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result(s) for
"Final fantasy."
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Miniature Final fantasy : No adventure too large
\"Tetsuya Tanaka's vibrant miniature photography is showcased side-by-side with concept art that details the process of each photo's creation. This tome catalogs fan-favorite moments captured from across the Final Fantasy series, followed by a longform interview with Tatsuya Tanaka himself\"-- Provided by publisher.
Soaring Through the Sky
2019
In this article, I explore the analytical potential of musical topics and tropes in the study of video game music. Following Neumeyer (2015), Almén (2008), and Hatten (1994), I establish a methodology with which to approach musical topics in video game music. By way of a case study, I begin by defining the soaring topic through a historical and cultural examination of flying in cinema and video games. Flying, and more specifically soaring, has been a staple in film from the earliest days of cinema, and the music that accompanies it is also found in video games that prominently feature flying. I then engage the music of flying sequences in two specific video games, Final Fantasy IV (1991) and The Legend of Zelda: Skyward Sword (2011). The resulting analyses demonstrate that this approach helps to unpack the complex narratives found in video games.
Journal Article
The legend of Final Fantasy VI : creation -universe -decryption
\"At a time when magic seems nothing more than a distant memory, when metal and technology reign supreme, a group of rebels rise up to oppose a demonic empire and the jester turned king. Final Fantasy VI reached the height of RPG greatness, straddling the old and new generations and witness to the handover of power. Fans will be delighted to discover little-known facts detailing the compilation's origins, storyline, and decryption\"--Amazon.com.
Video Gaming Faith: Playing Out Theologies of Religions
2022
Modern religious plurality invites religious and non-religious people to navigate four interreligious dialogical problems: (1) the inability to fully articulate faith, (2) the lack of persuasive religious language, (3) the reality of violence among the religions, and (4) the liquescent “truth” of modern times. How can plurality be framed for people whose sense of relationality is shaped by their participation in virtual worlds? One answer emerges in this autoethnographic consideration of how video gaming “plays out” fresh understandings of the interreligious encounter and relationality. Adopting a Christian perspective, the first section summarizes the major theologies of religions. These theologies correspond with video-game experiences of interreligious cooperation and contest found in playing out the enrichment and diminishment of (1) Christian spirit in Spiritual Warfare (NES), (2) human connection in Final Fantasy VI (Super NES), (3) sense of salvation in Final Fantasy X (PS2), and (4) symbiotic sacredness in Journey (iOS). These play experiences clarify a concept of expansive relationality among religions that is termed shared contest. The conclusion advances a contestant theology of religions; God removes every obstacle to including all in the company of God’s people, and God provides a playground of cooperation and contest for each religious tradition.
Journal Article
Final Fantasy : ultimania archive
A detailed history of the newest games of the Final Fantasy saga includes original concept art, process pieces, and notes from designers.
A Feeling of Wrongness
2018
In A Feeling of Wrongness , Joseph Packer and Ethan
Stoneman confront the rhetorical challenge inherent in the concept
of pessimism by analyzing how it is represented in an eclectic
range of texts on the fringes of popular culture, from adult
animated cartoons to speculative fiction.
Packer and Stoneman explore how narratives such as True
Detective , Rick and Morty , Final Fantasy
VII , Lovecraftian weird fiction, and the pop ideology of
transhumanism are better suited to communicate pessimistic affect
to their fans than most carefully argued philosophical treatises
and polemics. They show how these popular nondiscursive texts
successfully circumvent the typical defenses against pessimism
identified by Peter Wessel Zapffe as distraction, isolation,
anchoring, and sublimation. They twist genres, upend common tropes,
and disturb conventional narrative structures in a way that catches
their audience off guard, resulting in belief without cognition, a
more rhetorically effective form of pessimism than philosophical
pessimism.
While philosophers and polemicists argue for pessimism in accord
with the inherently optimistic structures of expressive thought or
rhetoric, Packer and Stoneman show how popular texts are able to
communicate their pessimism in ways that are paradoxically freed
from the restrictive tools of optimism. A Feeling of
Wrongness thus presents uncharted rhetorical possibilities for
narrative, making visible the rhetorical efficacy of alternate ways
and means of persuasion.
A Feeling of Wrongness
by
Joseph Packer, Ethan Stoneman
in
LANGUAGE ARTS & DISCIPLINES
,
Pessimism-Case studies
,
Popular culture
2018
In A Feeling of Wrongness, Joseph Packer and Ethan Stoneman confront the rhetorical challenge inherent in the concept of pessimism by analyzing how it is represented in an eclectic range of texts on the fringes of popular culture, from adult animated cartoons to speculative fiction.
Packer and Stoneman explore how narratives such as True Detective, Rick and Morty, Final Fantasy VII, Lovecraftian weird fiction, and the pop ideology of transhumanism are better suited to communicate pessimistic affect to their fans than most carefully argued philosophical treatises and polemics. They show how these popular nondiscursive texts successfully circumvent the typical defenses against pessimism identified by Peter Wessel Zapffe as distraction, isolation, anchoring, and sublimation. They twist genres, upend common tropes, and disturb conventional narrative structures in a way that catches their audience off guard, resulting in belief without cognition, a more rhetorically effective form of pessimism than philosophical pessimism.
While philosophers and polemicists argue for pessimism in accord with the inherently optimistic structures of expressive thought or rhetoric, Packer and Stoneman show how popular texts are able to communicate their pessimism in ways that are paradoxically freed from the restrictive tools of optimism. A Feeling of Wrongness thus presents uncharted rhetorical possibilities for narrative, making visible the rhetorical efficacy of alternate ways and means of persuasion.
Toward a Game-Based Dialogical Pedagogy: Insights from Massively Multiplayer Online Role-Playing Games
by
Wang, Shangjun
,
Pradhan, Sojen
,
Cousins, Karlene
in
Cognition & reasoning
,
Communication
,
Communications systems
2021
Learning through dialogues enables individuals to engage different perspectives of other learners and foster wisdom. To date, researchers have dedicated themselves to utilizing games to facilitate learning engagement. From tabletop games to electronic games, the experience of gameplaying has encouraged dialogues and interactions between participants. The Massively Multiplayer Online Role-Playing Games (MMORPGs) introduced a new level of interacting experience in virtual worlds. They are designed to enhance cooperative experiences. Features like chat boxes, guilds, and easy grouping have afforded players opportunities for creative gameplay and facilitating teamwork. However, through the interviews with the players of Final Fantasy XIV (FFXIV), we found that the communication mechanisms embedded in the game are not always player-friendly. New players are often intimidated by the complexity of the game, and no effective channels have been in place to ask for help. Additionally, constraints associated with the private messaging system and limited communication across data centres further impede new players' abilities to learn how to play. Alternately, players would stream the gameplay on Twitch, inviting other players to chat, which facilitates open discussion and results in a superior exchange of information compared to in-game communication. Over time, this improvisation of utilizing the streaming channel as an extended tool to facilitate dialogical learning of the gameplay has made the game itself more enjoyable. In this study, we explore how dialogical learning occurs in an MMORPG (i.e. FFXIV) and how it contributes to interactions and engagement within the game by using grounded theory approach. We conduct and analyse interviews of 10 U.S.-based FFXIV players to derive insights that will be beneficial to educators. Although video-based gamification and dialogical learning are not new concepts, they are still rarely implemented; monological structure continues its domination of school curriculums (from elementary to higher education). Through the present study, we want to call for change to this status quo.
Conference Proceeding
Cheating : gaining advantage in videogames
2007,2009
A cultural history of digital gameplay that investigates a wide range of player behavior, including cheating, and its relationship to the game industry.