Please use this identifier to cite or link to this item: https://www.um.edu.mt/library/oar/handle/123456789/45517
Title: On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes
Authors: Gualeni, Stefano
Keywords: Glitch art
Virtual reality
Games -- Psychological aspects
Games -- Study and teaching
Modernism (Art)
Dadaism
Surrealism
Surrealist games
Computer art
Critical thinking
Issue Date: 2019-08-08
Publisher: DiGRA
Citation: Gualeni, S. (2019). On the de-familiarizing and re-ontologizing effects of glitches and glitch-alikes.DiGRA 2019 - the Digital Games Research Organization Conference. Kyoto, Japan.
Abstract: Interactive digital experiences are understood as disclosing possibilities of being that can extend beyond the actual. The ways in which those experiences prompt their audiences to interactively apply and repurpose their cognitive faculties are constrained by the technical possibilities of the digital medium. This entails that the transformative activities invited and upheld by the computer depend on the functional affordances of digital technology as well as on the specific ways in which it errs and malfunctions. In this paper, I discuss non-catastrophic computer malfunctions (i.e. glitches) as potentially introducing aspects of surprise, ambiguity, and humor in the interactive experience of a virtual world. Computer glitches can also be intentionally designed to be a constitutive part of a virtual world and triggered deliberately; these types of glitches are used as expressive tools that can stimulate critical thought and make us suspicious of the stability and the validity of our world-views.
URI: https://www.um.edu.mt/library/oar/handle/123456789/45517
Appears in Collections:Scholarly Works - InsDG

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