Is the News Cycle “Real”?: A Case Study of Media “Phandom” and Agenda Setting in Persona 5
Document Type
Book Chapter
Publication Date
2020
Digital Object Identifier (DOI)
https://doi.org/10.4018/978-1-7998-3323-9.ch015
Abstract
This chapter features a game from the Shin Megami Tensei series called Persona 5. This chapter examines how the case of role playing video game Persona 5 depicts agenda setting through the use of an in-game audience-oriented polling systems and comment system in order to understand to a greater degree the ways in which games contribute to our understanding of media processes and explores the idea of fandom as integral to the agenda setting process. The case chapter addressed in this manuscript represents a unique narrative featuring a daily life simulator, a turn-based Japanese role-playing game (JRPG), and complex in-game media vehicles to drive the story.
Was this content written or created while at USF?
Yes
Citation / Publisher Attribution
Is the News Cycle “Real”?: A Case Study of Media “Phandom” and Agenda Setting in Persona 5, in R. Dunn (Ed.), Multidisciplinary Perspectives on Media Fandom, IGI Global, p. 270-286
Scholar Commons Citation
Daniel, Emory S. Jr.; Perreault, Gregory P.; and Blight, Michael G., "Is the News Cycle “Real”?: A Case Study of Media “Phandom” and Agenda Setting in Persona 5" (2020). School of Advertising & Mass Communications Faculty Publications. 23.
https://digitalcommons.usf.edu/com_facpub/23