Sonic Adventure
Game
3 documents in the library are about Sonic Adventure, from writers such as DiGRA, Goldsmiths and Stream Hatchet. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Sonic Adventure, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Documents about Sonic Adventure
Make It Cuddle, Make It Fight, Market It Pink: Virtual Pets and Affective Economies of Gendered Play
The document analyzes how virtual pets of the 1990s, through their design and marketing, reinforced gendered assumptions about emotional labor and play, contributing to broader cultural hierarchies.
- The paper argues that 1990s virtual pets were cultural texts that encoded assumptions about gendered emotional labour, organising care, attachment, mastery, and competition within a divided affective economy rather than being trivial novelties.
- It proposes a typology separating standalone 'distinct' virtual pets (Tamagotchi, GigaPets, Neopets, a Little Mermaid companion) from 'embedded' creatures within larger game ecosystems (Pokémon, Digimon, Sonic Adventure's Chao, Final Fantasy's Chocobos).
- Care-based distinct pets were typically pastel-coded, domestic, and marketed toward girls, while embedded pets used bold colours and adventure or competition rhetoric, with Digimon explicitly positioned as a 'boy-oriented' Tamagotchi.
Ghost in the Dreamcast: Ludomusical Hauntology and Pleasures of a 90s Cross-Franchise Specter
This paper examines an unintended cross-franchise presence in Sonic Adventure (1998), the Dreamcast flagship, where a pinball level in the Casinopolis area carries a musical loop borrowed from Sega's NiGHTS into Dreams (1996).
- The paper analyses an unintended cross-franchise intrusion in Sonic Adventure (1998), the Dreamcast flagship, where a Casinopolis pinball level loops a musical fragment borrowed from Sega's NiGHTS into Dreams (1996).
- Using hauntology and autoethnographic method, the author argues that displaced soundtracks generate affective pleasures of misrecognition, ambiguity, and discovery characteristic of late-1990s play.
- The loop's roughly forty-eight-second duration is markedly shorter than conventional game-music recommendations, and combined with the level's incentive to prolong play at the NiGHTS pinball machine, it recurs frequently and sustains an encounter with familiar-yet-out-of-place material.
Sega’s Resurgence on Streaming with Sonic, Yakuza, and Persona
This document analyzes Sega's resurgence in the video game industry, particularly its performance on live-streaming platforms throughout 2024, and outlines its strategies for future growth.
- The SEGA SAMMY Group significantly increased its financial performance, growing sales from ¥277.7 billion in 2020 to ¥467.8 billion in 2024.
- Sega maintains a consistent baseline of approximately 18 million hours watched per quarter on live-streaming platforms, peaking at 42.8 million hours in Q1 2024 following the release of Like a Dragon: Infinite Wealth.
- Like a Dragon: Infinite Wealth has become a primary driver for the publisher on streaming platforms, generating 15.2 million hours watched since its January 2024 release.
Companies behind it
As the documents state it.
