Edith Cowan University, Research Online, Perth, Western Australia
Meaning and emotion in Squaresoft's Final Fantasy X: Re-theorising realism and identification in video games
Abstract
dc:descriptionThis thesis takes the position that traditional theories of "realism" and "identification" misrepresent the relationships between players and videogames, and that a cross·disciplinary approach is needed. It uses Ed Tan's (1997) and Torben Grodal's (1997) analyses of narrative, cognition, and emotion in film as a basis for interrogating existing research on, and providing a working model of, video gameplay. It develops this model through an extended account of Squaresoft's adventure role-playing game Final Fantasy X (FFX) (2001), whose hybrid narrative and game macrostructures foreground many of the problems associated with video games. The chapters respectively address; existing research on video games; how perceptual qualities of the interface determine the reality status of gameplay; how narrative and game codes regulate or retard interest; FFX's henneneutic coding of reality; the dual narrative and game coding of video game characters; the uses and limits of the psychoanalytic concept of identification when analysing video games; how gameplay promotes empathetic emotions towards characters; how players develop empathetic emotions towards themselves; and how the disjunctive quality of play may have un existential quality.
Degree
thesis:*- Grantor dc:publisher
- Edith Cowan University, Research Online, Perth, Western Australia
- Year dc:date
- 2005
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Spoors, Glen R.
Subjects
dc:subject × 5Identifiers
dc:identifier.*- Repository record dc:identifier
- https://ro.ecu.edu.au/theses/619
- OAI identifier oai:identifier
- oai:ro.ecu.edu.au:theses-1620