Videogames are works of fiction that represent objects of reality (Longo, 2016). As cultural objects (Griswold, 1987), they are sources of social information, “quasi-social setting” (Longo, 2006) generating hyperreal contexts within which various aspects of reality are amplified and deformed. By adopting this sociological perspective, it is possible to analyze what happens on screen as actual social situations, although they are simulated. The aim of the chapter is to analyze three videogames through a qualitative approach to content analysis to extract sociological meaning from the game-interactive narrative. The chapter analyzes works that depict the relationship between the protagonist of the videogame and society through a narrative delirium, which is how the manifestations of madness substantiate the narrative. The delirium functions as a possible access to the world that stimulates the mind-reading ability, triggers reflection on the nature of a possible world (Eco, 1979), and improves the understanding of embedded imaginative constructs (Bernaerts, 2009). The distinctive feature of the medium, that is, interaction, allows videogame design choices to be explored and interpreted in terms of the player’s decision-making agentivity.

The Representation of Delirium: a link between player and society

Zaterini, Matteo Jacopo
2025-01-01

Abstract

Videogames are works of fiction that represent objects of reality (Longo, 2016). As cultural objects (Griswold, 1987), they are sources of social information, “quasi-social setting” (Longo, 2006) generating hyperreal contexts within which various aspects of reality are amplified and deformed. By adopting this sociological perspective, it is possible to analyze what happens on screen as actual social situations, although they are simulated. The aim of the chapter is to analyze three videogames through a qualitative approach to content analysis to extract sociological meaning from the game-interactive narrative. The chapter analyzes works that depict the relationship between the protagonist of the videogame and society through a narrative delirium, which is how the manifestations of madness substantiate the narrative. The delirium functions as a possible access to the world that stimulates the mind-reading ability, triggers reflection on the nature of a possible world (Eco, 1979), and improves the understanding of embedded imaginative constructs (Bernaerts, 2009). The distinctive feature of the medium, that is, interaction, allows videogame design choices to be explored and interpreted in terms of the player’s decision-making agentivity.
2025
9781032561516
9781003434122
9781032561509
File in questo prodotto:
File Dimensione Formato  
1 OK The Representation of Delirium.pdf

non disponibili

Tipologia: Versione editoriale
Licenza: Copyright dell'editore
Dimensione 758.63 kB
Formato Adobe PDF
758.63 kB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11587/560567
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 0
  • ???jsp.display-item.citation.isi??? ND
social impact