Octopath Traveler: Video Games and Their Potential Impact on Mental and Emotional Growth and Development

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Description
The topic of video games and their potential benefits had been researched and catalogued by a number of experts in the past when it came to aspects such as improving cognitive function and increasing learning capabilities. However, there was little

The topic of video games and their potential benefits had been researched and catalogued by a number of experts in the past when it came to aspects such as improving cognitive function and increasing learning capabilities. However, there was little research on how video games provide benefits to players in terms of mental and emotional growth and development. Yet, a game by the name of Octopath Traveler had been given little to no academic attention despite its interesting premise of eight separate characters following their own narratives and improving themselves over their journeys. This essay examined how Octopath Traveler provided deep messages and lessons on faith, perseverance, communication, and independence onto its player, ultimately assisting in their mental and emotional development and maturity. Each of the four messages is supported by two of the eight characters, and each character presented a differing perspective on the theme discussed; the characters Therion and Ophilia examined faith in both the self and others, the characters Alfyn and Primrose dissected perseverance regarding beliefs and goals, the characters Cyrus and Tressa discussed communication as a means of learning and as a means of interaction, and the characters Olberic and H’aanit examined independence regarding seeking a purpose and assisting the community as a whole. Octopath Traveler shows that video games can impart strong moral values onto individuals and help them develop both mentally and emotionally.
Date Created
2020-05

The Story of Sor Juana Ines de la Cruz

Description
The story of Sor Juana Ines de la Cruz is one of a woman who defied the odds of her time. Sor Juana was a nun born in the 1600's in Mexico. From an early start, she had an endless

The story of Sor Juana Ines de la Cruz is one of a woman who defied the odds of her time. Sor Juana was a nun born in the 1600's in Mexico. From an early start, she had an endless passion for knowledge and always strove to learn as much as she could. She went on to become a nun at the Convent of Santa Paula and used her intellect to advocate for women's rights. Though met with opposition, she wrote many poems, letters, and even plays which included her strong push for women's equality. However, the name Sor Juana Ines de la Cruz is almost never mentioned in popular feminist discourse, despite Sor Juana being credited as one of the first feminist authors. This paper works to not only tell the story of Sor Juana Ines de la Cruz in detail, but also works to answer the question, "Why do people not know about Sor Juana". By diving into the origins of the Feminist movement in the United States, the dark underbelly of Feminism is uncovered. Primarily, the topic of how racism in feminism has plague the civil rights movement, what damage has been done to people of color because of feminism's history, and how does that pertain to modern day feminism and Sor Juana. By telling her story through both written and visual aids, the voice of Sor Juana Ines de la Cruz is no longer silenced but free to tell her tale and move a generation.
Date Created
2018-12
Agent

The Importance and Effect of Video Games on Learning, Social Behavior, and Entertainment

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Description
In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as

In this paper, I will look at recent game studies in three (3) large categories: (1) how games can be used for educational instruction, (2) how games impact players' social skills and behavioral choices, and (3) how games function as a method for satisfying human needs of play and entertainment. Within each category, several studies will be summarized. I have chosen these three (3) categories in particular because they are the ones I am most interested in and will afford to me the background research with which to define my own path of research and game design.
Date Created
2016-12
Agent