2018
DOI: 10.31269/triplec.v16i2.961
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Can We Programme Utopia? The Influence of the Digital Neoliberal Discourse on Utopian Videogames

Abstract: This article has a dual purpose. The first is to establish the relationship between videogames and utopia in the neoliberal era and clarify the origins of this compromise in the theoretical dimension of game studies. The second is to examine the ways in which there has been an application of the utopian genre throughout videogame history (the style of procedural rhetoric and the subgenre of walking simulator) and the way in which the material dimension of the medium ideologically updates the classical forms of… Show more

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Cited by 6 publications
(3 citation statements)
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“…After the emergence of the genre with the commercial release of Dear Esther (The Chinese Room and Briscoe, 2012), and its explosion as an aesthetic practice after the critically praised Gone Home (The Fullbright Company, 2016), First Person Exploration (FPE) games, ambience action games (Zimmermann and Huberts, 2019), wandering games (Kagen, 2022), or walking simulators (WS)-as they were originally and derogatorily labeled-have received much critical attention (e.g. Carbo-Mascarell, 2016;Grabarczyk, 2016;Navarrete-Cardero and Vargas-Iglesias, 2018), even more after the release of Death Stranding (Kojima Productions, 2019) (see also Cuadrado, 2022;Ferland-Beauchemin et al 2019;Jørgensen, 2022;Kagen, 2022;Majewski and Siuda, 2023;Montembeault and Deslongchamps-Gagnon, 2019;Zimmermann and Huberts, 2019) as Hideo Kojima's conception of the new strand game genre 1 .…”
Section: Introductionmentioning
confidence: 99%
See 1 more Smart Citation
“…After the emergence of the genre with the commercial release of Dear Esther (The Chinese Room and Briscoe, 2012), and its explosion as an aesthetic practice after the critically praised Gone Home (The Fullbright Company, 2016), First Person Exploration (FPE) games, ambience action games (Zimmermann and Huberts, 2019), wandering games (Kagen, 2022), or walking simulators (WS)-as they were originally and derogatorily labeled-have received much critical attention (e.g. Carbo-Mascarell, 2016;Grabarczyk, 2016;Navarrete-Cardero and Vargas-Iglesias, 2018), even more after the release of Death Stranding (Kojima Productions, 2019) (see also Cuadrado, 2022;Ferland-Beauchemin et al 2019;Jørgensen, 2022;Kagen, 2022;Majewski and Siuda, 2023;Montembeault and Deslongchamps-Gagnon, 2019;Zimmermann and Huberts, 2019) as Hideo Kojima's conception of the new strand game genre 1 .…”
Section: Introductionmentioning
confidence: 99%
“…Thus, the underlying politics of WS, which have shown a connection with a wide range of issues regarding the human condition 3 , have also sparked a debate concerning the hegemonic limits of what does and does not constitute a video game (cf. Bogost, 2017;Bowman, 2019;Navarrete-Cardero and Vargas-Iglesias, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Cómo citar:Navarrete-Cardero, L.; Ramírez-Moreno, C. (2024). The Upscaling of the Early Cinema Image through Artificial Intelligence.…”
mentioning
confidence: 99%