There are few things more common in video gaming than death. The result of falling, stabbing, shooting, draining, and countless other verbs of decay and destruction. Talk of dying in video games often exchanges teleological weight for the more pragmatic machinic signaling of transition back to the actual world from a gamic one. In the relatively short history of the video game medium, there is little evidence that a video game death might trigger any existential self-reflection. This paper argues that contemporary virtual reality technology can change video gaming s relationship to death through its ability to trigger out-of-body experiences. To make this case, I examine the VR games Arizona Sunshine and Deep Sea in light of scientific stud...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Video games present different meanings of death than those conditioned by social and cultural conte...
Videogames are no longer just an entertainment product for certain interest groups, they are a globa...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
Philosophers and psychologists as well as popular media (novels, theatrical plays, movies) often pro...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
From the early static ‘Game Over’ screens of 1980s videogames to the elaborate and snuff-like voyeur...
A critical abstract of the special issue of Gamevironments focused on religion, video-gaming, and de...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
This thesis examines the unique representation of death in independent videogames. Specifically, in ...
As a game mechanic, death has primarily been used to punish players for mistakes and failure. Over-r...
Mortality salience, the realization of the inevitability of death, creates intense psychological ter...
In the last years, the analysis of postmodern religiosity and respective elements within videogames ...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Video games present different meanings of death than those conditioned by social and cultural conte...
Videogames are no longer just an entertainment product for certain interest groups, they are a globa...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
Philosophers and psychologists as well as popular media (novels, theatrical plays, movies) often pro...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
From the early static ‘Game Over’ screens of 1980s videogames to the elaborate and snuff-like voyeur...
A critical abstract of the special issue of Gamevironments focused on religion, video-gaming, and de...
Mortality is an obvious if uncomfortable part of the human condition, yet it is impossible to study ...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
In recent years, virtual reality (VR) has been effectively employed in several settings, ranging fro...
This thesis examines the unique representation of death in independent videogames. Specifically, in ...
As a game mechanic, death has primarily been used to punish players for mistakes and failure. Over-r...
Mortality salience, the realization of the inevitability of death, creates intense psychological ter...
In the last years, the analysis of postmodern religiosity and respective elements within videogames ...
The Digital Logic of Death analyzes recent reconfigurations in our relationship to death which have ...
Video games present different meanings of death than those conditioned by social and cultural conte...
Videogames are no longer just an entertainment product for certain interest groups, they are a globa...