Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/12874
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dc.contributor.authorNtelia, Renata E.
dc.date.accessioned2016-10-12T12:41:46Z
dc.date.available2016-10-12T12:41:46Z
dc.date.issued2015-06
dc.identifier.citationNtelia, R. E. (2015). Death in digital games : a thanatological approach. Antae Journal, 2(2), 90-100.en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar//handle/123456789/12874
dc.description.abstractAnalysing our time is an important part of our understanding and modi operandi. At the same time, of equal importance is the analysis of the end of time, that is, the time of death. The analysis of death contains a paradox, since there is no way of knowing death before death, and writing about death after the grave contradicts death itself. Nevertheless, death is a diachronic consistency which defines our presence, existence and, of course, every era, both culturally and temporarily. It reigns over our consciousness and its manifestations: language, philosophy, religion, literature and the arts. Nowadays, we live in the era of digital revolution and are re-familiarising ourselves with many established perceptions of the world we live in and the manner we experience and communicate within it. Death, together with our acknowledgement of it, is no different. Much can be said about how death is perceived through social media and digital applications, but my core focus will be death in digital games. Digital games, as a relatively new medium, and an ergodic one at that, have many interesting aspects that remain unexplored and are worth looking closer into as they provide an exciting field of study. Being one of—if not the most popular leisure activity of our age—one cannot be more in our time than when engaging with digital games. They pose a different approach to interactivity, and for that reason function in a novel manner and are accompanied by new challenges and a need for methodological tools. In this case however, digital games themselves will provide the tool for analysing such a timeless and simultaneously time-perceived idea as death itself. A great example of how the contemporary can not only facilitate the intertemporal, but also re-introduce it in innovative ways.en_GB
dc.language.isoenen_GB
dc.publisherUniversity of Malta. Department of Englishen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectDeath in arten_GB
dc.subjectVideo gamesen_GB
dc.subjectThanatologyen_GB
dc.titleDeath in digital games : a thanatological approachen_GB
dc.typearticleen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.description.reviewedpeer-revieweden_GB
dc.publication.titleAntae Journal
Appears in Collections:Antae Journal, Volume 2, Issue 2
Antae Journal, Volume 2, Issue 2

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