In this project, I conduct rhetorical analyses of three franchises of Japanese Role-Playing Games (JRPG’s): Kingdom Hearts, Final Fantasy VII, and Code Vein. I explore their relationships with players surrounding memory: how is it conveyed within and through the game, how do players receive and internalize it, how is it then dispensed through the fandom, and what do these movements say about video games as rhetorical texts. I ground my analysis in understandings of stickiness, spreadability, and accessibility, utilizing these theoretical underpinnings to explore the movement of sensation between video games and players, as well as players between each other and within themselves. In particular, I define these three paradigms using Kingdom H...
Released in 2008 for the Playstation 2, Shin Megami Tensei: Persona 3 is a roleplaying game with a d...
In this PhD thesis I construct a method for the analysis of video game media based upon the concepts...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
This study explores the connection between the rhetorical canon of memory and gameplay as a rhetoric...
As technology changes, people find new ways to entertain themselves, tell stories, and create imagin...
The role of online community is central to the process of understanding game narratives. Given a ten...
peer reviewedThis paper examines the “tutorial character” in JRPGs from a narratological and rhetori...
Over twenty years since its original release, Final Fantasy VII (Square 1987) fans continue to debat...
This project explores questions concerning whether digital games should be studied in terms of narra...
Over the past several years, video game studies have benefited from attention to important tools in ...
This master’s thesis presents an analysis of immersion in the acclaimed videogame Persona 5 Royal. D...
There have been misunderstandings regarding “narrative” in relation to games, in part du...
This paper will explore with the tools of rhetoric and narratology a specific form of video game rea...
Abstract The Purpose of the Research: This theorizes how video games utilize their own rhetoric to c...
This paper considers the relation between literacy, social media practices and rhetoric, by focusing...
Released in 2008 for the Playstation 2, Shin Megami Tensei: Persona 3 is a roleplaying game with a d...
In this PhD thesis I construct a method for the analysis of video game media based upon the concepts...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...
This study explores the connection between the rhetorical canon of memory and gameplay as a rhetoric...
As technology changes, people find new ways to entertain themselves, tell stories, and create imagin...
The role of online community is central to the process of understanding game narratives. Given a ten...
peer reviewedThis paper examines the “tutorial character” in JRPGs from a narratological and rhetori...
Over twenty years since its original release, Final Fantasy VII (Square 1987) fans continue to debat...
This project explores questions concerning whether digital games should be studied in terms of narra...
Over the past several years, video game studies have benefited from attention to important tools in ...
This master’s thesis presents an analysis of immersion in the acclaimed videogame Persona 5 Royal. D...
There have been misunderstandings regarding “narrative” in relation to games, in part du...
This paper will explore with the tools of rhetoric and narratology a specific form of video game rea...
Abstract The Purpose of the Research: This theorizes how video games utilize their own rhetoric to c...
This paper considers the relation between literacy, social media practices and rhetoric, by focusing...
Released in 2008 for the Playstation 2, Shin Megami Tensei: Persona 3 is a roleplaying game with a d...
In this PhD thesis I construct a method for the analysis of video game media based upon the concepts...
Videogames are an expressive medium. Much like with other forms for entertainment and popular cultur...