Is it possible to “read” a digital literary work on a video game console?: A comparative between digital literary works and video games
DOI:
https://doi.org/10.21814/h2d.3563Keywords:
digital literature, electronic games, multisemiosis, videogameAbstract
The following analysis intends to, by comparing definitions of what is an electronic game and what is a digital literary work, answer if it is possible to read a digital literary work in a videogame console. An analysis of two games, Braid and Return of the Obra Dinn is also present, in a way to clarify if they have any similarities to literary works (digital or not). To achieve the objective, the theoretical assumptions that support the analysis are Katherine Hayles (2009); Jane Macgonigal (2012); Walter Benjamin (1987); Laurent Jenny (1979) among others.
Downloads
References
Benjamin, W. (1987). Magia e Técnica, Arte e política. Obras escolhidas I (S. Rouanet, Trad.). Brasiliense.
Hayles, N. K. (2009). Literatura Eletrônica - Novos horizontes para o literário (L. Lhullier, & R. M. Buchweitz, Trads.). Global Editora.
Jenny, L. (1979). Intertextualidades (C. C. Rocha, Trad.). Almedina.
Kirchof, E. R. (2009). O desaparecimento do autor nas tramas da literatura digital: Uma reflexão foucautiana. Signo, 34(56), 47-63, https://online.unisc.br/seer/index.php/signo/article/view/962
McGonigal, J. (2012). A realidade em jogo (E. Rieche, Trad.). BestSeller.
Yoo, H.-J. (2007). Text, hypertext, hypermedia: Ästhetische möglichkeiten der digitalin literatur mittels intertextualität, interaktivit¨t und intermedialität. Königshause & Neumann.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2022 Alice Atsuko Matsuda, Thiago Moreira Marques
![Creative Commons License](http://i.creativecommons.org/l/by/4.0/88x31.png)
This work is licensed under a Creative Commons Attribution 4.0 International License.