a gamer. In either case the term is reserved not for those who write or play, but for those who do so regularly, passionately and define themselves via this love for words or games. Many people enjoy these things without active devotion, which is perfectly fine, but for some they are more than just distractions. They are part of their lives, part of their identities. In relation to other media we differentiate avid readers, lovers of literature, audiophiles or cinephiles. If videogame enthusiasts (ludophiles?) want to show their love for the medium with a similar voluntary badge, I don’t see why they shouldn’t. And, well, gamer is a term that’s already in common parlance. Things only get muddy when we deny others this expression of self and try to hold them to some arbitrary standards. -
Localizing Japanese Video Games for a Globalizing World
University of Central Florida STARS Honors Undergraduate Theses UCF Theses and Dissertations 2019 Open World Translation: Localizing Japanese Video Games for a Globalizing World Emily Suvannasankha University of Central Florida Part of the Game Design Commons, and the Technical and Professional Writing Commons Find similar works at: https://stars.library.ucf.edu/honorstheses University of Central Florida Libraries http://library.ucf.edu This Open Access is brought to you for free and open access by the UCF Theses and Dissertations at STARS. It has been accepted for inclusion in Honors Undergraduate Theses by an authorized administrator of STARS. For more information, please contact [email protected]. Recommended Citation Suvannasankha, Emily, "Open World Translation: Localizing Japanese Video Games for a Globalizing World" (2019). Honors Undergraduate Theses. 464. https://stars.library.ucf.edu/honorstheses/464 OPEN WORLD TRANSLATION: LOCALIZING JAPANESE VIDEO GAMES FOR A GLOBALIZING WORLD by EMILY N. SUVANNASANKHA A thesis submitted in partial fulfillment of the requirements for the Honors in the Major Program in English in the College of Arts and Humanities and in The Burnett Honors College at the University of Central Florida Orlando, Florida Spring Term 2019 Thesis Chair: Madelyn Flammia, Ph.D. ABSTRACT The purpose of this thesis is to investigate the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers’ localization choices. -
Open Osmanski Lauren Thesis.Pdf
THE PENNSYLVANIA STATE UNIVERSITY SCHREYER HONORS COLLEGE DEPARTMENT OF ENGLISH THE PSYCHOLOGICAL CONSEQUENCES OF PATRIARCHAL-EMBEDDED CULTURAL NORMS ON MODERN WORKERS IN JAPAN AS INVESTIGATED IN PERSONA 4 LAUREN OSMANSKI SPRING 2019 A thesis submitted in partial fulfillment of the requirements for a baccalaureate degree in English with honors in English. Reviewed and approved* by the following: Joshua Shaw Associate Professor of Philosophy Thesis Supervisor Craig Warren Professor of English Honors Adviser and Faculty Reader * Signatures are on file in the Schreyer Honors College. i ABSTRACT This project aims to perform a thorough multidisciplinary investigation that reveals how individuals of all backgrounds suffer due to the oppressive patriarchal norms that are embedded in their culture by demonstrating how the personal struggles they develop are responses to the perpetuation of these norms within their society’s economic social systems—which harms them on both psychological and economic levels—by responding to the cultural critiques present within the Japanese video game Persona 4: Golden. The traditional patriarchal structuring of modern economic systems pressures workers to conform to the inherently discriminating cultural values of their society through their social positioning in the workforce, which perpetuates the dominant patriarchal hegemony that is enforcing the institutionalized marginalization of non- heteronormative/female populations. This project contends that the lives of people of all gender are limited by the patriarchal context of their labor and economic systems, which robs them of their agency of their own lives as the implicit social pressures within their culture’s gender norms pressure them to conform to detrimental traditional values that psychologically traumatize them by denying the legitimacy of their own gender identities and ostracizing them in their communities. -
Patrick Hayes Narrative Review Eng 410-‐A December 3, 2009 Game
Patrick Hayes Narrative Review Eng 410-A December 3, 2009 Game Title: Shin Megami Tensei: Persona 4 Platform: Sony Playstation 2 Genre: Japanese Style Role Playing Game Release Date: December 9, 2008 Developer: Atlus Publisher: Atlus Game Writer/Creative Director/Narrative Designer: Katsura Hashino (Director) Author of this review: Patrick Hayes E-mail: [email protected] Overview Shin Megami Tensei: Persona 4 continues long-standing tradition within the Persona series of making high school students overcome their psychological shortcomings through the students’ involvement in extraordinary events. The story is presented as a murder mystery where the murderer throws his victims into a bizarre world that exists inside of televisions. While a victim is within the TV world, their “Shadow” manifests physically and torments them until a certain point in time when the “Shadow” turns on the person and kills him, depositing him back in the real world. The protagonist gets caught up in this mystery by coincidence during a one-year stay at his uncle’s house in the rural town of Inaba. The player controls this protagonist and must balance his attempts to save the victims from the TV world while maintaining a social life and attending classes at school. Early in the game, the protagonist awakens to his Persona, a powerful deity that represents his inner strength. The principle characters that the protagonist befriends are explored through their encounters with their “Shadows” which, when overcome, awakens them to their own Personas. Other characters the protagonist meets, as well as these principle friends, are explored through “Social Links”, events where the protagonist meets with friends during his free time. -
A Brief Overview of Persona 4 and Its Programming
A Brief Overview of Persona 4 and its Programming Persona 4 Box Art6 Anthony Perno ENGL 202C Melissa Kaye March 22, 2014 Introduction Videogames are a huge part of today’s culture. In 2012 research found that about 58% of Americans play videogames.7 Additionally, consumers spent approximately $20.77 billion dollars on videogames.7 Atlus is just one of the many videogame companies that exist today. Atlus’ most well-known product is the Shin Megami Tenesi series. The Shin Megami Tenesi series is comprised of about 49 games.8 This report is just an introduction to one of the many games in the Shin Megami Tensei series. Shin Megami Tensei: Persona 4, usually just called Persona 4, is a PlayStation 2 (PS2) role playing game (RPG) developed by Atlus. Persona 4 is the fifth game in Atlus’ ongoing Persona series. Persona 4 revolves around the lives of seven high school students and Teddie (a teddy bear who can speak and interact with humans) as they attempt to capture the culprit responsible for the recent murders and kidnappings happening in their town of Inaba, Japan. Persona 4’s playable characters from left to right: Teddie, Rise Kujikawa, Yosuke Hanamura, Naoto Shirogane, Kanji Tatsumi, Yu Narukami, Chie Satonaka, Yukiko Amagi1 How a Player Interacts with the Game Just like how a movie without a story feels wrong so does a game without a story. Many game companies spend months developing a story. Persona 4’s story is played out in two parts. There are cutscenes (in-game movies where the player has limited control) and then there is gameplay. -
{PDF} Persona 4 Volume 11
PERSONA 4 VOLUME 11 PDF, EPUB, EBOOK Atlus | 162 pages | 23 Jun 2020 | Udon Entertainment Corp | 9781772941326 | English | Richmond Hill, United States Persona 4 Volume 11 PDF Book Retrieved July 21, Author : J. Persona 3, Volume 4. But is it justice they seek, or revenge? What size image should we insert? Illustration Countdown for Volume 3 of Mitsuru. Get Live! Enter the URL for the tweet you want to embed. Horror Trade Paperbacks Books. Part of school, of course, are exams, and even though the investigation team in Persona 4 has a lot of important, world-saving work to do, they still have to show up to school. Heath , Hardcover 4. Volume 1 Illustration. No trivia or quizzes yet. Sarah Labbe rated it really liked it Jan 26, Michael Alexander rated it really liked it Dec 23, Upon discovering a distorted TV World and acquiring a mysterious power known as "Persona", Yu and his friends decide to investigate the murders and save others from being killed. Related Searches. Read more about the condition. Visit store. Add to Watchlist. The investigation team seeks to avenge their fallen ally. Anime Network. Volume Meaning if you only focused on Courage , or Diligence , you probably won't make it into the top Learn how to enable JavaScript on your browser. We can witness the genesis of his published works, to be sure—but we can also see whole galaxies of concepts, new insights, and fragments, large and small, of partially or almost entirely completed but unpublished works. The texts presented here are accompanied by notes and discussion of points of interest. -
Persona4 the Golden” Due This Summer on Blu-Ray
FOR IMMEDIATE RELEASE May 18, 2015 The Animation Series Based on the Mega Hit RPG “Persona4 the Golden” Due This Summer on Blu-ray © ATLUS ©SEGA/P4GA Committee SANTA MONICA, CA (May 18, 2015) – Recently at their panel at Anime Central (Chicago, IL), Aniplex of America Inc. announced their release plans for the hit anime series Persona4 the Golden ANIMATION. The “P4GA” series will be available on Blu-ray in two volumes. The first volume will be released on July 21st followed by volume 2 due on September 29th. Pre-orders for both volumes starts today in the US and Canada. Based on a hugely popular RPG, Persona4 became a sensation as soon as it started airing in 2011, drawing in not only gaming fans, but anime fans as well. Released after the broadcast, the PlayStation Vita title, Persona4 The Golden, was a massive hit, with 350,000 copies sold. Now at last, the "Golden" days will be available on Blu-ray. Volume 1 will include the first half of the series (Episodes 1-6), the Original soundtrack CD Vol. 1, a Deluxe 24 Page Booklet as well as a Postcard Set. In addition, the volume will include the textless opening and the PV & CM collection as bonus contents on the disc *Art Subject to change Persona4 the Golden ANIMATION Volume 1 Blu-ray features: 2 Blu-ray Discs + Soundtrack CD Video: 16:9 widescreen Audio: Japanese Subtitles: English Episodes 1-6 (150 min.) PV & CM Collection Textless Opening <Exclusive Bonus Materials and Packaging> Original Soundtrack CD Vol. 1 Deluxe 24-page booklet Postcard Set Clear BD cases with double-sided wraps *Art Subject to change Persona4 the Golden ANIMATION Volume 2 Blu-ray features: 2-Blu-ray discs + Soundtrack CD Video: 16:9 widescreen Audio: Japanese Subtitles: English Episodes 7-12 (150 min.) & Bonus Mini Episode Textless Ending <Exclusive Bonus Materials and Packaging> Original Soundtrack CD Vol. -
Universidade Federal Do Ceará Instituto De Cultura E Arte Programa De Pós-Graduação Em Comunicação
UNIVERSIDADE FEDERAL DO CEARÁ INSTITUTO DE CULTURA E ARTE PROGRAMA DE PÓS-GRADUAÇÃO EM COMUNICAÇÃO GUILHERME PEDROSA CARVALHO DE ARAÚJO EU SOU TU, TU ÉS EU: PERSONA 4 E O GÊNERO EM JOGO FORTALEZA 2021 GUILHERME PEDROSA CARVALHO DE ARAÚJO EU SOU TU, TU ÉS EU: PERSONA 4 E O GÊNERO EM JOGO Dissertação apresentada ao Programa de Pós- Graduação em Comunicação da Universidade Federal do Ceará, como requisito à obtenção do título de Mestre em Comunicação. Área de concentração: Comunicação Social. Orientadora: Profa. Dra. Inês Sílvia Vitorino Sampaio FORTALEZA 2021 GUILHERME PEDROSA CARVALHO DE ARAÚJO EU SOU TU, TU ÉS EU: PERSONA 4 E O GÊNERO EM JOGO Dissertação apresentada ao Programa de Pós- Graduação em Comunicação da Universidade Federal do Ceará, como requisito à obtenção do título de Mestre em Comunicação. Área de concentração: Comunicação Social. Aprovada em: ___/___/______. BANCA EXAMINADORA ____________________________________________________ Profa. Dra. Inês Sílvia Vitorino Sampaio Universidade Federal do Ceará (UFC) ____________________________________________________ Profa. Dra. Georgia da Cruz Pereira Universidade Estadual do Ceará (UFC) ____________________________________________________ Prof. Dr. Ricardo Jorge de Lucena Lucas Universidade Federal do Ceará (UFC) Aos meus pais e à minha irmã, sempre. AGRADECIMENTOS Escrever uma dissertação em um momento tão turbulento é um processo desafiador. São tantas as companhias ao longo do processo, que os agradecimentos acabam se tornando, também, um texto de difícil escrita, talvez por medo de esquecer alguém importante ou não conseguir expressar tamanha gratidão pelas pessoas que fizeram parte dessa jornada. Primeiro, gostaria de agradecer à minha família. Romildo e Cláudia, meus pais, e Tamyres, minha irmã. Obrigado por acreditarem no meu trabalho, obrigado pela escuta, todas as vezes que eu precisei debater, ou só colocar pra fora, o que estava passando pela minha cabeça no momento de escrita.