The Inescapable Intertextuality of Blade Runner: The Video Game

Author(s):  
Clara Fernandez-Vara

The video game adaptation of Blade Runner (1997) exemplifies the challenges of adapting narrative from traditional media into digital games. The key to the process of adaptation is the fictional world, which it borrows both from Philip K. Dick's novel Do Androids Dream of Electric Sheep? (1968) and Ridley Scott's film Blade Runner (1982). Each of these works provides different access points to the world, creating an intertextual relationship that can be qualified as transmedia storytelling, as defined by Jenkins (2006). The game utilizes the properties of digital environments (Murray, 2001) in order to create a world that the player can explore and participate in; for this world to have the sort of complexity and richness that gives way to engaging interactions, the game resorts to the film to create a visual representation, and to the themes of the novel. Thus the game is inescapably intertextual, since it needs of both source materials in order to make the best of the medium of the video game.

2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


2020 ◽  
Vol 8 (2) ◽  
pp. 14
Author(s):  
Gora Chand Das

V.S.Naipaul expertly exhibited a great craftsmanship in literary pieces like fiction, travel and journalistic writing. His fictional world reveals a critical look on the world and also utilizes its traditions, customs and cultures. Naipaul’s writing express the ambivalence of the exile, a feature of his own experience as an Indian in the West Indies, a West Indies in England, and a nomadic intellectual in a post colonial world. Naipaul adhered to the form of the traditional narrative, and by doing away with the technical devices of the stream of consciousness; he exhibits his power of writing by making his readers share the inevitable irony and paradox of modern life form by its quintessential self-division and inner conflict. The protagonist of Naipaul’s fiction may be different persons but there may be sensed a thread of continuity in their fate and there “limbotic” status. He has described the theme of a quest for identity, a sense of displacement, alienation, exile of an individual in the backdrop of colonial and postcolonial period. The act of displacement, his trying efforts to organize his experience, and his gazing back to know about his roots and his continuing search for the desirable self can be clearly stated in his novel Half A Life (2001). In the novel Half A Life, Willie Chandran is a migrant from one place to another and then to another. And he keeps on doing that through both Half A Life, and its sequel Magic Seeds (2004).  


2017 ◽  
Vol 55 ◽  
pp. 69-82
Author(s):  
Bożena Kucała

This article analyses the ontological status of the characters who inhabit the world of John Banville’s novel Ghosts. While the problem of volatile selfhood recurs in Banville’s fiction, in this novel the very existence of the characters within the fictional world remains doubtful. It is argued here that the numerous metafictional elements in the text are central to its interpretation. The novel itself should be treated as a work in progress or a design for a novel rather than a completed project. The narrative initiates and ultimately resists familiar patterns; the characters’ peculiar way of being alive seems to stem from an intersection of empirical reality and an obscure realm of fantasy, imagination as well as textual and artistic allusions. Correspondingly, the narrator’s status as a literary character is ambiguous. The article suggests that the narrator is the most likely creator of the characters within the fictional world and is himself a playful author-substitute in the novel. In conclusion, a reading that treats Ghosts as a postmodern artefact appears to provide a viable framework for resolving the apparent contradictions and ambiguities in the status of the characters.


2019 ◽  
Vol 11 (1) ◽  
pp. 49-63
Author(s):  
Noémi Albert

Abstract David Mitchell’s Cloud Atlas (2004) presents its readers with a “borderless world.” This borderlessness concerns space and time, with complex and interweaving spatiotemporal planes. In this fictional world, the subject will serve as an entity that brings together disparate spatialities and temporalities through an intricate symbolic web that connects the subject’s body to the world it inhabits. Numerous versions of past, present, and future run in parallel, the actual and the virtual coexist, and the text folds upon itself. The novel operates a constant state of liminality, a state that will be embodied by the subject. Seemingly in a paradoxical way, the multiple liminal states identifiable in the novel convey the ultimate sense of borderlessness. It is exactly the work’s heterogeneity, its jumps through time and space, its interrupted chapter structure that lend it a special unity and coherence that erases both geographical and temporal borders. The novel’s structure goes into thematic depths and creates a bridge, a constant interplay between form and content, captured in the metaphor of the concertina. Consequently, Cloud Atlas creates a constantly shifting world where the only fixed entity is the subject and its comet-shaped birthmark.


Author(s):  
Joakim Hans Wrethed

The article analyses Tom McCarthy’s novel Satin Island as giving literary form to the aesthetics of materiality. Acknowledging the work’s function as philosophical cognition, the investigation utilises the concept of Einfühlung (empathy) as the ‘feeling-into’ of aesthetic experience, while concomitantly determining that ordinary empathy as fellow-feeling is lacking. Combining that ahuman aspect with Husserlian time constituting flow, underlying time consciousness, as another aspect of the ahuman, the thesis argues that the novel stages the mattering of matter and the patterning of patterns as surface phenomena that constitute the aesthetics of this particular fictional world. The aesthetics appears as a near-metaphysical phenomenon in manifesting an instantiation of Nietzsche’s concept of the human only being eternally justified as an aesthetic phenomenon. As such a phenomenon, the human amalgamates with matter and is dead. However, the world can be said to harbour ‘A LIFE’ in the sense of the Deleuzean concept of pure immanence. Moreover, as an avant-gardist artwork, the novel may provoke an ethical counter-reaction in the reader, inducing an ecocritically grounded ethics that would empathise with the planet earth as a manifestation of life itself.


2020 ◽  
Vol 5 (4) ◽  
pp. 320-337
Author(s):  
Margarita S. Dedina

The fictional world in A.O. Adarov’s novels corresponds to several levels of narration. First, there is the “real” time of the novel’s events; second, historical reconstruction given through subjective focalization; third, the realm of the unreal conveyed by visions and dreams. The novel shows the modeled reality from the perspective of a particular person, a survivor of political repressions. Through the categories of life and death, love and fate, honor and dignity, the novel speaks of the eternal ontological values and the importance of self-identification in a very difficult time, a time of re-evaluation of old values and the search for moral guidelines. According to the author’s concept, traditional folk constants play a crucial role in the worldview and perception of the world and turn out to be crucial for individual choice. The sacralization of space and the presence of a symbolically charged topos in the center of the fictional world, itself an infinite mosaic of various local territories, supports the idea of the spatial structure of the novel as a single cosmic whole. Conventional chronotopic boundaries as well as the theme of death as a pass to the other world present in all the novels of this author, together with the motif of the “eternal return,” support his conception of the soul’s immortality.


Author(s):  
Rafał Kochanowicz

Temporal issues related to digital games go beyond the strictly literary or film studies character of the description and implies technological and marketing issues. It can be outlined by referring to the concept of Andrzej Stoff, who analyzed the spatial dimension of the world of the novel (“delineating space”, “creating”, “functionalizing”, “valorising”). Relating these four detailed issues – constituting the basic subject of description, analysis and interpretation – to temporal aspects, it is appropriate to talk about measuring (conventionalizing, relativizing) time, thematizing, functionalizing and valorizing it. Taking into account the above categories, the most typical concretizations of temporal phenomena can be further defined: functional (classic chronometry, clock, server time, time of a running process), gameplay (real time, relativization, quest time, respawn time), thematic concretizations (e.g. retrospection as a compositional dominant of multimodal narratives) and marketing concretizations (commercialization of time).


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2022 ◽  
Vol 14 (24) ◽  
pp. 122-133
Author(s):  
Kelli Dunlap ◽  
Rachel Kowert

There is a wealth of research on the depiction and impact of mental health representations in traditional media; however, less is known about video games. As the dominant form of media in the 21st century, video games uniquely portray mental illness in traditional ways as well as in ways unique to video games, such as in-game mechanics (e.g., sanity meters) and player-driven decision making. This paper outlines the importance of cultural messages relating to mental illness as conveyed through video games in terms of content and influence and presents a multi-dimensional model of analysis for the representation of mental illness in digital games. The aim of this paper is to provide a foundation for understanding how mental illness is represented in digital games, provide a new perspective for thinking critically about representation of mental illness in games, and overview a new framework for assessing video game content in this area.


Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


2020 ◽  
Vol 26 (2) ◽  
pp. 350-356
Author(s):  
Anca Sîrbu

AbstractWith the rapid onset of an unprecedented lifestyle due to the new coronavirus COVID-19 the world academic scene was forced to reform and adapt to the novel circumstances. Although online education cannot be regarded as a groundbreaking endeavour anymore in the21st century, its current character of exclusivity calls for deeper understanding of, and a sharper focus on the “end-consumer” thereof as well as more cautious procedures to be exercised while teaching. While millennials are no longer thought of as being born with a silver spoon in their mouth but with an iPad or any sort of device in their hand (irrespective of their social status), adults are more hesitant when coerced to alter course unexpectedly and turn to new methods of attaining their learning goals. This is why proper communicative approaches need to be thoroughly considered by online instructors. This article aims at presenting teachers with a set of strategies to employ when the beneficiaries of online academic education are adult learners.


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