At the End of the Hallway
Modalities of the Uncanny in Video Games
DOI:
https://doi.org/10.24215/23142502e015Keywords:
Uncanny, videogame, art, fantastic, art gameAbstract
At present, the growth of independent production and the appropriation of operations coming from artistic languages allow the video game to experiment with new ludic forms. Within the walking simulator scene, more and more games update the category of the uncanny. In the cases analyzed, the starting point is a common motif: that of the house, to investigate different forms of rarification of the space, the story, the themes and the enunciation. The treatment of these dimensions introduces an uncertainty between the very existence of threats and dangers that emerge from something known and familiar, and whose nature oscillates between the real and the imaginary.Downloads
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