Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/96864
Title: The end : aesthetic and ludic topoi in digital entertainment
Other Titles: The end : terminus in literature, media and culture
Authors: Canossa, Alessandro
Calleja, Gordon
Keywords: Human-computer interaction
Video games -- Design
Computer games
Interactive multimedia
Entertainment computing
Game theory
Issue Date: 2013
Publisher: Aalborg University Press
Citation: Canossa, A., & Calleja, G. (2013). The End : Aesthetic and Ludic Topoi in digital entertainment. In B. R. Graham & R. W. Rix (Eds.), The End: Terminus in Literature, Media and Culture (pp. 203-212). Denmark: Aalborg University Press.
Abstract: Whether it is the end of humanity, the end of the world or, more ominously, the end of the universe, terminality is one of the most recurring tropes in digital games. Although we are using the term ‘trope’ here, it is important to note that terminality does not only figure thematically in digital games, but also in the mechanical functions that distinguish them, at least formally, from other media. The end, in games, is not just a theme or a setting for a story, but also a very concrete part of the transaction between players and game: every mistake and every action undertaken could spell the death of the avatar and the end of the play experience. Before dealing with how digital games treat the concept of terminality, it is necessary to clarify some fundamental differences between ludic and traditional entertainment.
URI: https://www.um.edu.mt/library/oar/handle/123456789/96864
ISBN: 9788771121193
Appears in Collections:Scholarly Works - InsDG

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