scholarly journals The Mobile Suit Gundam Franchise: A Case Study of Transmedia Storytelling Practices and Ludo Mix in Japan

Author(s):  
Akinori Nakamura ◽  
Susana Tosca

The present article looks at the Mobile Suit Gundam franchise and the role of digital games from the conceptual framework of transmedia storytelling and its relation to the ludo mix. We offer a historical account of the role of digital games in the development of “the Mobile Suit Gundam” series from a portfolio perspective, and show how a combination of various types of game genres, or otherwise ‘ludo mix’, played a role in enhancing the franchise’s convergent and divergent strategies, which contributed to the success of the series. Our case can show some insight into the importance of adopting a macro-level portfolio approach when considering specific game design choices in the overall ludo mix within the franchise.

CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


Author(s):  
Cristina Lleras

The purpose of this chapter is to examine the surge of identity politics and the diversification of heritage and the tensions that arise with the traditional role of national museums that are expected to support the model of a unitary national identity through their narratives and collections. Engaging with distinct patrimonies and transformations in museums checkmates stagnant notions of heritage, but in turn, these actions might also instigate resistance to change. A case study at the National Museum of Colombia will provide an insight into competing notions of heritage, which can be understood as the relics of a material past, but may also be seen as the meanings created about the past. This analysis instigates thoughts about the role that history and historians might play in the elaboration of narratives of identity.


Author(s):  
Christopher Mudaliar

This chapter focuses on the role that constitutions play in national identity, particularly in states that are recently independent and constrained by a colonial legacy. It uses Fiji as a case study, exploring how British colonialism influenced conceptions of Fijian national identity in the constitutional texts of 1970, 1990 and 1997. The chapter explores the indigenous ethno-nationalist ideals that underpinned these constitutions, which led to the privileging of indigenous Fijian identity within the wider national identity. However, in 2013, Prime Minister Frank Bainimarama introduced a new constitution which shifted away from previous ethno-nationalist underpinnings towards a more inclusive national identity through the promotion of a civic nationalist agenda. In doing so, Bainimarama’s goal of reducing ethnic conflict has seen a constitutional re-imagining of Fijian identity, which includes the introduction of new national symbols, and a new electoral system, alongside equal citizenry clauses within the Constitution. This study offers a unique insight into power and identity within post-colonial island states.


Author(s):  
Patricia A. Young

The global game industry expects substantial growth in the next decades. Massive multiplayer online games (MMOG) are expected to skyrocket from the $3.8 billion reported in 2006 to $11.8 billion by 2011 (Olausson, 2007). The video game industry is expected to grow at an annual rate of 9.1%, or from a $31.6 billion in 2006 to $48.9 by 2011. Serious games are the new growth area. These games are reportedly not for entertainment purposes and are being developed by and for industries such as government, education, health, and business (Scanlon, 2007). Given these figures, the role of game design will have global implications for groups of people around the world. Therefore, design and development must meet the challenges of this technological revolution.


Author(s):  
K. K. Yadav ◽  
Kumud Dhanwantri

In the present age of industrialization and unregulated urbanization, the Aravali ranges in India are facing deforestation and degradation. The major reasons behind this are the needs of the poor, and greed of the rich. Therefore, part of the Aravalli Ranges falling in different sub-regions of the National Capital Region, has been taken as case study. The chapter intends to provide an insight into the scenario of forests and wildlife in the sub-regions; the challenges, responses, and immediate initiatives taken up by the constituent state governments. It also discusses ways forward to engage the governments and local communities in the protection of forests and wildlife. The conclusion strives to provide probable strategies that can be adopted to transform the transitions of Aravalli into a positive one and ways for engaging government machinery for better governance to escape the grim future we foresee.


2017 ◽  
Vol 42 (4) ◽  
pp. 78-86 ◽  
Author(s):  
Jan Deans ◽  
Suzana Klarin ◽  
Rachel Liang ◽  
Erica Frydenberg

THIS PAPER REPORTS ON a social emotional learning (SEL) program entitled COPE-R and the role of the teacher in supporting young children's developing social and emotional understandings, particularly around caring and empathy. Thirty-eight four- and five-year-old children and their teacher from an inner-Melbourne city long day preschool program participated in the research. The teacher was also a member of the research team hence the study falls within the realm of practitioner-research, which aims to shed further light on the role of the teacher in designing, implementing and evaluating challenging programs for young children. A qualitative case study methodology was employed to ensure that the voices of the children and the teacher-researcher were centrally located in the research. The data included the teacher-researcher's program plans and reflective journal notes, children's drawing-tellings and transcribed child interview data. Findings highlight the capacities of the participating children to engage in the COPE-R program and to demonstrate increased social emotional skill development—as evidenced through being able to identify and give voice to social emotional issues, enact relational empathy, demonstrate care for others and the environment, and recognise emotions in self and others. Also, the findings provide insight into the role of the teacher in implementing the COPE-R program, which enabled the participating children to give voice to a range of social and emotional issues including empathy, reciprocity, generosity, kindness and joy.


2015 ◽  
Vol 2 (3) ◽  
pp. 301-303
Author(s):  
Charu Dhankar

The nature nurture issue has been an important debate in all aspects of the individual development. According to Jensen’s heritability ratio, hereditary has an impeccable influence in the development process. Based on these, dermatoglyphics has been used in the present case study in order to observe the innate potential of an individual, to give parents an insight into their child’s hidden potential and to groom them effectively. The present case study is confined to the acquiring methods and unique quotients of the subject. The findings of the study revealed the unique quotients of the subject and the best suitable acquisition method for the subject.  Aim/Purpose: To test the methods of learning and unique quotients of the subject with the help of Dermatoglyphics Multiple Intelligence Test DMIT.  Int. J. Soc. Sci. Manage. Vol-2, issue-3: 301-303 DOI: http://dx.doi.org/10.3126/ijssm.v2i3.12651 


1994 ◽  
Vol 42 (1) ◽  
pp. 26-61 ◽  
Author(s):  
Jonathan Gabe

This paper focuses on the instrumentalist Marxist model which has been used to explain the policies of the British state in the field of ‘race’-education. After discussing the model's core assumptions and its application in this field the paper explores the model's explanatory adequacy through a case study of the role of the quasi-state agencies of the ‘race’-relations industry in developing ‘race’-education policy in initial teacher education. It ends by considering whether a new conceptual framework is needed to understand ‘race’-education policy.


2014 ◽  
Vol 7 (2) ◽  
pp. 288-308 ◽  
Author(s):  
Massimo Cerruti

This paper falls within the line of research dealing with the role of intralinguistic variation in contact-induced language change. Two constructions are compared in terms of their respective degrees of grammaticalization: the progressive periphrasis ese lì c/a+Verb, which is widespread in some Northern Italo-Romance dialects, and the corresponding Italian construction essere lì che/a+Verb. The study focuses on the presence of such constructions in Turin, the capital of the north-western Italian region of Piedmont, in which the former periphrasis is less grammaticalized than the latter. It contends that the grammaticalization process of essere lì che/a+Verb was triggered by the contact between Piedmontese dialect and Italian, whereas the pace of grammaticalization of this periphrasis is affected by the contact between different varieties of Italian. The paper points out that the case study may provide insight into more general issues concerning not only the interplay of contact and variation in language change but also the role of sociolinguistic factors in shaping contact-induced grammaticalization phenomena.


10.2196/12432 ◽  
2019 ◽  
Vol 6 (4) ◽  
pp. e12432 ◽  
Author(s):  
Joseph Fordham ◽  
Christopher Ball

Background Researchers and therapists have increasingly turned to digital games for new forms of treatments and interventions for people suffering from a variety of mental health issues. Yet, the depiction of mental illness within digital games typically promotes stigmatized versions of those with mental health concerns. Recently, more games have attempted to implement more realistic and respectful depictions of mental health conditions. Objective This paper presents an exploratory analysis of a contemporary game that has the potential to change the way researchers, practitioners, and game designers approach topics of mental health within the context of gaming. Methods A case study of Hellblade: Senua's Sacrifice was conducted using frame analysis to show how key design choices for this game present the potential for new ways of approaching games and mental health. Results A case study of Hellblade’s development shows how research-informed collaborative design with mental health practitioners, scientists, and individuals with mental health problems can lead to a realistic depiction of mental illness in games. Furthermore, the use of frame analysis demonstrates how to harness narrative, mechanics, and technology to create embodied experiences of mental health, which has the potential to promote empathetic understanding. Conclusions This paper highlights an exemplary case of collaborative commercial game design for entertainment purposes in relation to mental health. Understanding the success of Hellblade's depiction of psychosis can improve serious games research and design. Further research must continue to provide deeper analysis of not only games that depict mental illness, but also the design process behind them.


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