At the End of the Hallway

Modalities of the Uncanny in Video Games

Authors

  • Diego Maté Instituto de Investigación y Experimentación en Artes y Crítica. Universidad Nacional de las Artes. Argentina

DOI:

https://doi.org/10.24215/23142502e015

Keywords:

Uncanny, videogame, art, fantastic, art game

Abstract

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.

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Published

2019-09-21

How to Cite

Maté, D. (2019). At the End of the Hallway: Modalities of the Uncanny in Video Games. Boletín De Arte, (19), e015. https://doi.org/10.24215/23142502e015

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