Remediating Video Games in Contemporary Fiction: Literary Form and Intermedial Transfer

Author:

Caracciolo Marco1ORCID

Affiliation:

1. Ghent University, Ghent, Belgium

Abstract

Game scholars have discussed both the ways in which video games structurally differ from literary fiction and the ways in which they remediate motifs and narrative strategies from it. In this article, I reverse the direction of that exchange, arguing that video games are disclosing new perspectives on both literary writing and literary interpretation. My focus is on how literature can integrate ludic strategies on a formal level, rather than by merely thematizing games (as genre fiction does extensively). I thus discuss three formal devices—multimodality, present-tense narration, and loop-like repetitions—that evince considerable literary interest in gaming culture. Through these formal experimentations, literature participates in a media environment that is significantly shaped by games. I argue that this intermedial transfer also offers an opportunity for a literary scholarship to enrich its conceptual and interpretive toolbox through dialogue with both game studies and gaming culture.

Funder

H2020 European Research Council

Publisher

SAGE Publications

Subject

Human-Computer Interaction,Applied Psychology,Arts and Humanities (miscellaneous),Anthropology,Communication,Cultural Studies

Reference59 articles.

Cited by 2 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Influence of AI Powered Gaming Developers and Analyzing Player Behavior and Enhancing User Experience;2023 First International Conference on Advances in Electrical, Electronics and Computational Intelligence (ICAEECI);2023-10-19

2. Video Games as Mythology Museums? Mythographical Story Collections in Games;International Journal of the Classical Tradition;2023-05-24

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