Tv World as a Simulation of the Real World in the Game “Persona 4”

Richard Lawrence

Abstract


Throughout the years RPG games have developed so much to such a way that it is not only a media for playing, but also a media for telling interesting stories based on characters’ interactions. In this study, I observe the process of simulation in the game Persona 4 and how it affects the characters and the over world. With the assumption that the TV world is paralleled to the real one in the sense that they reflect each other and that the characters in the TV world unmask the personalities of the characters in the real world in the way that the TV world version is the representation of the real version’s desire, I would like to analyze the way the TV world acts as an imitation to the real world and how the characters from the TV world unmask the personality of the characters in the real world.  In analyzing the game, I use the theory of simulation and simulacra which was proposed by Jean Baudrillard. In gathering the materials, I play the game and also watch videos of people playing the game in order to get footage and story context which will later be used as proofs. In the analysis I find that social interaction is the main element that makes the TV world parallel to the real world. The parallelism between the TV world and the real world can be seen trough the encounter between the characters from the real world and their counterpart from the TV world.

Keywords


Shadow; TV world; Counterpart; Real world; Protagonist; Simulation

Full Text:

PDF

References


Baudrillard, J., & Poster, M. (1988). Selected writings. Stanford, CA: Stanford University Press. Baudrillard Short Introduction. (n.d.). Retrieved September 28, 2016, from http://publish.uwo.ca/~dmann/baudrillard1.htm

Bruce, Steve and Yearly, Steven. 2006. The Sage of Dictionary of Sociology. Thousand oaks, CA: Sage Publication Inc

By Thomas Sebeok (Author). (n.d.). Signs: An Introduction to Semiotics Paperback – June 9, 1994. Retrieved September 28, 2016, from https://www.amazon.com/Signs-Introduction-Semiotics-Thomas-Sebeok/dp/0802077803

Chandran, N. (2007, October 6). Shin Megami Tensei. Retrieved June 27, 2016, from http://web.archive.org/web/20140724122428/http://rpgfan.com/reviews/smt/index.html

Cozy Okada. (n.d.). Retrieved September 28, 2016, from http://megamitensei.wikia.com/wiki/Cozy_Okada

Harrigan, Pat & Wardrip-Fruin, Noah. (2010). Second Person: Role-playing and Story in Games and Playable Media. MIT Press.

Introduction to Jean Baudrillard, Module on Simulacra and Simulation. (n.d.). Retrieved September 28, 2016, from https://www.cla.purdue.edu/english/theory/postmodernism/modules/baudrillard

Kim, J. (2008, July 29). "Narrative" or "Tabletop" RPGs. Retrieved June 27, 2016, from http://www.darkshire.net/~jhkim/rpg/whatis/tabletop.html

Mann, Doug. "Baudrillard Short Introduction." Baudrillard Short Introduction. N.p., n.d. Web. 04 Jan. 2017.

Modules on Baudrillard II: on simulation. (2002). Retrieved June 27, 2016, from https://www.cla.purdue.edu/english/theory/postmodernism/modules/baudrillardsimulation.html

Porter, Greg. "The Oracle: Essays." The Oracle: Essays. N.p., n.d. Web. 04 Jan. 2017

Riddick, and a $1.4 Billion Online Industry." Isebrand. N.p., n.d. Web. 04 Jan. 2017.

Rouse, M. (2011). Internet applications glossary : role-playing game (RPG). Retrieved June 27, 2016, from http://whatis.techtarget.com/definition/role-playing- game-RPG

Sebeok, Thomas Albert. "Signs: An Introduction to Semiotics." (1994): 1-187. Web. 4 Jan. 2017.

Simulacra and Simulations. (n.d.). Retrieved September 28, 2016, from http://web.stanford.edu/class/history34q/readings/Baudrillard/Baudrillard_Simulacra.html

Simulacra. Retrieved June 27, 2016, from http://it.stlawu.edu/~global/glossary/simulacra.def.html

Tychsen, A. (2008). Play story: Communication, character and cross-platform gaming experiences in multi-player role playing games. Australia: Macquarie University. The Oracle: Essays. (n.d.). Retrieved September 28, 2016, from https://www.rpg.net/oracle/essays/wherewevebeen.html

Ward, R. K., & Fernando, J. (n.d.). Theory Beyond the Codes. Retrieved March 18, 2017, from http://www.ctheory.net/articles.aspx?id=685

Wells, Hebert George. "Role-playing Games: From H.G. Wells to D&D, the Gen X Gamer,

Williams, J. Patrick., Hendricks, Sean Q., Winkler,W. Keith. (2006). Gaming as Culture: Essays on Reality, Identity and Experience in Fantasy Games. McFarland.

Wittgenstein, Ludwig. Philosophical Investigation. Oxford: n.p., 1953. Print.




DOI: https://doi.org/10.9744/katakita.5.3.100-106

Refbacks

  • There are currently no refbacks.


Supported by

 

Indexed by



Statistic Installed since 17 December 2018
View My Stats