从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies

电子游戏自诞生以来就一直饱受争议,很长一段时间电子游戏都被称为“精神鸦片”、“电子海洛因”。然而,在电子游戏不断被污名化的同时,游戏产业的规模也在以惊人的速度扩张。根据Statista的报告,2020年全球游戏市场规模已经高达1,358亿美元,预计至2025年,全球电子游戏市场规模将达到2,205亿美元。 《女神异闻录5》是Atlus公司于2016年推出的游戏作品,作为整个系列的集大成 者,《女神异闻录5》在商业上取得了空前的成功。截止至2023年6月,《女神异闻录5》以及其IP衍生的作品已经取得了900万份的销量,其创造出来的IP更是通过授权、联动和二次创作的方式在现实与互联网上不断扩大。...

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Main Author: 何家炜 He, Jiawei
Other Authors: I Lo-fen
Format: Final Year Project
Language:Chinese
Published: Nanyang Technological University 2023
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Online Access:https://hdl.handle.net/10356/171147
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spelling sg-ntu-dr.10356-1711472023-10-21T16:55:44Z 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies 何家炜 He, Jiawei I Lo-fen School of Humanities ILofen@ntu.edu.sg Humanities::Language::Chinese 电子游戏自诞生以来就一直饱受争议,很长一段时间电子游戏都被称为“精神鸦片”、“电子海洛因”。然而,在电子游戏不断被污名化的同时,游戏产业的规模也在以惊人的速度扩张。根据Statista的报告,2020年全球游戏市场规模已经高达1,358亿美元,预计至2025年,全球电子游戏市场规模将达到2,205亿美元。 《女神异闻录5》是Atlus公司于2016年推出的游戏作品,作为整个系列的集大成 者,《女神异闻录5》在商业上取得了空前的成功。截止至2023年6月,《女神异闻录5》以及其IP衍生的作品已经取得了900万份的销量,其创造出来的IP更是通过授权、联动和二次创作的方式在现实与互联网上不断扩大。 本文将从文图学角度出发,以《女神异闻录5》的声音和美术设计为文本,分析游戏的声音和美术如何协助游戏打造IP,并在商业上取得成功。 研究发现,《女神异闻录5》的成功主要来源于其顶尖的声音和美术,在美术师副岛成记和音乐总监目黑将司的带领下,游戏的音乐和美术始终围绕游戏的内核展开,既能够单靠其一来达到“破圈”(网络热词,意指让更多人知道)的效果,又不会喧宾夺主,出现音乐或美术取得成功但无法辐射游戏本身的窘况。 Since its inception, electronic gaming has always been a subject of controversy. For a long time, electronic games were often referred to as 'digital opiates' or 'electronic heroin.' However, as electronic gaming continued to face stigmatization, the industry's scale has been expanding at an astonishing pace. According to Statista's report, the global gaming market reached a staggering $135.8 billion in 2020, and it is projected to reach $220.5 billion by 2025. Persona 5, released by Atlus in 2016, is a pinnacle in the series and has achieved unprecedented commercial success. As of June 2023, Persona 5, along with its IP-related works, has accumulated a total of 9 million copies in sales. The IP it has created has been continually expanding in the real world and on the internet through licensing, collaborations, and fan creations. This article takes a semiotic approach, focusing on the sound and visual design of Persona 5, to analyze how these elements assist in creating an IP and achieving commercial success in the gaming industry. The research reveals that Persona 5's success primarily stems from its top-notch sound and visual design. Under the guidance of the art director Shigenori Soejima and the music director Shoji Meguro, the game's music and art consistently revolve around its core, effectively spreading awareness ('breaking the circle') without overshadowing the game itself, avoiding the situation where the music or art achieves success but fails to radiate within the game. Bachelor of Arts in Chinese 2023-10-16T05:56:07Z 2023-10-16T05:56:07Z 2023 Final Year Project (FYP) 何家炜 He, J. (2023). 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies. Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/171147 https://hdl.handle.net/10356/171147 zh application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language Chinese
topic Humanities::Language::Chinese
spellingShingle Humanities::Language::Chinese
何家炜 He, Jiawei
从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
description 电子游戏自诞生以来就一直饱受争议,很长一段时间电子游戏都被称为“精神鸦片”、“电子海洛因”。然而,在电子游戏不断被污名化的同时,游戏产业的规模也在以惊人的速度扩张。根据Statista的报告,2020年全球游戏市场规模已经高达1,358亿美元,预计至2025年,全球电子游戏市场规模将达到2,205亿美元。 《女神异闻录5》是Atlus公司于2016年推出的游戏作品,作为整个系列的集大成 者,《女神异闻录5》在商业上取得了空前的成功。截止至2023年6月,《女神异闻录5》以及其IP衍生的作品已经取得了900万份的销量,其创造出来的IP更是通过授权、联动和二次创作的方式在现实与互联网上不断扩大。 本文将从文图学角度出发,以《女神异闻录5》的声音和美术设计为文本,分析游戏的声音和美术如何协助游戏打造IP,并在商业上取得成功。 研究发现,《女神异闻录5》的成功主要来源于其顶尖的声音和美术,在美术师副岛成记和音乐总监目黑将司的带领下,游戏的音乐和美术始终围绕游戏的内核展开,既能够单靠其一来达到“破圈”(网络热词,意指让更多人知道)的效果,又不会喧宾夺主,出现音乐或美术取得成功但无法辐射游戏本身的窘况。 Since its inception, electronic gaming has always been a subject of controversy. For a long time, electronic games were often referred to as 'digital opiates' or 'electronic heroin.' However, as electronic gaming continued to face stigmatization, the industry's scale has been expanding at an astonishing pace. According to Statista's report, the global gaming market reached a staggering $135.8 billion in 2020, and it is projected to reach $220.5 billion by 2025. Persona 5, released by Atlus in 2016, is a pinnacle in the series and has achieved unprecedented commercial success. As of June 2023, Persona 5, along with its IP-related works, has accumulated a total of 9 million copies in sales. The IP it has created has been continually expanding in the real world and on the internet through licensing, collaborations, and fan creations. This article takes a semiotic approach, focusing on the sound and visual design of Persona 5, to analyze how these elements assist in creating an IP and achieving commercial success in the gaming industry. The research reveals that Persona 5's success primarily stems from its top-notch sound and visual design. Under the guidance of the art director Shigenori Soejima and the music director Shoji Meguro, the game's music and art consistently revolve around its core, effectively spreading awareness ('breaking the circle') without overshadowing the game itself, avoiding the situation where the music or art achieves success but fails to radiate within the game.
author2 I Lo-fen
author_facet I Lo-fen
何家炜 He, Jiawei
format Final Year Project
author 何家炜 He, Jiawei
author_sort 何家炜 He, Jiawei
title 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
title_short 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
title_full 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
title_fullStr 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
title_full_unstemmed 从文图学视角分析电子游戏《女神异闻录5》= A study of video game "Persona 5" from the perspective of text and image studies
title_sort 从文图学视角分析电子游戏《女神异闻录5》= a study of video game "persona 5" from the perspective of text and image studies
publisher Nanyang Technological University
publishDate 2023
url https://hdl.handle.net/10356/171147
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