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Final Fantasy IX

Game

4 documents in the library are about Final Fantasy IX, from writers such as DiGRA, Eludamos: Journal for Computer Game Culture and Uniwersytet Adama Mickiewicza. Each has a summary and key insights with the page they come from.

Documents
4
newest 30 Sep 2024

Connections

Each row is a game or company named alongside Final Fantasy IX, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

Documents about Final Fantasy IX

Cover of Are You Lázaro? Picaresque Childhood in Baldur's Gate 3
Article

Are You Lázaro? Picaresque Childhood in Baldur's Gate 3

This paper investigates the incorporation of elements from Picaresque literature, specifically the archetype of the "rogue child," into the computer role-playing game Baldur's Gate 3.

  • The paper, presented at DiGRA 2024 by David Matencio Durán (University of Murcia), examines how the picaresque rogue child from Spanish literature (beginning with Lazarillo de Tormes) reappears in Baldur's Gate 3 (Larian Studios, 2023).
  • The study argues that picaresque rogue children exposed institutional corruption and the suffering of society's most vulnerable, while their pranks and small crimes carried limited consequences because of their minor status.
  • In Baldur's Gate 3, these traits are carried by a naive gang of tiefling children, a marginalized race in the game's world, reminiscent of Huckleberry Finn.
DiGRASep 2024
Cover of Theatrical Locations in Digital Role-Playing Games: Remediation of Theater in Computer Games
Whitepaper12 pages

Theatrical Locations in Digital Role-Playing Games: Remediation of Theater in Computer Games

This analysis explores the intersection of digital role-playing games (RPGs) and theatrical performance, focusing on how game designers utilize theatrical locations to influence player immersion and agency.

  • Theatrical locations in digital RPGs serve as a primary mechanism for 'remediation,' where game designers borrow theatrical techniques to break player immersion and encourage critical distance from the gameplay.
  • In the game 'Pathologic' (Icepick Lodge, 2005), the theater functions as a meta-narrative space where characters and players are positioned between the roles of actor and spectator, ultimately questioning the validity of the player's choices within a simulated environment.
  • Developers of 'The Path' manipulate player telepresence by shifting the camera perspective from an immersive third-person view to a detached 'god view' when the avatar enters a theatrical stage, effectively transforming the player from an actor into a director or observer.
Uniwersytet Adama MickiewiczaJan 2014
Cover of "We Don't Want It Changed, Do We?": Gender and Sexuality in Role-Playing Games
Article

"We Don't Want It Changed, Do We?": Gender and Sexuality in Role-Playing Games

Arne Schröder's 2008 case study examines how gender and sexuality are represented in the German role-playing series Gothic, drawing on feminist media theory (Mulvey, Butler) and ludological analysis.

  • Only 6 of 101 named human characters (about 5.9%) in Gothic I are female, well below the roughly 20% average the author cites, and female representation falls to 9.1% in Gothic II.
  • The author argues the Gothic series reproduces traditional gender dichotomies and compulsory heterosexuality rather than challenging them, with its masculinity functioning as a compensatory fantasy built around a hypermasculine action-hero archetype.
  • Female characters who do appear are mostly confined to sexualized or domestic roles, such as serving male leaders or sweeping floors, are unavailable for conversation, and are sometimes framed for a voyeuristic male gaze.
Eludamos: Journal for Computer Game CultureSep 2008
Cover of Video Games: A Significant Cognitive Artifact of Contemporary Youth Culture
Whitepaper15 pages

Video Games: A Significant Cognitive Artifact of Contemporary Youth Culture

This qualitative study, "Video Games: A Significant Cognitive Artifact of Contemporary Youth Culture," posits that recreational video games hold substantial informal educative value and should be considered for inclusion in school curricula.

  • A study of five 13-year-old players of Final Fantasy IX recorded 600 instances of thinking skills during play, most often predicting, evaluating, and justifying, plus 155 instances of strategy use led by exploration and trial-and-error.
  • All five participants engaged in higher-order reasoning while playing, supporting the authors' claim that recreational games can be a legitimate site of cognitive activity.
  • Informal cognitive performance during play often diverged from teachers' ability ratings, as one student rated average outperformed a peer rated very high, which the authors use to question conventional academic assessment.
DiGRAJan 2005