Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/12874
Title: Death in digital games : a thanatological approach
Authors: Ntelia, Renata E.
Keywords: Death in art
Video games
Thanatology
Issue Date: 2015-06
Publisher: University of Malta. Department of English
Citation: Ntelia, R. E. (2015). Death in digital games : a thanatological approach. Antae Journal, 2(2), 90-100.
Abstract: Analysing 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.
URI: https://www.um.edu.mt/library/oar//handle/123456789/12874
Appears in Collections:Antae Journal, Volume 2, Issue 2
Antae Journal, Volume 2, Issue 2

Files in This Item:
File Description SizeFormat 
2-2-2015-3.pdfDeath in digital games : a thanatological approach427.44 kBAdobe PDFView/Open


Items in OAR@UM are protected by copyright, with all rights reserved, unless otherwise indicated.