As videogames become more and more popular, their ability to generate and communicate mythologies (mythopoiesis) appears clearer. Pokémon, The Legend of Zelda, and Halo are just a few of the specific transmedial storyworlds created through (relatively few) years of reiteration. At the same time, recent examples of massively diffused products also picture remediations of heritage, folk tales, architecture, and other cultural elements, reaching users of any background. Franchises like Assassin’s Creed, God of War, or Final Fantasy take large inspiration from various cultural heritages. By doing so, video-ludic remediations add to previously shared imaginary some peculiar interactive (ergodic) features: since video games have specific features that imply interaction by (and with) the user, the remediated cultural elements acquire properties that were not present in any previous representation. The interest of this study is to enlighten how it is possible for blockbuster videogames to build over previous archetypes and imaginaries, creating common knowledge about certain cultural objects, myths, and figures, among players on a global scale. The main focus of this research will be Japanese cultural heritage representation in recent popular videogames such as Nioh, Ghost of Tsushima, and Sekiro: Shadows Die Twice. In a comparative analysis of these products, the study will try to underline the common elements of blockbuster remediations, while exploring the emerging interactive (ergodic) features that the mentioned videogames add to previously shared imaginary of portrayed cultural elements. Any emerging evidence will then serve to build a tentative framework or method to remediate and represent any given cultural element in future videogame projects that aim to properly communicate heritage on a large scale such as the global digital game market.
Mythopoiesis and collective imagination in videogames
Piano, Andrea;Ilardi, Emiliano;Ceccherelli, Alessio
2021-01-01
Abstract
As videogames become more and more popular, their ability to generate and communicate mythologies (mythopoiesis) appears clearer. Pokémon, The Legend of Zelda, and Halo are just a few of the specific transmedial storyworlds created through (relatively few) years of reiteration. At the same time, recent examples of massively diffused products also picture remediations of heritage, folk tales, architecture, and other cultural elements, reaching users of any background. Franchises like Assassin’s Creed, God of War, or Final Fantasy take large inspiration from various cultural heritages. By doing so, video-ludic remediations add to previously shared imaginary some peculiar interactive (ergodic) features: since video games have specific features that imply interaction by (and with) the user, the remediated cultural elements acquire properties that were not present in any previous representation. The interest of this study is to enlighten how it is possible for blockbuster videogames to build over previous archetypes and imaginaries, creating common knowledge about certain cultural objects, myths, and figures, among players on a global scale. The main focus of this research will be Japanese cultural heritage representation in recent popular videogames such as Nioh, Ghost of Tsushima, and Sekiro: Shadows Die Twice. In a comparative analysis of these products, the study will try to underline the common elements of blockbuster remediations, while exploring the emerging interactive (ergodic) features that the mentioned videogames add to previously shared imaginary of portrayed cultural elements. Any emerging evidence will then serve to build a tentative framework or method to remediate and represent any given cultural element in future videogame projects that aim to properly communicate heritage on a large scale such as the global digital game market.File | Dimensione | Formato | |
---|---|---|---|
12086-34636-1-PB.pdf
accesso aperto
Tipologia:
versione editoriale (VoR)
Dimensione
1.51 MB
Formato
Adobe PDF
|
1.51 MB | Adobe PDF | Visualizza/Apri |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.