Samorefleksirujushhij simuljakr: vijeual'nost' kak metakommentarij

Translated title of the contribution: Self-Reflexive Simulacra: Visuality as Meta-Commentary

Research output: Journal Article or Conference Article in JournalJournal articleResearchpeer-review

Abstract

This paper discusses how contemporary digital games engage critically with the difference between implied and actual referentiality through their visuals. Digital games have a tenuous relationship to reality; in most cases, they are rather simulacra than simulations, offering a simulation-like situation that does not relate to any preceding reality but creates a virtual world precedented only in other fictional or virtual works. The visuals of mainstream, AAA games counteract this ontological disconnect through an overabundance of detail and flourish in a perennial struggle for photorealism. This paper discusses examples which, while generally adhering to this convention, introduce elements of subversion into their visual logic. It will show that there are various metaleptic ludic devices – such as virtual reality environments within virtual worlds and reality-changing paintings – with which contemporary digital games reflect subtly upon their own relationship to reality.
Translated title of the contributionSelf-Reflexive Simulacra: Visuality as Meta-Commentary
Original languageRussian
JournalNovoe Literaturnoe Obozrenie
Volume158
Issue number4
Pages (from-to)215-227
ISSN0869-6365
Publication statusPublished - 2019

Keywords

  • Metalepsis
  • Metareference
  • Defamiliarization
  • Dishonored 2
  • Looking Glass
  • Agency
  • Genre

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