This article refers to the philosophical study of myth construction in videogames. We have studied how the philosophical ideas of the Modem Era (which has the idea of rationalization in its core) were presented in videogames using horror games as examples. We have analyzed the narrative of Modernization as “disenchantment of the world" (M. Weber) in several game scries (Outlast. The Evil Within, Resident Evil). Eventually, we have concluded that the narration in these games is constructed in accordance with a certain scheme: a) supernatural powers are set in action, b) a player discovers their real essence - they arc the product of scientific experiments. Thus, mystical, supernatural and religious objects appear to be merely illusions, but ...
Research has often noted that a common description of mental health suffering is ‘something from the...
Research has often noted that a common description of mental health suffering is ‘something from the...
This essay focuses on two cases studies that include two game designers’ views of meaning-making con...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
This article is devoted to the identification of the main trends of myth research in video games. We...
This dissertation treats the reception, performance, and mediation of myth in video games. Myths are...
As videogames become more and more popular, their ability to generate and communicate mythologies (m...
As videogames become more and more popular, their ability to generate and communicate mythologies (m...
This study, entitled Myths and Role-playing as Channels of Philosophical Worldviews, aims to show th...
While we often see games as less serious or at least less transcendental than religion there is reas...
This paper briefly deals with the history of mythology and the causes of the myth appearance. It als...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Video games today represent very widespread medium, which has a huge potential. Majority of games us...
The aim of the article is to analyse the phenomenon of ghost characters in video games from the pers...
The article explores the concept of "videogame" as a narrative of modern social and philosophical th...
Research has often noted that a common description of mental health suffering is ‘something from the...
Research has often noted that a common description of mental health suffering is ‘something from the...
This essay focuses on two cases studies that include two game designers’ views of meaning-making con...
This article refers to the philosophical study of myth construction in videogames. We have studied h...
This article is devoted to the identification of the main trends of myth research in video games. We...
This dissertation treats the reception, performance, and mediation of myth in video games. Myths are...
As videogames become more and more popular, their ability to generate and communicate mythologies (m...
As videogames become more and more popular, their ability to generate and communicate mythologies (m...
This study, entitled Myths and Role-playing as Channels of Philosophical Worldviews, aims to show th...
While we often see games as less serious or at least less transcendental than religion there is reas...
This paper briefly deals with the history of mythology and the causes of the myth appearance. It als...
Young people in the West are more likely to encounter religion in videogames than in places of worsh...
Video games today represent very widespread medium, which has a huge potential. Majority of games us...
The aim of the article is to analyse the phenomenon of ghost characters in video games from the pers...
The article explores the concept of "videogame" as a narrative of modern social and philosophical th...
Research has often noted that a common description of mental health suffering is ‘something from the...
Research has often noted that a common description of mental health suffering is ‘something from the...
This essay focuses on two cases studies that include two game designers’ views of meaning-making con...