2018年度 第6回定例研究会「Video Games and the Representation of Traditional National Notions of Individual Freedom」

 下記の通り、メキシコ国立自治大学のアレクシス・イバラ氏による今年度の第6回定例研究会「Video Games and the Representation of Traditional National Notions of Individual Freedom」を、12月7日に開催いたします。みなさまふるってご参加ください。

発表タイトル/Title

Video Games and the Representation of Traditional National Notions of Individual Freedom

発表者/Presenter

Alexis Ibarra Ibarra (The National Autonomous University of Mexico, Faculty of Political and Social Sciences)

日時/Date

2018/12/7(Fri) 18:00-19:30

場所/Place

立命館衣笠キャンパス学而館研究会室1 (30席)
Gakujikan research room 1, Kinugasa Campus, Ritsumeikan University

概要/Abstract

The objective of this thesis is to analyze how video games represent national values, specifically, the value of individual freedom. As cultural artifacts, video games own the power to represent and promote national values. Individual freedom is one of the most studied national values and concepts in Political and Social Sciences, but the research of its representation in pop culture (and in general culture) has not been addressed from a non-binary perspective beyond the conflict between the individual and the community (Individualism versus Collectivism).
In the first part of this research, the author will debate this conflict proposed by Western philosophy and, simultaneously, will try to give cultural depth to the concept by introducing new elements to the traditional Western definition, as well as new cultural perspectives and nuances. In the second part, the author will analyze how different traditional national notions of individual freedom are represented in video games. To answer that question, three cases will be analyzed from a hermeneutical perspective: America and the video game Bioshock, French Canada and Assassin’s Creed II, and Japan and The Legend of Zelda: Twilight Princess.
The specific questions that need to be answered through the analysis are: which are the basic traits that define the traditional national notions of individual freedom of the American, French Canadian, and Japanese nations?, which elements from the core and the shell of the video games Bioshock (American), Assassin’s Creed II (French Canadian), and The Legend of Zelda: Twilight Princess (Japanese) represent the basic traits of individual freedom defended by their respective producer nation? How does these elements interact in the process of representation of the different notions of individual freedom studied?

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