Resonance as Transformative Education in Japanese Video Games. A comparative Analysis of Animal Crossing and Death Stranding

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  • 日本のビデオゲームにおける変革的教育としての共鳴 : 『あつまれどうぶつの森』と『デス・ストランディング』の比較分析
  • ニホン ノ ビデオゲーム ニ オケル ヘンカクテキ キョウイク ト シテ ノ キョウメイ : 『 アツマレドウブツ ノ モリ 』 ト 『 デス ・ ストランディング 』 ノ ヒカク ブンセキ

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In thisar ticle, we applyH artmutRo sa's theoryo fre sonance toJ apanese video games, examiningh ow resonante xperiences int hese games can foster educational transformation. Resonance theoryi sp articularly valuable here as it provides a framework for understanding'world relationships'along three axes: relationships among humans and groups (horizontal axis), relationships with objects (diagonal axis), and relationshipsw itht ranscendentc onceptsli ke nature or history (vertical axis). Througha nalyzingt hese three axes in Animal Crossing: New Horizons (Nintendo, 2020) and Death Stranding (Kojima Productions, 2021), we demonstrate that both games ofer potential for educational transformation. While Animal Crossing creates resonance through its comforting space and connection with nature, Death Stranding offers a critical examination of modern society's resonance crisis

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