This presentation responds to Tanya Krzywinska’s 2015 paper ‘The Gamification of Gothic Coordinates in Videogames’, which discusses the awkwardness of the video game environment as a ‘space’ in which the Gothic narrative can unfold, and calls for more specific analysis of individual game texts to deepen our grasp of genre functions in gaming. Krzywinska briefly references World of Warcraft’s credentials in using false heroes and semiotic aspects of the Gothic; this paper will extend that idea into a reflection on one of the game’s most successful deployments of the Gothic narrative, which partially negotiates the problems Krzywinska suggests are posed by the protagonism inherent in video gaming. The presentation comprises commentary on a re...
This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and rel...
A major aim of this chapter is to provide an overview of the presence of folk horror iconography, se...
Celem artykułu jest rozważenie związku gier komputerowych z dziedzictwem kulturowym, które jest świa...
Videogames may rely on the highly logical nature of computing technology, but that does not mean the...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Role Playing Games in the relation of the tradition. On the example of the actualization of the figu...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
This essay shows that the American Gothic has a powerful presence in digital games and that it has b...
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
By locating queerness in gothic media and monstrosity I have created a set of queer gothic design pr...
The significance of the study of philosophic aspects of building a new game universe in an RPG, abbr...
This article investigates gothic play and performance in Habbo, a virtual world for children and tee...
Comparative analyses of narrative have rarely focused on popular forms such as videogames and televi...
The Gothic is a hybrid mode with the ability to merge with other media forms, and, predictably, it h...
This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and rel...
A major aim of this chapter is to provide an overview of the presence of folk horror iconography, se...
Celem artykułu jest rozważenie związku gier komputerowych z dziedzictwem kulturowym, które jest świa...
Videogames may rely on the highly logical nature of computing technology, but that does not mean the...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Role Playing Games in the relation of the tradition. On the example of the actualization of the figu...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
This essay shows that the American Gothic has a powerful presence in digital games and that it has b...
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
By locating queerness in gothic media and monstrosity I have created a set of queer gothic design pr...
The significance of the study of philosophic aspects of building a new game universe in an RPG, abbr...
This article investigates gothic play and performance in Habbo, a virtual world for children and tee...
Comparative analyses of narrative have rarely focused on popular forms such as videogames and televi...
The Gothic is a hybrid mode with the ability to merge with other media forms, and, predictably, it h...
This thesis provides a rhetorical analysis of the popular video game World of Warcraft (WoW) and rel...
A major aim of this chapter is to provide an overview of the presence of folk horror iconography, se...
Celem artykułu jest rozważenie związku gier komputerowych z dziedzictwem kulturowym, które jest świa...