Abstract:The experience of videogames is distinct from other forms of mediated storytelling because the person playing the game can come to feel responsible for events and characters within a fictional world due to dynamics within what Brendan Keogh calls the 'messy, hybrid assemblage' of videogame play:Games function through modes of engagement where people need to make decisions and take actions in order to proceed through a hybrid text, in a context that the player is affectively invested in, and which is personally… Show more
“…'If anyone's going to ruin your night, Mae, it really should be you' One of the tools NITW uses to craft an empathetic and personally powerful storytelling experience is the lack of affective mediation found in playing video games compared to other media forms. As the player, you 2 are the one who responds to events both affectively and through choices, rather than a protagonist who the audience ideally sympathises with (Veale, 2011(Veale, , 2015. Christy Dena's concept of 'eureka discourse' is one example of a lack of affective mediation.…”
Section: Critically Engaging With Affective Materialitymentioning
confidence: 99%
“…Her voice and identity within the storyworld are reinforced by caustic, clever observations about her environment and circumstances. As we explore the space with her, these simple interactions start building a feedback loop: because basic decisions like jumping and movement lead to predictable outcomes, we start investing in the idea that future decisions we might make will also have consequences, and consider them with affective weight as a result (Veale, 2015: 138–139).…”
Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of engagement as an active storytelling tool, but apply it in different ways. Despite the differences in their contextual application, both games use affective materiality to encourage players to reflect on the consequences of their decisions in multiple arenas: within the context of the game, their engagement with other games and their engagement with the wider world. In doing so, both games apply storytelling techniques that distinguish playing video games from the experience of other media forms and encourage an empathetic engagement with fictional storyworlds.
“…'If anyone's going to ruin your night, Mae, it really should be you' One of the tools NITW uses to craft an empathetic and personally powerful storytelling experience is the lack of affective mediation found in playing video games compared to other media forms. As the player, you 2 are the one who responds to events both affectively and through choices, rather than a protagonist who the audience ideally sympathises with (Veale, 2011(Veale, , 2015. Christy Dena's concept of 'eureka discourse' is one example of a lack of affective mediation.…”
Section: Critically Engaging With Affective Materialitymentioning
confidence: 99%
“…Her voice and identity within the storyworld are reinforced by caustic, clever observations about her environment and circumstances. As we explore the space with her, these simple interactions start building a feedback loop: because basic decisions like jumping and movement lead to predictable outcomes, we start investing in the idea that future decisions we might make will also have consequences, and consider them with affective weight as a result (Veale, 2015: 138–139).…”
Affective materiality is a tool for exploring how engaging with textual structures shapes the affective experience of a story. The experience of video games is distinctive because their modes of engagement can lead to players feeling responsible for the decisions they make within the diegetic space of the game and its contextual storyworld. Night in the Woods and Undertale both use the perception of responsibility found in video game modes of engagement as an active storytelling tool, but apply it in different ways. Despite the differences in their contextual application, both games use affective materiality to encourage players to reflect on the consequences of their decisions in multiple arenas: within the context of the game, their engagement with other games and their engagement with the wider world. In doing so, both games apply storytelling techniques that distinguish playing video games from the experience of other media forms and encourage an empathetic engagement with fictional storyworlds.
“…Experiments with post-humanism and virtual environments are already being conducted sporadically, for instance in gaming and in exciting studies of digitally complemented zoomorphism (Appleöff Lyons & Brown Jaloza, 2016), or in the study of the digital sensoriality of artefacts to emphasize multi-sensorial and embodied interactions (Papadopoulos et al, in press). Some contemporary gaming initiatives have shifted focus from hand-eye coordination to a full-body immersive experience, and experiments are being conducted concerning their empathetic capacity as they foreground the affective experience of others rather than focusing solely on the construction of the self (Swink, 2009; Veale, 2015). The post-human body is diffracted into multiple post-humanities, multiple realities, and multiple pasts, thereby changing the humanist into a range of possibilities that are also non-human.…”
Section: Towards a Post-humanist Framework In Roman Heritage: Not Feementioning
In this article I explore different ways archaeologists can contribute to and learn from theorizing the digital world beyond the traditional functionalistic means of applying computational methods. I argue that current digital technologies can be a very constructive tool to create non-human experience and awareness. I pursue this argument by presenting ideas from a work-in-progress project experimenting with the post-human and the virtual, and by exploring significant otherness in Roman religion and the dark spots in human perception, through the analysis of an absent temple in Rome. Applying post-human philosophies and an expanded concept of virtuality beyond the digital makes it possible to change our approach to object/human/divine relations in Roman cults and how we present Roman heritage towards a post-humanist framework. Through this, digital archaeology can become one of the ways of re-examining and reinventing our ideas of the human, the past and the digital.
“…Misha Kavka frames affect as ‘potential emotions – emotions that have not yet been perceived as such and thus constitute a “primordial soup” of feeling’ (2008: x ). 3 Affect requires investment on behalf of the person involved, and that investment is contextual in that it reflects what is relevant to both the individual and the situation in which the investment takes place (Veale, 2015: 3). For example, the experience of someone watching a television series they enjoy is going to be different and distinctive when watching it to relax than it will be when they’re studying it for an assignment.…”
Section: Approaching How Labour Shapes Textual Experiencementioning
confidence: 99%
“…Initially these games are very simple, 14 but they still change the labour and mode of engagement of the person engaging with the text, and later these games rapidly expand in depth and relevance to the storytelling experience. The modes of engagement which set the experience of games apart are grounded in the fact that it is the players of videogames who progress through the text, and come to feel responsible for the outcomes of their decisions and actions in the process (Veale, 2015, 2016). Making meaningful decisions with sensible consequences within the space of the game makes the player aware of a timeline of their own decisions and frames the experience as happening now.…”
Section: Homestuck’s Anatomy and Transmodal Engagementmentioning
Homestuck is a textual and experiential chameleon that manipulates its own structure to shape the audience’s affective experience of the story by mimicking not just the storytelling techniques of other media forms, but their modes of engagement as well. This article introduces terminology to illustrate how and why the online serial Homestuck qualifies as a distinctive form of storytelling. I introduce the term transmodal engagement to illustrate how Homestuck uses the affective, experiential affordances of different media forms to sculpt and shape the experience of the text in completely different ways to ‘transmedia’ storytelling. The second term this article introduces is metamedia storytelling, which describes how the audience’s familiarity with storytelling across multiple media forms can be used to manipulate their experience of fiction. Homestuck deploys metamedia storytelling to continually destabilize the reader’s understanding of the text and their investments in the storyworld by forcing re-evaluations of not just what is happening, but what kind of mediated relationship the readers have with the content of the story.
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