Who Will Play Terebi Gēmu When No Japanese Children Remain?

2015 ◽  
Vol 13 (1) ◽  
pp. 92-114 ◽  
Author(s):  
Ben Whaley

This article examines the Japanese action puzzle game Catherine, arguing that the game presents a social narrative that comments on Japan’s pressing issue of a declining birthrate and aging population. It also theorizes a strategy for player involvement based on “distanced” (self-reflexive and meta) engagement. Through an examination of the narrative, characters, and gameplay, supplemented with national fertility survey data from Japan, the article argues that Catherine subverts classic game tropes and fosters player engagement with a socially relevant diegesis. Simultaneously, the unique meta-gameplay elements utilize what I term “distanced engagement” to encourage the player to critically self-reflect on both the game scenario and their role as a player. In this way, the article considers how the unique relationship between story and distanced engagement allows video games like Catherine to function as impactful and interactive social narratives.

2021 ◽  
pp. 154134462110451
Author(s):  
Beth Fisher-Yoshida ◽  
Joan C. Lopez

Narratives, both personal and social, guide how we live and how we are acculturated into our social worlds. As we make changes in our lives, our personal stories change and, in turn, have the potential to influence the social narratives of which we are a part. Likewise, when there are changes in the culture and social worlds around us, that social narrative changes, thereby affecting our personal narratives. In other words, personal and social narratives are strongly linked and mutually influence each other. We may feel and know these transformations take place and understand the ways in which our lives are affected. However, we often struggle to document these shifts. This article suggests using the practical theory, Coordinated Management of Meaning (CMM) (Pearce, 2007), for narrative analysis to identify and surface personal and social narrative transformations.


2017 ◽  
Vol 39 (3) ◽  
pp. 199-217 ◽  
Author(s):  
Kathleen N. Zimmerman ◽  
Jennifer R. Ledford

Social narratives (e.g., Social Stories™) are common antecedent-based interventions promoted for the purposes of improving prosocial behaviors and reducing challenging behavior for children with and without disabilities. Although they are commonly prescribed and used, their effectiveness has almost exclusively been assessed for children with autism spectrum disorder (ASD). The purpose of this review was to synthesize the literature on social narrative interventions for children without ASD using a new synthesis framework: the Single Case Analysis and Review Framework (SCARF). Specifically, the review assessed the quality, rigor, and outcomes of single case design studies measuring the effectiveness of social narratives for decreasing challenging behavior or increasing prosocial behavior in children without ASD. Conclusions suggest cautious use of social narratives in isolation for children without ASD due to variable outcomes and absence of a sufficient number of rigorous studies. Future high-quality research is needed to address questions surrounding effective instructional components, participant characteristics, and implementation fidelity.


2006 ◽  
Vol 166 (7) ◽  
pp. 655-661 ◽  
Author(s):  
Mikako Inokuchi ◽  
Nobutake Matsuo ◽  
Makoto Anzo ◽  
John Ichiro Takayama ◽  
Tomonobu Hasegawa

1977 ◽  
Vol 8 (9) ◽  
pp. 218 ◽  
Author(s):  
Lolagene C. Coombs
Keyword(s):  

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