The Gothic is a hybrid mode with the ability to merge with other media forms, and, predictably, it has been adapted into video games. Gothic themes, motifs, tropes, characters, and settings are often appropriated, transformed, and assimilated to in-game narratives and mechanics. Indeed, looking back at the history of video games, game designers have been frequently drawing on the Gothic by representing labyrinthine spaces, ghostly enemies, and uncanny objects (Kirkland, “Gothic” 109). In Lost in Random (Zoink AB, 2021), the Gothic is prominent in its narrative, atmosphere, and aesthetics. The game features decaying, haunted, liminal settings and bodies that offer possibilities to transgress and subvert boundaries and unveil a hidden past th...
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
Drawing on a rich literary tradition, Gothic novels display strange and unreal places such as castle...
Advancements in technology have irrevocably changed the way audiences interact with a text, and nowh...
The Gothic is a hybrid mode with the ability to merge with other media forms, and, predictably, it h...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Videogames may rely on the highly logical nature of computing technology, but that does not mean the...
This chapter is an exploration of Giant Sparrow’s acclaimed ‘walking simulator’ What Remains of Edit...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
The Gothic, Catherine Spooner asserts has never been solely restricted to books (2007, p. 195), and ...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Copyright © 2015 Routledge / Taylor & FrancisThis is an Accepted Manuscript of an article published ...
This presentation responds to Tanya Krzywinska’s 2015 paper ‘The Gamification of Gothic Coordinates ...
Role Playing Games in the relation of the tradition. On the example of the actualization of the figu...
This essay shows that the American Gothic has a powerful presence in digital games and that it has b...
Notes to a lecture given on 28 October, 2009 at the University of Westminster, Londo
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
Drawing on a rich literary tradition, Gothic novels display strange and unreal places such as castle...
Advancements in technology have irrevocably changed the way audiences interact with a text, and nowh...
The Gothic is a hybrid mode with the ability to merge with other media forms, and, predictably, it h...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Videogames may rely on the highly logical nature of computing technology, but that does not mean the...
This chapter is an exploration of Giant Sparrow’s acclaimed ‘walking simulator’ What Remains of Edit...
This book explores the many ways Gothic literature and media have informed videogame design. Through...
The Gothic, Catherine Spooner asserts has never been solely restricted to books (2007, p. 195), and ...
The Gothic is an influential source for storytelling in a wide range of digital games. Thus far, int...
Copyright © 2015 Routledge / Taylor & FrancisThis is an Accepted Manuscript of an article published ...
This presentation responds to Tanya Krzywinska’s 2015 paper ‘The Gamification of Gothic Coordinates ...
Role Playing Games in the relation of the tradition. On the example of the actualization of the figu...
This essay shows that the American Gothic has a powerful presence in digital games and that it has b...
Notes to a lecture given on 28 October, 2009 at the University of Westminster, Londo
This paper examines Gothic traditions across the survival horror videogame series Silent Hill. Consi...
Drawing on a rich literary tradition, Gothic novels display strange and unreal places such as castle...
Advancements in technology have irrevocably changed the way audiences interact with a text, and nowh...