2023
DOI: 10.2478/ausfm-2023-0020
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Medium Specific Uncanny in Contemporary Video Games

Tamás Csönge

Abstract: The academic discourse on the uncanny in video games usually focuses on the phenomenon of the so-called “uncanny valley” (Mori 2012). The article explores the emergence of other, medium-specific occurrences of the effect, prioritizing interactivity as a key factor in its establishment. Two unique areas are particularly prominent in the increasingly photorealistic worlds of video games where uncanny moments associated with the wider, Freudian concept can be found. These are linked to necessary (structuring) and… Show more

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