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dc.contributor.authorPiittinen, Sari
dc.date.accessioned2020-06-25T07:48:46Z
dc.date.available2020-06-25T07:48:46Z
dc.date.issued2020
dc.identifier.citationPiittinen, S. (2020). Injustice in the Ruins and a Disordered Post-Apocalypse : Gothic Ideology in the Digital Game World of Fallout 3. <i>Studies in Gothic Fiction</i>, <i>6</i>(2), 39-50. <a href="https://doi.org/10.18573/sgf.34" target="_blank">https://doi.org/10.18573/sgf.34</a>
dc.identifier.otherCONVID_36005808
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/70920
dc.description.abstractThe 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 this gap in research by investigating these issues in the narrative of the action role-playing game, Fallout 3. More specifically, through a close reading of the game narrative and by drawing on theories of the Gothic, ideological aspects of the Gothic are analyzed in detail with specific reference to non-player characters and their actions and dialogue along with elements of the mise-en-scéne, style, and simulation. Results show how classic Gothic ideology is reproduced in games by multimodal means and how, as in Gothic novels, their production and interpretation is linked to real-life contexts. The involvement of the player in these games means that a Gothic hero is not of necessity helpless, but instead bears a responsibility to make decisions in ideologically complex and ambivalent situations.en
dc.format.mimetypeapplication/pdf
dc.languageeng
dc.language.isoeng
dc.publisherCardiff University Press
dc.relation.ispartofseriesStudies in Gothic Fiction
dc.rightsCC BY 4.0
dc.subject.othergothic
dc.subject.otherdigital games
dc.subject.otherideology
dc.subject.otherrole-playing games
dc.subject.otherclose reading
dc.subject.otherFallout 3
dc.titleInjustice in the Ruins and a Disordered Post-Apocalypse : Gothic Ideology in the Digital Game World of Fallout 3
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-202006255109
dc.contributor.laitosKieli- ja viestintätieteiden laitosfi
dc.contributor.laitosDepartment of Language and Communication Studiesen
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.type.coarhttp://purl.org/coar/resource_type/c_2df8fbb1
dc.description.reviewstatuspeerReviewed
dc.format.pagerange39-50
dc.relation.issn2156-2407
dc.relation.numberinseries2
dc.relation.volume6
dc.type.versionpublishedVersion
dc.rights.copyright© Sari Piittinen 2020
dc.rights.accesslevelopenAccessfi
dc.subject.ysogotiikka
dc.subject.ysodigitaaliset pelit
dc.subject.ysoideologiat
dc.subject.ysoroolipelit
dc.subject.ysolähiluku
dc.subject.ysokerronta
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p2896
jyx.subject.urihttp://www.yso.fi/onto/yso/p22353
jyx.subject.urihttp://www.yso.fi/onto/yso/p216
jyx.subject.urihttp://www.yso.fi/onto/yso/p4295
jyx.subject.urihttp://www.yso.fi/onto/yso/p1065
jyx.subject.urihttp://www.yso.fi/onto/yso/p6895
dc.rights.urlhttps://creativecommons.org/licenses/by/4.0/
dc.relation.doi10.18573/sgf.34
dc.type.okmA1


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