2016
DOI: 10.1080/13527258.2016.1262447
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Gone Home, and the power of affective nostalgia

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Cited by 8 publications
(7 citation statements)
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References 19 publications
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“… 88 E.g. Blunt 2003; Orr 2017; Smith and Campbell 2017; Veale 2017. The term “now-stalgia” has been recently coined by Korean journalists for this mode of nostalgia.…”
mentioning
confidence: 99%
“… 88 E.g. Blunt 2003; Orr 2017; Smith and Campbell 2017; Veale 2017. The term “now-stalgia” has been recently coined by Korean journalists for this mode of nostalgia.…”
mentioning
confidence: 99%
“…This game puts a player in the shoes of a young woman who returns home and finds that her family is absent. As Veale et al [ 55 ] also discussed, Gone Home is a video game that uses effective storytelling to create empathy and a sense of responsibility in users by placing them within a recent historical moment. In this way, it exposes the user to the positive and negative elements of the past and encourages him/her to stay in the game and reflect on these elements [ 56 ].…”
Section: Related Workmentioning
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
confidence: 99%