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).
| Original language | English |
|---|---|
| Journal | Anàlisi |
| Volume | 55 |
| Issue number | December 2016 |
| Pages (from-to) | 31-47 |
| Number of pages | 17 |
| ISSN | 0211-2175 |
| DOIs | |
| Publication status | Published - 2016 |
Keywords
- gameworlds
- video games
- meta-literacy
- meta-aesthetics
- self-referentiality
- metalepsis
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