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Ann Takamaki
is a character in the 2016 video game ''Persona 5''. She is a Japanese teenage girl and a second-year student at the fictional Shujin Academy. She is also one of the founding members of the Phantom Thieves of Hearts, a group formed with the intention of stopping wrongdoers from hurting others. She helps establish this group in part to get revenge on one of her teachers, Suguru Kamoshida, who had been up sexually harassing her and drove her friend to attempt suicide. Takamaki gets supernatural powers while in a world called the Metaverse, powers which come from her Persona, Carmen, motivated by her anger over Kamoshida. She has received mixed reception since her debut, being assessed by some critics as being an example of sexual objectification and by others as an example of female empowerment. Concept and creation Ann is voiced by Nana Mizuki in Japanese and Erika Harlacher in English. Harlacher was contacted to voice Ann for ''Persona 5'', with the request that she give her a ...
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Persona (series)
''Persona'', previously marketed as ''Shin Megami Tensei: Persona'' outside of Japan, is a video game franchise primarily developed and published by Atlus, and owned by Sega. Focusing around a series of role-playing video games, ''Persona'' is a spin-off from Atlus' '' Megami Tensei'' franchise. The first entry in the series, '' Revelations: Persona'', was released in 1996 for the PlayStation. The series has seen several more games since, with the most recent main entry being 2019's '' Persona 5 Royal''. ''Persona'' began as a spin-off based on the positively-received high school setting of '' Shin Megami Tensei If...'' (1994). ''Persona'' core features include a group of students as the main cast, a silent protagonist similar to the mainline ''Megami Tensei'' franchise, and combat using Personas. Since the release of '' Persona 3'' in 2006, the main series has used a social simulation function called Social Links, which are directly linked to how Personas evolve. Character de ...
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Fictional Japanese People In Video Games
Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary, or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games. Definition Typically, the fictionality of a work is publicly marketed and so the audience expects the work to deviate in some ways from the real world rather than presenting, for instance, only factually accurate portrayals or characters who are actual people. Because fiction is generally understood to not fully adhere to the real world, the themes and conte ...
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Fictional Gentleman Thieves
Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary, or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games. Definition Typically, the fictionality of a work is publicly marketed and so the audience expects the work to deviate in some ways from the real world rather than presenting, for instance, only factually accurate portrayals or characters who are actual people. Because fiction is generally understood to not fully adhere to the real world, the themes and conte ...
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Fictional Eurasian People
Fiction is any creative work, chiefly any narrative work, portraying individuals, events, or places that are imaginary, or in ways that are imaginary. Fictional portrayals are thus inconsistent with history, fact, or plausibility. In a traditional narrow sense, "fiction" refers to written narratives in prose often referring specifically to novels, novellas, and short stories. More broadly, however, fiction encompasses imaginary narratives expressed in any medium, including not just writings but also live theatrical performances, films, television programs, radio dramas, comics, role-playing games, and video games. Definition Typically, the fictionality of a work is publicly marketed and so the audience expects the work to deviate in some ways from the real world rather than presenting, for instance, only factually accurate portrayals or characters who are actual people. Because fiction is generally understood to not fully adhere to the real world, the themes and conte ...
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Female Characters In Video Games
Female (Venus symbol, symbol: ♀) is the sex of an organism that produces the large non-motile ovum, ova (egg cells), the type of gamete (sex cell) that fuses with the Sperm, male gamete during sexual reproduction. A female has larger gametes than a male. Females and males are results of the anisogamous reproduction system, wherein gametes are of different sizes, unlike isogamy where they are the same size. The exact mechanism of female gamete evolution remains unknown. In species that have males and females, Sex-determination system, sex-determination may be based on either sex chromosomes, or environmental conditions. Most female mammals, including female humans, have two X chromosomes. Female characteristics vary between different species with some species having pronounced Secondary sex characteristic, secondary female sex characteristics, such as the presence of pronounced mammary glands in mammals. In humans, the word ''female'' can also be used to refer to gender i ...
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Characters Designed By Shigenori Soejima
Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to Theophrastus Music * ''Characters'' (John Abercrombie album), 1977 * ''Character'' (Dark Tranquillity album), 2005 * ''Character'' (Julia Kent album), 2013 * ''Character'' (Rachael Sage album), 2020 * ''Characters'' (Stevie Wonder album), 1987 Types of entity * Character (arts), an agent within a work of art, including literature, drama, cinema, opera, etc. * Character sketch or character, a literary description of a character type * Game character (other), various types of characters in a video game or role playing game ** Player character, as above but who is controlled or whose actions are directly chosen by a player ** Non-player character, as above but not player-controlled, frequently abbreviated as NPC Other uses i ...
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Cospa
is a Japanese clothing company specializing in the production of cosplay costumes and other apparel for the otaku fan base. The company started in May 1995 as the child company of Broccoli. The name "Cospa" comes from an acronym An acronym is a word or name formed from the initial components of a longer name or phrase. Acronyms are usually formed from the initial letters of words, as in ''NATO'' (''North Atlantic Treaty Organization''), but sometimes use syllables, as ... for . External links Cospa official websiteEnglish part of official websiteCospa South East Asia official websiteCospa USA web site
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Gamer Network
Gamer Network Limited (formerly Eurogamer Network Limited) is a British mass media company based in Brighton. Founded in 1999 by Rupert and Nick Loman, it owns brands—primarily editorial websites—relating to video game journalism and other video game businesses. Its flagship website, ''Eurogamer'', was launched alongside the company. In February 2018, Gamer Network was acquired by ReedPop. Gamer Network also organises the EGX trade fair. History Gamer Network was founded under the name Eurogamer Network in 1999 by brothers Rupert and Nick Loman. It was formed alongside the opening of its flagship website, ''Eurogamer'', which itself launched on 4 September 1999. Nick Loman left the business in 2004 to pursue a career in medicine and "competitive BBQ". In February 2011, Eurogamer Network acquired American publishing house Hammersuit, alongside its IndustryGamers.com and Modojo.com websites. On 1 March 2013, in line with the international expansion, Eurogamer Network ...
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Wired (magazine)
''Wired'' (stylized as ''WIRED'') is a monthly American magazine, published in print and online editions, that focuses on how emerging technologies affect culture, the economy, and politics. Owned by Condé Nast, it is headquartered in San Francisco, California, and has been in publication since March/April 1993. Several spin-offs have been launched, including '' Wired UK'', ''Wired Italia'', ''Wired Japan'', and ''Wired Germany''. From its beginning, the strongest influence on the magazine's editorial outlook came from founding editor and publisher Louis Rossetto. With founding creative director John Plunkett, Rossetto in 1991 assembled a 12-page prototype, nearly all of whose ideas were realized in the magazine's first several issues. In its earliest colophons, ''Wired'' credited Canadian media theorist Marshall McLuhan as its "patron saint". ''Wired'' went on to chronicle the evolution of digital technology and its impact on society. ''Wired'' quickly became recognized ...
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Cool Japan
refers to the aspects of Japanese culture that non-Japanese people perceive as "cool". The Cool Japan strategy is part of Japan's overall brand strategy, aiming to disseminate Japan's attractiveness and allure to the world. The target of Cool Japan "encompasses everything from games, manga, anime, and other forms of content, fashion, commercial products, Japanese cuisine, and traditional culture to robots, eco-friendly technologies, and other high-tech industrial products".Cool Japan Strategy Public-Private Collaboration Initiative, ''Cool Japan Strategy Promotion Council'', Cabinet Office, 2015, https://www.cao.go.jp/cool_japan/english/pdf/published_document2.pdf Cool Japan has been described as a form of soft power, with the ability to "indirectly influence behavior or interests through cultural or ideological means".Nagata, KazuakiExporting culture via 'Cool Japan' ''The Japan Times'', 15 May 2012, p. 3 Origins Starting in 1980, following the emergence of the Japanese Ministr ...
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Waypoint
A waypoint is an intermediate point or place on a route or line of travel, a stopping point or point at which course is changed, the first use of the term tracing to 1880. In modern terms, it most often refers to coordinates which specify one's position on the globe at the end of each "leg" (stage) of an air flight or sea passage, the generation and checking of which are generally done computationally (with a computer or other programmed device). Hence, the term connotes a reference point in physical space, most often associated with navigation, especially in the sea or air—e.g., in the case of sea navigation, a longitudinal and latitudinal coordinate or a GPS point in open water, a location near a known mapped shoal or other entity in a body of water, a point a fixed distance off of a geographical entity such as a lighthouse or harbour entrance, etc. When such a point corresponds to an element of physical geography on land, it can be referred to as a landmark. In air navigation, w ...
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