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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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The_End__Aesthetic_and_Ludic_Topoi_in_digital_entertainment(2013).pdf Restricted Access | 224.88 kB | Adobe PDF | View/Open Request a copy |
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