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