Abstract
This paper proposes the notion of “meta-literacy”, understood as the player´s ability to navigate between spheres of reality and/or cross boundaries when interacting with a gameworld. We examine how meta-aesthetics functions in videogames and argue that it is relevant at both the fictional level (intertextual literacy) and at the ludic level (self-referential literacy).
Originalsprog | Engelsk |
---|---|
Tidsskrift | Anàlisi |
Vol/bind | 55 |
Udgave nummer | December 2016 |
Sider (fra-til) | 31-47 |
Antal sider | 17 |
ISSN | 0211-2175 |
DOI | |
Status | Udgivet - 2016 |
Emneord
- gameworlds
- video games
- meta-literacy
- meta-aesthetics
- self-referentiality
- metalepsis