Affiliation:
1. Appalachian State University, USA
2. North Central College, USA
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.
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