Activity: Talk or presentation types › Lecture and oral contribution
We tend to think about the unspeakable as the horrible, awful or shocking, and we find all of this in transgressive games. But it can also be the difficult, the ambivalent, and that which counters the hegemony or goes against the norm. In a search for a model of meaning-making in games, this talk discusses that which can be best expressed through process and experience, and that experience is the highly mediated procedurally based presence which a digital game can offer. Starting out as a discussion of reader response theory as Mortensen and Jørgensen presents it in their upcoming book, this presentation discusses norm-breaking through form and content, and how to research and critically analyse it.