#1 2020-09-14 11:01:26

From: The Gambia
Registered: 2020-09-14
Posts: 1

11:15 Panel Discussion

Anh-Thu Nguyen.
University of Cologne                                                                                                                                 Anh-Thu Nguyen received her B.
in Media and English Studies at the  University  Cologne where she has continued her research in the same subjects as a master’s student.
Whilst her broad interests lie in post-colonial studies, media mix and spatiotemporal aesthetics in film and video games, she is specifically  interested in  Japanese video games after spending a year abroad at Sophia University in Tokyo to study Japanese art and film history.
Her current research project for a master thesis and a forthcoming publication deal with the video game franchise Kingdom Hearts within the context of Disney’s  convergence  culture and culture industry on the one hand and the game as a JRPG on the other.
Social Profiles.
All Sessions by Anh-Thu Nguyen.
Nov |  Conference  Opening.
The  conference  kick-off will include the opening keynote as well as the Young Academics Workshop.

10:50                          Mindspaces in PERSONA 5  Mental Health as a Space of Play

10:50             - 11:15                            While the success of JRPG PERSONA 5 (2016) may surely be attributed to its densely packed socio-political  commentary  on contemporary issues within Japan, it also portrays the struggles of high schoolers who are dealing with mental health.
This begins with the protagonist who is falsely accused of a crime and bullied at his new  school , leading to classmates who are mentally and sexually abused by their teacher, culminating into a suicide attempt by one of the victims.
In addition to  the story , the game eventually introduces the spatial exploration of mental illness.

Although one half of the game is typically set in modern-day Tokyo

the other half takes place in what the game calls the ‘metaverse’ with conquerable ‘palaces’, a physical manifestation of mental corruption.
The  protagonist ’s party usually target corrupt people in power and their palaces with the goal of changing their mental state.

One exception in the series of targeted palaces is that of teenager Futaba Sakura

whose palace is not as much of a manifestation of corruption, but one created through self-destructive desires.
The palace is a spatial re presentation  of her mental state and as the party advances, her depression as well as suicidal thoughts are revealed.
The palaces of the metaverse can be understood as ‘mindspaces’.
Although the term has had a wide application in literature studies particularly within the science fiction and fantasy genre (Slusser and Rabkin 1989), mindspaces have become popularised in films such as INCEPTION (2010) or the television series SHERLOCK (2010-2017).
However, they are understood as cognitive spatial constructs.
Borrowing from film and television studies then, the focus will lie on cognitive spaces, .

Or “Erinnerungsräume” (Beil 2010) in Persona 5

This project seeks to widen the scope of research for interactive spaces that includes mental and cognitive aspects of game design.

Nov | Young Academics Workshop                                            room 204

11:15                          Panel Discussion.
11:15             - 11:30                            Panel 1 - Representation                           19.
Nov | Young Academics Workshop                                            room 204.
Anh-Thu Nguyen.



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