Reconstructing the Gothic in games and gaming : Gothic monsters and ideology in the story world and player experiences of Fallout 3
Julkaistu sarjassa
JYU DissertationsTekijät
Päivämäärä
2018Oppiaine
Englannin kieliTekijänoikeudet
© The Author & University of Jyväskylä
This dissertation research investigates the deployment of Gothic elements in
digital games and player experiences of Gothic monsters. The Gothic is a rich
and popular resource for games that, through representations of monstrosities
and injustice, aims to induce in players a pleasurable feeling of discomfort, yet
also reflects contemporary anxieties. The dissertation comprises three case
studies of which the first two are close readings of the action role-playing game
Fallout 3 and the third discourse analysis of transcribed player narration from
Let’s Play (LP) gameplay videos. More specifically, the case studies discuss the
dual role of Gothic monstrosities as a cause and consequence of the dystopia
represented in the game world, Gothic ideology conveyed through multimodal
means in the game and the players’ moral evaluations of its quasi-human
Gothic monsters. The data for the first two case studies consisted of notes and
screenshots systematically collected from the game, while the third case study
examined transcribed narration from 20 different LP series of the game
uploaded on YouTube. The findings show that, as well as monstrosities that are
to be defeated and feared, games can also feature complex Gothic villain-heroes
and sympathetic monsters whose actions and characterization are actively
evaluated by players, as demonstrated in gameplay videos. These evaluations
are influenced by whether the monsters are perceived as victims of injustice,
making certain actions forgivable, or treacherous and therefore abhorrent. Their
existence must make sense socially and biologically and be contextualized by
the game world so that they can potentially enlist player sympathy. Spatial
storytelling – such as items and notes left in the game space – can be used to
convey narratives of past ideological horrors. Games can also reproduce
traditional Gothic ideology such as othering, which takes on a dual role: players
distance themselves from characters perceived as tyrannical, whereas characters
ostracized by society evoke their sympathy. Players are morally autonomous
and negotiate morality via humour, gossip and swearing in LP discourse. The
Gothic continues to be complex, ambivalent, even contradictory in digital
games, producing a sense of uncertainty during play.
...
Julkaisija
Jyväskylän yliopistoISBN
978-951-39-7607-1ISSN Hae Julkaisufoorumista
2489-9003Julkaisuun sisältyy osajulkaisuja
- Artikkeli I: Piittinen, Sari Constructing a dystopian game world: Gothic mon-strosities in the digital role-playing game Fallout 3. In Korpua, Jyrki & Isomaa, Saija (Eds.) On Troubled Futures: New Perspectives to Dystopian Fiction In Literature and Other Media.
- Artikkeli II: Piittinen, S. Injustice in the ruins and a disordered post-apocalypse: Gothic ideology in the digital game world of Fallout 3. Accepted for publication in Studies in Gothic Fiction. DOI: 10.18573/sgf.34
- Artikkeli III: Piittinen, S. (2018). Morality in Let’s Play narrations : Moral evaluations of Gothic monsters in gameplay videos of Fallout 3. New Media and Society, 20 (12), 4671-4688. DOI: 10.1177/1461444818779754
Asiasanat
Metadata
Näytä kaikki kuvailutiedotKokoelmat
- JYU Dissertations [870]
- Väitöskirjat [3599]
Lisenssi
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Injustice in the Ruins and a Disordered Post-Apocalypse : Gothic Ideology in the Digital Game World of Fallout 3
Piittinen, Sari (Cardiff University Press, 2020)The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, interpreting it in games and how they are informed by Gothic ideology has been little studied. This study seeks to address ... -
Story beats in videogames as value-driven choice-based unit operations
Mochocki, Michał; Koskimaa, Raine (Adam Mickiewicz University Poznan, 2021)We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat. ... -
Single-player interactive story videogames and narrative decision making’s correlation to English language learning : views and experiences of English majors who play videogames regularly
Oksanen, Jere (2020)Videopelien ja vieraan kielen oppimisen yhteys on suuresti tutkittu aihe, mutta yksinpeli-videopelien tutkimus on ollut alalla hyvin vähäistä. Viimeisen kymmenen vuoden aikana on ilmestynyt monta menestynyttä yksinpeli-videopeliä, ... -
Playing horror : narrative and genre in Valve's Left 4 Dead Series
Schäfer, Iris (2013)The place of story and narrative in digital games has been a hotly contested topic within the field of Game Studies during the past two decades. Beyond the question of whether games can or should be used for telling stories, ... -
Real-time hermeneutics : meaning-making in ludonarrative digital games
Arjoranta, Jonne (University of Jyväskylä, 2015)
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.