2020
DOI: 10.4000/polysemes.6446
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Videogames’ Specific Forms of Immersion into the Past, Present, and Future: Experiencing Progress in American McGee’s Alice (2000) and Alice: Madness Returns (2011)

Abstract: books, 1 they are "neo-Victorian" only in what Nadine Boehm-Schnitker and Susanne Gruss call a "soft" or "inclusive" sense (Boehm-Schnitker and Gruss 2): in contrast with "strong" definitions, long predominant in academia, "which make self-reflexivity […] a conditio sine qua non of the neo-Victorian reference to the nineteenth century" (Boehm-Schnitker and Gruss 2), neither of these games explicitly aims at challenging our conception of the past and the present by engaging us in self-reflexive and intellectual… Show more

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