This thesis examines the unique representation of death in independent videogames. Specifically, in three titles: That Dragon, Cancer, Spiritfarer, and A Mortician\u27s Tale. These three games break traditional norms of death in video games and how death is presented in other more traditional mediums. These unique perspectives are more concerned with the personal and societal side of death, the reflection, and confrontation of our mortality. Each game is a stand-out example of a growing trend in independent titles coined as death positive games. These types of games are made with the intent to approach death differently, potentially providing comfort to those struggling with death fear and anxiety. Through a close play of each game, analy...
The current conversation on death in digital games focuses on the split between screen death and nar...
The work deals with the analysis of the representation of death in computer games, specifically in t...
We analyze the audience response to the death of narrative-driven fictitious characters with predete...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
As a game mechanic, death has primarily been used to punish players for mistakes and failure. Over-r...
This thesis investigated the nature of players' permadeath experiences in video games. It identifie...
Philosophers and psychologists as well as popular media (novels, theatrical plays, movies) often pro...
Mortality salience, the realization of the inevitability of death, creates intense psychological ter...
Videogames are no longer just an entertainment product for certain interest groups, they are a globa...
The paper classifies euthanasia and discusses its typological presence in storytelling video games. ...
Ludologically, the death of the game s protagonist (also known as player s death of avatar death ) i...
A critical abstract of the special issue of Gamevironments focused on religion, video-gaming, and de...
That Dragon, Cancer represents one of the first notable biographical documentary games to address te...
Video games present different meanings of death than those conditioned by social and cultural conte...
Because part of the enjoyment of video game experiences is rooted in their ability to afford players...
The current conversation on death in digital games focuses on the split between screen death and nar...
The work deals with the analysis of the representation of death in computer games, specifically in t...
We analyze the audience response to the death of narrative-driven fictitious characters with predete...
There are few things more common in video gaming than death. The result of falling, stabbing, shooti...
As a game mechanic, death has primarily been used to punish players for mistakes and failure. Over-r...
This thesis investigated the nature of players' permadeath experiences in video games. It identifie...
Philosophers and psychologists as well as popular media (novels, theatrical plays, movies) often pro...
Mortality salience, the realization of the inevitability of death, creates intense psychological ter...
Videogames are no longer just an entertainment product for certain interest groups, they are a globa...
The paper classifies euthanasia and discusses its typological presence in storytelling video games. ...
Ludologically, the death of the game s protagonist (also known as player s death of avatar death ) i...
A critical abstract of the special issue of Gamevironments focused on religion, video-gaming, and de...
That Dragon, Cancer represents one of the first notable biographical documentary games to address te...
Video games present different meanings of death than those conditioned by social and cultural conte...
Because part of the enjoyment of video game experiences is rooted in their ability to afford players...
The current conversation on death in digital games focuses on the split between screen death and nar...
The work deals with the analysis of the representation of death in computer games, specifically in t...
We analyze the audience response to the death of narrative-driven fictitious characters with predete...