Avant-Garde, Emergency, and Digital Games Discourse
نویسندگان
چکیده
What may be considered as the greatest emergency in contemporary world is lack of a sense emergency; prevailing feeling that everything fine, that, despite ongoing crises, we live only acceptable system, and it impossible to imagine any alternative it. Mainstream digital games, by offering repetitive, standardised, predictable forms gameplay, focusing on technological advancement, exploiting workers large corporations, became part emergency. According Santiago Zabala, what needed recover break through complacency, an “aesthetic force,” disruptive artistic shock. proposed this article possibility considering avant-garde aesthetical force field videogames; shocks player demands something more than simple contemplation. As presented game scholars, avant- -garde videogames (through formal experimentation political intervention) open medium, propose games object mindless repetition. Avant-garde proclaim new ways playing, accept diversity opposes stereotypical image white, heterosexual male, kinds engagement with outside world. They tend “remove automatism perception” disrupting players’ disclosure system. To achieve category flow, problematize notions videogame hermeneutic interrupt immersion.
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ژورنال
عنوان ژورنال: Przegl?d Kulturoznawczy
سال: 2022
ISSN: ['2084-3860', '1895-975X']
DOI: https://doi.org/10.4467/20843860pk.22.038.17092