Richard Lawrence
Petra Christian University, Jl. Siwalankerto No.121-131, Siwalankerto, Wonocolo, Surabaya

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Tv World as a Simulation of the Real World in the Game “Persona 4” Richard Lawrence
Kata Kita: Journal of Language, Literature, and Teaching Vol 5, No 3 (2017)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.5.3.100-106

Abstract

Throughout the years RPG games have developed so much to such a way that it is not only a media for playing, but also a media for telling interesting stories based on characters’ interactions. In this study, I observe the process of simulation in the game Persona 4 and how it affects the characters and the over world. With the assumption that the TV world is paralleled to the real one in the sense that they reflect each other and that the characters in the TV world unmask the personalities of the characters in the real world in the way that the TV world version is the representation of the real version’s desire, I would like to analyze the way the TV world acts as an imitation to the real world and how the characters from the TV world unmask the personality of the characters in the real world.  In analyzing the game, I use the theory of simulation and simulacra which was proposed by Jean Baudrillard. In gathering the materials, I play the game and also watch videos of people playing the game in order to get footage and story context which will later be used as proofs. In the analysis I find that social interaction is the main element that makes the TV world parallel to the real world. The parallelism between the TV world and the real world can be seen trough the encounter between the characters from the real world and their counterpart from the TV world.
The Lost of Virtual and Simulated Identity in Online/Virtual Platform Written Adaptation of a Game “Digimon Story Cyber Sleuth: Hacker’s Memory” Richard Lawrence; Ribut Basuki
Kata Kita: Journal of Language, Literature, and Teaching Vol 8, No 3 (2020)
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.9744/katakita.8.3.297-304

Abstract

This creative project is a written adaptation of a video game entitled Digimon story Cyber Sleuth: Hacker’s Memory (2017). This adaptation will retell a story from the aforementioned video game title about an alternate Japanese society where technology has evolved so much that people can dive into a cyber space called EDEN. By using a set of computers and a special device called Digivice. In this virtual cyberspace, a physical manifestation can be achieved by having a virtual account and many people at the beginning of the story have been using EDEN for years to do many things. The story begins with a young man who lost his virtual account. In order to get his account back he has to get involved in the world of hackers which are individuals who are able to temper the programming codes of EDEN just like how it used to be in regular computers to achieve a certain purpose. In this involvement the protagonist also encounters creatures known as Digimon which will then play a major role in the story moving forward. The protagonist also meets a hacker group called Hudie which the protagonist ends up joining in order to gain support in searching for his missing account. The theme of this adaptation is how a      missing a virtual identity ends up shaping another identity for the main protagonist. This adaptation also serves as a journey for the main protagonist who at the beginning falls under the category of “hacker” which is a bad term into a “hero” at the end.        Key words: Virtual, cyber space, hacker, mental data, avatar, account, identity.